Quick UI request (suggestion)

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Zenopath

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Could we get a yellow suitcase icon when a world has exactly 0 free jobs left? Sure the red suitcase icon is incredibly helpful, because it tells us where we need to build new jobs, but in the build time of the new building/district, we lose productivity. Micromanagers like myself tend to obsess about this sort of thing, and we end up checking all our worlds to make sure that the red suitcase does not show up. It would be so helpful to avoid that micro OCD behavior if the game alerted us to the fact that there is no new jobs left for next population so we could start building when we see the yellow suitcase. Any modders out there who could do that, i would so subscribe right now.
 

LeonOfOddecca

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This is slightly off-topic (good suggestion though), but I thought I should mention that some living standards actually allow unemployed pops to produce unity and research. That potentially makes them more useful than clerks!
 

exogeologist

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This is slightly off-topic (good suggestion though), but I thought I should mention that some ethics / living standards actually allow unemployed pops to produce unity (and can't remember what else when using utopian abundance). That potentially makes them more useful than clerks!

Or they could default into a private sector role that does different things depending on government type, living standard, and technology level. That role could still carry penalties but not be the stability crusher that it currently is.

For example, a policy of automatic subsidies of consumer goods for all unemployed pops that eliminates stability and happiness penalties as long as unemployment is <30% of the planet's population.

It seems kind of silly that in my hyper-advanced civilization that provides utopian living standards for all, that I don't have entrepreneurs, artists, or just plain lazy people who want to play video games all day and live on a universal basic income. For some reason everyone needs a job in a factory or an office somewhere to be happy.
 

LeonOfOddecca

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Or they could default into a private sector role that does different things depending on government type, living standard, and technology level. That role could still carry penalties but not be the stability crusher that it currently is.

For example, a policy of automatic subsidies of consumer goods for all unemployed pops that eliminates stability and happiness penalties as long as unemployment is <30% of the planet's population.

It seems kind of silly that in my hyper-advanced civilization that provides utopian living standards for all, that I don't have entrepreneurs, artists, or just plain lazy people who want to play video games all day and live on a universal basic income. For some reason everyone needs a job in a factory or an office somewhere to be happy.

I was talking about what actually happens in game, not about how to improve it.
 

James_K

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Or they could default into a private sector role that does different things depending on government type, living standard, and technology level. That role could still carry penalties but not be the stability crusher that it currently is.

I really don't care for this idea that there is a "private sector" in Stellaris and the stuff you can see is all government. For one thing, this would imply that every empire in Stellaris has collectivised most of its economy, which is absurd.

Also, unemployment is only a stability issue if you don't run Social Welfare, Shared Burdens or Utopian Abundance.
 

Zenopath

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I really don't care for this idea that there is a "private sector" in Stellaris and the stuff you can see is all government. For one thing, this would imply that every empire in Stellaris has collectivised most of its economy, which is absurd.

I could see ways to make private sector events interesting. Like, every month you get a check to see if something happens, like, 1% chance of a bull market or bear market, provides a energy/trade bonus/penalty for a short period of time. But what interaction would you expect to have, like free market/centralized market policy decisions that affect productivity? Taxation level policy that you can set to high to generate extra energy, but penalizes happiness and growth rate?
 

Zenopath

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Social Welfare and Shared Burdens both give +1 unity production to unemployed pops. Utopian abundance gives +1 unity and +2 research.

Shared burdens is actually not bad. I think that if you wanted to run fanatic egalitarians, you should get this as your 3rd civic. It helps a bit towards late game. Utopian abundance seems like asking to crash your economy though, how many civil infrastructure factories do you need to give 1 consumer good per pop? At a rough guess basically 1 person out of 7 would have to be working producing 7 consumer goods to keep everyone happy. Then you need like 1 person out of 7 mining to feed that artisan materials so he can make consumer goods. I have never tried to use it, sounds suicidal.
 

LeonOfOddecca

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Shared burdens is actually not bad. I think that if you wanted to run fanatic egalitarians, you should get this as your 3rd civic. It helps a bit towards late game. Utopian abundance seems like asking to crash your economy though, how many civil infrastructure factories do you need to give 1 consumer good per pop? At a rough guess basically 1 person out of 7 would have to be working producing 7 consumer goods to keep everyone happy. Then you need like 1 person out of 7 mining to feed that artisan materials so he can make consumer goods. I have never tried to use it, sounds suicidal.

Given that happiness is no longer directly affecting productivity I agree with you. If Utopian Abundance affected stability directly, it might've been viable. In the current vanilla game the only way Utopian Abundance might be plausible is if you stack consumer goods consumption bonuses (i.e, environmentalist civic and conservationist trait), and don't settle low habitability worlds. While potentially viable, it's unlikely to be particularly effective.
 

exogeologist

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Given that happiness is no longer directly affecting productivity I agree with you. If Utopian Abundance affected stability directly, it might've been viable. In the current vanilla game the only way Utopian Abundance might be plausible is if you stack consumer goods consumption bonuses (i.e, environmentalist civic and conservationist trait), and don't settle low habitability worlds. While potentially viable, it's unlikely to be particularly effective.

With the trade policy set to generate energy+consumergoods, late game I have zero problems creating CGs. I have to sell them off like once a year because I hit the cap, and I have the highest living standards set.
 

Zenopath

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With the trade policy set to generate energy+consumergoods, late game I have zero problems creating CGs. I have to sell them off like once a year because I hit the cap, and I have the highest living standards set.

I tend to stop playing at what most would consider midgame, when I have already won. Feels like I can handle not having to build civilian infrastructure just fine with stratified economy. But I when I play I aim to never build them even go so far as scrap initial one. Not doable with utopian standards