I have 99 job slots but filled ain't one

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Flame13223

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Seriously game, I have 6.0 pop growth on pretty much all planets, I went full pop growth and built several planets and I still cannot get pops to grow fast enough to actually fill the jobs that I need. Pops immediately take specialist jobs as soon as they're available, and leave behind worker jobs so I literally cannot build buildings on my planet and have to wait because if I don't then all my workers go work the specialist jobs immediately and I mean instantly...the training programs and education systems have to be light fucking speed in the future.

I feel like its nigh-on impossible to have all resources in the positive growth right now and honestly I've given up, my empire is stronger when I have to buy stuff off the market or trade with empires...which is kind of indicative or problems considering not all empires want or can do that...

Pop growth not being related to the amount of pops that you have is a serious serious mistake. The more pops you have the more growth you should have and secondly colony ships should cost a pop at least to build as right now one of the easiest ways to increase growth is to settle EVERYTHING. So a xenophile empire has a serious serious advantage over everyone else as they can settle multiple types of worlds. Hell if you conquer any primitives they're a huge bonus as you can colonize worlds with them and not even get the Stellar culture shock penalty on the new planet.

Overall I really like the changes in that I see potential in them but there's a LOT of work ahead of Paradox if they want this thing to work.
 

Flame13223

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Or you spec your planets and simply don't have many specialists on the resource planets.
Already doing that, not really helping. Quite the opposite I have planets with almost no buildings but full of empty slots...I mean a rural world that has only mining and energy districts needs 3 buildings only. 1 for mineral income, 1 for energy income, 1 for the growth speed. That's it. Maybe later if it gets huge you need ammeneties so you build city districts or a hologram dome or something but that's not really that important ammeneties from clerks are too cheap and easy to get.
 

Matoro_TBS

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There's really completely new developement philosphy in 2.2. Before you would always fill every building slot, but now having too many jobs is actually bad for economy in most cases. It's great, now I really have to think when to build and when not to build.
 

Flame13223

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There's really completely new developement philosphy in 2.2. Before you would always fill every building slot, but now having too many jobs is actually bad for economy in most cases. It's great, now I really have to think when to build and when not to build.
Yeah I can't build stuff in advance and have to keep scrolling through my 15 planets every time to check if I can build something or not...I get excited to see that I unlocked a lot of new slots but then I cannot use them because it would literally wreck my economy if I did...

I have to balance 4 different resources to all be in the plus but its literally impossible to have them all in positive for any real length of time especially without the +20% output edicts...I love the changes but I think they need a lot of rebalancing and work.

And pop growth is literally the most important thing ever, its more important than literally any other stat in the game.

Its not like in reality where growing populations too quickly can be an issue, no, positive growth is always great as building speed comparatively is incredibly quick. There's never going to be an unemployment crisis in any empire ever...If pop growth was tied to population size, so the more people you have the quicker you grow, and building speed was nerfed down so especially with the upgraded buildings you'd need much more time to build them, then you could get an actual reason to stiffle pop-growth so that you don't get overpopulated. Overpopulation is literally not a concern at all, all factions right now play like a ravenous swarm that only lives to consume and grow more numerous as quickly as possible.
 

pryr

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Growth speed in 2.2 is painfully slow and main bottleneck of economic growth in 2.2.0. I hope that will be changed because now game is too slow for me. Playing tall turned out to be more a boredom than before.
 

SomeIrateBrit

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Yeah I can't build stuff in advance and have to keep scrolling through my 15 planets every time to check if I can build something or not..

It's not that difficult. There's two icons for planets in the outliner, one for a spare building slot, and another for unemployed pops. If both of these are active, that planet can support another specialist building. If only the unemployed icon is active, it needs another district. In some cases you might want another district before more specialists, but that is the basics of it.
 

xxaxx

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Yeah I can't build stuff in advance and have to keep scrolling through my 15 planets every time to check if I can build something or not...I get excited to see that I unlocked a lot of new slots but then I cannot use them because it would literally wreck my economy if I did...

I have to balance 4 different resources to all be in the plus but its literally impossible to have them all in positive for any real length of time especially without the +20% output edicts...I love the changes but I think they need a lot of rebalancing and work.

And pop growth is literally the most important thing ever, its more important than literally any other stat in the game.

Its not like in reality where growing populations too quickly can be an issue, no, positive growth is always great as building speed comparatively is incredibly quick. There's never going to be an unemployment crisis in any empire ever...If pop growth was tied to population size, so the more people you have the quicker you grow, and building speed was nerfed down so especially with the upgraded buildings you'd need much more time to build them, then you could get an actual reason to stiffle pop-growth so that you don't get overpopulated. Overpopulation is literally not a concern at all, all factions right now play like a ravenous swarm that only lives to consume and grow more numerous as quickly as possible.

