I have 99 job slots but filled ain't one

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Ma®tin

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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.
ff.

Ah, you must be a people person. Awaken your inner megalomaniac! Colonize that new world and instantly ship over 100 pops, then queue 10 buildings and 5 districts and let it take care of itself!
 

fishworshipper

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I like queueing things up ahead of time and planning out each planet.
Queueing everything up right at the start is a habit that you should get over. It wastes energy on upkeep and it adds micro on job management. With how much overall resource incomes have increased, chances are a couple months of a single pop not producing isn’t going to make a significant difference. This isn’t Starcraft, you aren’t intended to micro every aspect of your empire and trying to do so is inevitably going to feel unfun.

You can plan ahead without building in advance.
 

Nikotinlaus

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I have not read all the replies but I strongly agree with the original poster. Popgrowth feels way too slow. This is especially apparent with the special worlds that can house alot of pops like ringworlds and ecumenupolis. I got a size 25 ecumenupolis from the first league in my game. 200 years later and i still have not cleared all the blockers on it because there is no point since I would not be able to fill the jobs anyways. Considering that the default gametime until score is 300 years it feels kinda strange that there is next to no chance to actually build AND fill things like ringworlds.
 

Ma®tin

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Alternatively, if you can afford the upkeep, you can build ahead of time and disable certain workslots, but the job management does get out of hand in late game if you do it that way.
 

fishworshipper

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I have not read all the replies but I strongly agree with the original poster. Popgrowth feels way too slow. This is especially apparent with the special worlds that can house alot of pops like ringworlds and ecumenupolis. I got a size 25 ecumenupolis from the first league in my game. 200 years later and i still have not cleared all the blockers on it because there is no point since I would not be able to fill the jobs anyways. Considering that the default gametime until score is 300 years it feels kinda strange that there is next to no chance to actually build AND fill things like ringworlds.
I do agree that pop growth feels a bit slow. Then again, I also believe that the goal with planets now is to get you to interact with em throughout the course of the game, rather than just setting them up and walking away, so slow pop growth may be intentional.
 

SpectralShade

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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.

see... previously, you could 'plan ahead' and set up a queue of buildings to be built on a planet, and you wouldn't need to check back on the system to see if you needed to change something untill a while had passed. Now, that approach sounds like a recipe for playing badly, and possibly wrecking your economy.

Is requiring the player to babysit every job on every planet all the time without the ability to PLAN AHEAD with orders really desirable, or even "realistic"?

I don't think so.

I can imagine it is even worse in multiplayer without the ability to pause where I can see it being extremely stressfull to constantly check up on everything giving you little time to relax, little time for diplomacy, little time for planning conquests or warfare, little time for... practically everything.

Game turned from a 4x game into spreadsheet management of local colonies, and the larger your empire gets, the worse it gets.

The fact that it is so easy to crash your own economy if you try to 'plan ahead' is a telltale sign that this thing wasn't thought out proper. The myriads of issues people are reporting with different ways of playing that was balanced before is just piling up on the evidence that the majority of testing was done centered on the DLC alone with less regard for the rest of the game.

To me, it feels like the latest patch/DLC litterally broke the game because we have a team that had some ideas about what they wanted to do in a game that was simply not a part of the core of what the game they were working on was about.
 

Flame13223

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I can imagine it is even worse in multiplayer without the ability to pause where I can see it being extremely stressfull to constantly check up on everything giving you little time to relax, little time for diplomacy, little time for planning conquests or warfare, little time for... practically everything.
I play on fastest all the time with pauses but today I tried not pausing while checking my planets (on fastest mind you) I constantly felt like I missed stuff happening and that was because I WAS actually missing stuff...things happened and I didn't even realize because 10 minutes I was just looking at every single planet I have. I really should stop playing at fastest, the problem is a lot of time there is nothing to do even on fastest there are moments of calm where everything is set up and I just watch the pop growth meter going up while literally having 0 actions per minute. Its kind of a weird balance where sometimes you gotta do things in burst and sometimes you could literally alt+tab on fastest (something that I do and did in 2.1 a lot) and watch a video or look up some song that you can't remember the title of...
he myriads of issues
This is incorrect, myriad already includes the 'of' so its just Myriad issues not myriad of issues.

