Ruining buildings by resettling unemployed pops?

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Lord Boreal

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As per title.

I don't get it. One of my Agri worlds is at capacity, I'm resettling unemployed pops to an Ecumenopolis on a regular basis but it keeps ruining a building. Why? The pops are unemployed? What is it I'm not understanding here?

On a related note: Is there anyway, other than the planetary decision, to increase emigration from overpopulated worlds? I have two Ecumenopoli and a completed Ring World yet immigration to them from the core 'Old Worlds' is extremely slow.

Ta
 

stumason

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Do you have (for arguments sake, number not relevant) 25 pops, but only 24 jobs but have built a building in the 25 pop slot?

Because if you unlock a building slot, but then move a pop offworld who was holding up that level of building slots (so the 25th pop, as above) and drop back to 24, then the slot for 25 will be ruined.
 

Bouchart

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Buildings will automatically be ruined if the population falls between its threshold. If the building slot is unlocked after 50 pops are on the planet, it'll be destroyed if the population falls to 49 for example.
 

Lord Boreal

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Do you have (for arguments sake, number not relevant) 25 pops, but only 24 jobs but have built a building in the 25 pop slot?

Because if you unlock a building slot, but then move a pop offworld who was holding up that level of building slots (so the 25th pop, as above) and drop back to 24, then the slot for 25 will be ruined.

Buildings will automatically be ruined if the population falls between its threshold. If the building slot is unlocked after 50 pops are on the planet, it'll be destroyed if the population falls to 49 for example.

Thank you. This is what I was missing. So simple and yet I completely overlooked it!
 

Lord Boreal

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Emigration can be increased by a lack of housing and/or jobs.

So overpopulated worlds will naturally experience increasing emigration, I assumed this was the case. I need some way of expediting the process!
 

PirateJack

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So overpopulated worlds will naturally experience increasing emigration, I assumed this was the case. I need some way of expediting the process!
There's a planetary decision that forces 10 unemployed POPs to other planets. Otherwise you need to increase immigration pull on your other planets to increase emigration on your overcrowded ones.
 

stumason

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Thank you. This is what I was missing. So simple and yet I completely overlooked it!

yeah, it's not clear and puzzled me for a bit when it happened to me.

I'd take this opportunity to say, don't worry to much about unemployed pops. I tend to save a few up before resettling or building something new.. Add in some overcrowding and you get some nice emigration out of them for your new colonies.
 

stumason

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So overpopulated worlds will naturally experience increasing emigration, I assumed this was the case. I need some way of expediting the process!

Tbh, once it kicks in, it's quite a hefty bonus to the worlds they are moving too. But if you want quicker results, resettlement is useful, if you're allowed to use it - just be mindful not to drop the population below the minimum required for your buildings.
 

bobucles

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The order that you place down buildings is very important. Once they're down, that's the order they get ruined in. You can slide everything up by deleting a building but you can not drag them around to decide which one rots first.

There is a bug where you can fix all the ruined buildings by deleting one. I guess the buildings get refreshed when they slide up? It's pretty weird.
 

stumason

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The order that you place down buildings is very important. Once they're down, that's the order they get ruined in. You can slide everything up by deleting a building but you can not drag them around to decide which one rots first.

There is a bug where you can fix all the ruined buildings by deleting one. I guess the buildings get refreshed when they slide up? It's pretty weird.

I have noticed that if I build a stronghold, for example, it generally gets put 2nd next to the Planetary capital, even if built, say 15th. Does this apply then? If it was built last, but is 2nd in the list, it gets ruined or does the building that was pushed to 15th now get ruined?

Just curious..
 

faljen_isus

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i had a different problem caused by the same issue, you cant decide which building you want to repair, and you can only repair the first in line, even though you may not want it repaired first

the worm demolished my homeworld when i purged the pops infected and the pop growth building is last in line for repairs after my labs, i had to demolish labs and buildings so i could get my gene clinic up and running