Pop priorities in 2.2.2 is weird

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Uskayaw

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Workforce priority system is counter intuitive
Definition of priority:
the fact or condition of being regarded or treated as more important.
"the safety of the country takes priority over any other matter"

More accurate way to describe current priorities would be "industry status". It's either working or not.

It is redundant
Buildings already can be shut down in Planet Summary tab.

Why does current system demand too much micromanagement?
Case study: taking new agri-colony to 5 pops.
Screenshot_2019-01-07_01-55-51.png

As you see, 1 colonist produces 1 food and amenities. 1 food is less than 4.5 from farm; and production bonus from amenities is irrelevant at this stage of the game. So we start building districts right away.
The whole process takes 4 steps:
1. Start building a district.
2. Four months later fire one colonist, so they will be able to work on farm right away.
Notice that I wrote "fire". I'm not setting a priority here. I'm closing work places.
3. Wait for colony to grow until it 6 months before it has 4th pop
4. Start building a district
Keep in mind that each of these actions require 3-5 clicks.
And it demands player to remember several variables:
1. How long does it take for pop to demote (and it may be different for some species)
Screenshot_2019-01-07_02-00-22.png

2. Pop growth rate
3. District construction time

Not following this procedure will punish player with losses in energy/food from district maintenance and farm tiles not worked.

Perfect case scenario: build district. When there are 4 workers in colony, build another.

Better example
Caesar series had convenient system for labor management. Setting a priority on industry was exactly that - making it more important, so workers were allocated to it first. And shutting down separate workforce branches could be done in one click.
aam.jpg

Let's look at this screenshot.
  • If workforce shortage happened, industry would shut down first, then government, then commerce. It's all in one screen, and player doesn't have to jump around town shutting down separate pottery workshops and whatnot.
  • If we wanted to shut down salt production (say, somebody gifted us 5 years worth of it), we could just do so.
  • Agriculture could be shut down during winter months. Somewhat useful in early game, but pointless in established economy.
I have a faint suspicion that somebody in developers team had similar design in mind, but it was implemented other way because of lack of specification.

TL;DR
Current worker priority system is counter intuitive, redundant and demands excessive micromanagement. I included an example how it was done better in the past.
 

Ramiel

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I have to disagree with your central argument, primarily because I disagree with the conclusion
Not following this procedure will punish player with losses in energy/food from district maintenance and farm tiles not worked.
While likely true technically, the amount saved is so minuscule it's in the 'literally who cares' category. I'm sure there are many areas of the game where one could get tiny, tiny boosts via extreme micromanagement, but I wouldn't count that as a problem because it's completely superfluous.

That said, I do agree the job priority system is completely backwards. Whole thing should be about actively prioritizing certain jobs, not de-prioritizing (or disabling) them. The example you post from Caeser looks fantastic (I only ever played Pharaoh, but that was ages ago and I barely remember it). Something similar would be perfect for Stellaris, though on a planetary scale. With a 'default' setting like for Species Rights.
 

Kakotheres

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I think the whole point of the job system is that pops are supposed to have some agency outside of what players assign. While this doesn't always make sense (Fanatic Authoritarian Empires for example), I think being able to arrange pops to work explicitly in industries that you want, regardless of living standard, pay or prestige.

In your example, a colonist job is considered 'Specialist', indicating that Colonists are more influential politically, are paid more and/or have higher living standards than Farmers. Regardless of if that makes sense (I don't think it does; Colonists should be Worker strata and under Agrarian Idyll, Farmers should be Specialists), it's logically consistent that you should have to fill those steps to get people to take jobs they don't want.

Not to suggest the system is perfect, but I think a different set of changes would be better:

- Authoritarian Empires should have significantly lower demotion timers (75% of standard for Auth and 50% of standard for Fanatic Auth would be my initial inclination).
- Colonist jobs should be Worker Strata.
- 'Job Priority' should be removed as a system entirely and only broad controls should be permitted over the economy.

In an ideal world there'd be an 'Economic Control' axis separate from Egalitarian and Authoritarian. Free Market/Centralized maybe? Not picking would result in the current system.

Centralized Empires would get the level of control you're suggesting; strong industry subsidies, strong worker priority tools and full controls over which facilities have workers. It'd be a micromanagement nightmare but some UI changes could ease that up. The Caesar menu you've shown is pretty good for this!

Free Market Empires would loose control over half their building (but not district) slots entirely, in exchange for increase energy credit income. Buildings would be filled with buildings that produce goods that are currently over the baseline energy cost on the Market and replace themselves if the good became significantly cheaper than when they were installed.

I feel I've gone off topic a bit. In the short run, I think the population priority system is a reasonable facsimile of what it's supposed to emulate; pops with their own preferences on employment. It's not a great one-size-fits-all solution, though, especially for Authoritarian Empires.
 

Gratak

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didnt test it yet but cant you just disable all of your buildings to reset pop locations? :D
also as other guy said: ITS AT "nobody cares" LEVEL LOSE :D
Nope. For some reason they go back to their old job afterwards rather than choosing the best one now. Even within their own strata...

@OP: That tactic is way too high micro. Though with enslaved species you can get what you want. The enslaved species can't become colonists and thus will directly be able to work in the district.
 

CaptainPolyp

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I think the whole point of the job system is that pops are supposed to have some agency outside of what players assign. While this doesn't always make sense (Fanatic Authoritarian Empires for example), I think being able to arrange pops to work explicitly in industries that you want, regardless of living standard, pay or prestige.
This does not work for Gestalt intelligence, which needs a proper prioritization system. Slaves and robots too.

Agency for pops is an interesting concept if you have a system for influencing (laws, edicts) or forcing the pops to prioritize a field or another (at the cost of stability for instance). Why not then. In the current system you remove individual jobs which makes for a tedious micromanagement.
 
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