No I am not a grammar nazi but I follow this lawyer stuff channel and he keeps correcting it whenever its used incorrectly and I felt compelled to do the same now...

Ah, you must be a people person.

Only if said people are also gamers...otherwise I am a cave troll aka I don't move out of my room for anything other than work or food.

Colonize that new world and instantly ship over 100 pops, then queue 10 buildings and 5 districts and let it take care of itself!

That's kinda close to the way I play. My goal is to make planets about 5-10 jobs ahead of unemployment so I have 5 minutes between each time I need to go through them for an update/check-up...And btw colonizing 100 different worlds is better than colonizing one with 100 pops right now.
 

Ezumiyr

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So, the problem here is that some players can't bear to have a warning sign active on their planet and do nothing about it.

Joking aside, a big design problem in Stellaris for a strategy game is that you can't see things and identify problems at a glance. You have to open menus all the time. They try to address it in some cases, such as for planets where you have new names (like agri worlds and so on) plus a few icons, but it still doesn't let you know many things, such as which pop is currently unemployed (if it's a robot for example), whether the planet is very populated, you can't say "stop giving me warnings about unemployement on that planet" etc.
It's the exact same problem as diplomacy and the look of borders in Stellaris. You can see federations and vassals, and that's all. There's nothing to indicate open borders on the map (like dotted lines), and you need to open the "contacts" menus to have an idea of relative power with other empires, when it could easily be an information that appears when hovering your mouse on other empires. Rivals could also be easily identifiable through map indications.

Not that it was better before - at least now planetary management is more meaningful. They are definitly making progress when it comes to features and mechanics, and we finally have different diplomatic icons for different things. I guess we just need to wait until they make it possible to personalize warnings for each planet (with a possibility to disable alerts for unemployement, building slots and so on).
 

Flame13223

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6.0? Rookie numbers! 8.88 reporting in :)

I'm awashed with minerals and energy, finding ever more creative was to get rid of em.
Tis but an average :))

But yeah I have to sell tons of minerals and energy but consumer goods keep being a huge issue. Also food...food gets sometimes okay and I buy tons to get the +20% increase on all my planets...consumer goods are a much bigger issue than food but still, hard to stabilize it all at once.
 

eagletrekkie

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My issue with the system as it is is that currently you're actively punished for planning and building ahead. So yeah, you can plan ahead, but then get actively screwed because you don't have resources a bit later when you need them. I don't object to a lot of the changes of 2.2, its just very frustrating to me that you have to constantly be checking in on your worlds because you're punished for trying to plan ahead.

EDIT: For clarity's sake I don't mean I want to build the entire planet in advance. It'd just be nice to be able to build a few districts or buildings ahead because I know this world is going to be focused in a direction and I've got the spare resources now and not get punished for it.
 
Last edited:

Evangeline

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I love the new job system (apart from the fact that pops do not work the jobs they are good at, but are assinged randomly), and I love balancing out my resources. (If consumer goods are a constant problem, you need to build less buildings that turn consumer goods into other resources and more buildings that create them instead.) But I must say that it goes against my natural instincts of "oh, there's a free slot! let's use it!" And if I didn't play iron man, I'd definitely try a mod that increases pop growth.
 

AlanC9

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I love the new job system (apart from the fact that pops do not work the jobs they are good at, but are assinged randomly), and I love balancing out my resources. (If consumer goods are a constant problem, you need to build less buildings that turn consumer goods into other resources and more buildings that create them instead.) But I must say that it goes against my natural instincts of "oh, there's a free slot! let's use it!" And if I didn't play iron man, I'd definitely try a mod that increases pop growth.


The thing I don't understand is why we get that "free slot" feeling now. When we had tiles everything that wasn't covered by a blocker was a free slot, but nobody freaked out about that.
 

AlanC9

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My issue with the system as it is is that currently you're actively punished for planning and building ahead. So yeah, you can plan ahead, but then get actively screwed because you don't have resources a bit later when you need them. I don't object to a lot of the changes of 2.2, its just very frustrating to me that you have to constantly be checking in on your worlds because you're punished for trying to plan ahead..

Aren't you being punished for making a bad plan there? If you're running out of stuff, whose fault is that?