But you don't need to scroll through 15 different planets, you get the red suitcase icon next to a planet when one pop is unemployed and you just build new stuff then. Or you can let the sector do it for you (haven't tried that yet, since i never had more than 6 planets).

I disagree on the resources though. Its quite easy to balance them, once you figure out how much some of the buildings are. So if you build an Alloy Foundry 24 minerals will be converted into cca 8 alloys (depending on buffs etc.). I do agree the UI could be more clearer, because now you need to go to population, find the specific job to see how much it uses/produces.

I dunno, i really like most of it. Now when you have the chance to build something, you really think about what you need, while before you kinda just put buildings on their best tiles and once it was done all you'd do is basically click to upgrade them once in a while or maybe at some point switch out a building or two.

If you want faster pop growth go for mechanist at the start or get robots and put down the robot assembly thingy. I was getting a ton of pops early-mid game that way.
 

Flame13223

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But you don't need to scroll through 15 different planets, you get the red suitcase icon next to a planet when one pop is unemployed and you just build new stuff then. Or you can let the sector do it for you (haven't tried that yet, since i never had more than 6 planets).
If you have an unemployed pop you're already late. You need to build stuff when you have 1 job at least left so that you don't get wasted production on unemployment.

I dunno, i really like most of it. Now when you have the chance to build something, you really think about what you need, while before you kinda just put buildings on their best tiles and once it was done all you'd do is basically click to upgrade them once in a while or maybe at some point switch out a building or two.

I love the changes but they need some refinement.
 

TehJumpingJawa

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It's not that difficult. There's two icons for planets in the outliner, one for a spare building slot, and another for unemployed pops. If both of these are active, that planet can support another specialist building. If only the unemployed icon is active, it needs another district. In some cases you might want another district before more specialists, but that is the basics of it.

I think the point he was making, is that if you have specialized planets, your district-focused planets will always have empty building slots.
These empty slots will generate warning icons that'll drown out the empty building slot warning from every other type of planet, where you often will want all building slots occupied.

It's a problem created by the distinction between districts & buildings.

It gets even worse if you have an economy set up where, on some planets, unemployment is intended.
 

xxaxx

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If you have an unemployed pop you're already late. You need to build stuff when you have 1 job at least left so that you don't get wasted production on unemployment.



I love the changes but they need some refinement.

I agree they need some refinement, but the only other way is to check each planet how far the pop growth is and put the building down right before it which is a pain tbh.

Ok, but how much production do you waste on unemployment realistically?
 

Ma®tin

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If you have an unemployed pop you're already late. You need to build stuff when you have 1 job at least left so that you don't get wasted production on unemployment.

No need to over micro things. If I tried to not let any unemployment happen on any of the multiple 150+ pop planets I have, I would go crazy in a few minutes.
 

TehJumpingJawa

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No need to over micro things. If I tried to not let any unemployment happen on any of the multiple 150+ pop planets I have, I would go crazy in a few minutes.

In any strategy game, optimizing is part of the game.
The UI & mechanics should be supportive of this, not obstructive.

As to solutions, a "the next pop on this planet will be unemployed" warning (maybe the same icon, but in yellow/orange instead of red?) would help the situation.
 

Ma®tin

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In any strategy game, optimizing is part of the game.
The UI & mechanics should be supportive of this, not obstructive.

As to solutions, a "the next pop on this planet will be unemployed" warning (maybe the same icon, but in yellow/orange instead of red?) would help the situation.
I would say that precise control over every single pop in mid to late game is about as much over-micro as issuing individual commands to every single division in HOI4 if you have hundreds of them...

Personally I just go through the planets once in a while and set them up in a way that allows them to spawn the next 10 or so pops without any issues to me. I stopped doing the thorough micro after getting fourth colony. If you want to do it anyway, you can always disable one workplace on the planet, then you get the warning that there is unemployment and you can enable the workplace again and start building a new thing. That gets you the warning that next pop is gonna be unemployed.
 

Flame13223

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No need to over micro things. If I tried to not let any unemployment happen on any of the multiple 150+ pop planets I have, I would go crazy in a few minutes.
I can't not overmicro things. If I get an unemployment pop-up even to strata change I already feel like I failed lol...you gotta keep everything optimal and perfect <3

But seriously, I wish there was an option to queue things up ahead of time to be build at a specific moment.

Personally I just go through the planets once in a while and set them up in a way that allows them to spawn the next 10 or so pops without any issues to me.

Yeah I try to have 5 to 10 slots left open on every planet so I don't get unemployment and don't need to constantly click every planet to build new stuff. However lately I have got to 20 slots of empty jobs quite often or just having 3 empty building slots...