I normally don't complain about small details, and I am pretty sure I can open up the text editor and figure out how to get rid of this feature, but lets talk about the time it takes an unemployed population to demote to a lower strata.
Its not only too long (will often take populations 5 years to get off their ass and get a job!), its completely unnecessary anti-fun mechanic. Worse of all, it happens all the time by accident or glitch and can't be fixed easily.
First lets take a look at a few ways to end up with unemployed pop that can't be bothered to do anything but drain resources and take up space.
1) Destroying a building that uses specialists
2) Replacing a building that uses specialists (game has a decent chance of promoting new ones instead of using old ones)
3) Changing government types. (If you switch a civic or from megacorp to regular government, you can get all your rulers left unemployed while a whole new crop of specialists get promoted. This means you will be left with 5 or so former executives who don't know how to do administrator jobs. Or aristocrats who can't administer, or administers who can't merchant if you pick up merchant guild as 3rd civic. Or science directors who can't administer, the list goes on, any change of civic that affects rulers will leave you with upto 5x number of planets worth of dead useless pop that suck up 1 cg per month and do nothing else for 5 years.)
4) Resettling from a planet that drops it below 50 or 100, will cause a merchant to go unemployed, filling that number back will cause a new merchant to take over, leaving a unemployed ruler.
5) Anything to do with anything other than full citizens will cause constant unemployed residents who get their jobs taken by full citizen that just got born. Constant stream of unemployed specialists if you have full and residents living together.
6) And my personal favorite... complete randomness. Yes, sometimes an unemployed ruler will show up for no reason you can figure out. like, why did i get a bunch of unemployed rulers after genemoding my race? I can only imagine there was this moment where the new guys came in and were like "you are obsolete, my turn to rule" and the old guys go, "hold on here is my genemod serum, now we both same race again.", only to get a response "too late, you are unemployed now." Now thats just a guess. But its only reason I can think of why genemoding sometimes generates unemployed rulers.
Long story short, you end up with unemployed and unemployable rulers every once in a while, and unemployed specialists all the time. The specialists you can deal with, if you don't mind waiting for new construction, the rulers are upto 5 years of dead weight. (think harmony tree drops it to 2 and a half years.)
This mechanic is seriously broken.
Now lets discuss why it is anti-fun.
Because it serves no purpose other than to be a tedious bit of micromangement that you will either need to ignore or try to deal with, and possibly fail. Moving people around to wherever a new construction will happen is what I end up doing, can't imagine how frustrating it is to deal with with egalitarians who have resettlement turned off. I can only recommend taking shared burdens to reduce that time to something manageable because you will be seeing a lot of dead weight unemployed pops. If you try to ignore it, you will have to overproduce consumer goods and probably have to wait on building new stuff on planets since you also have a bunch of empty job slots that will take a long time to fill with pop growth, or build more things on planet than you need, leaving empty jobs slots just to use up the unemployed specialists while your basic resource gather jobs go unfilled. I am convinced improper handling of unemployed specialists is one of the ways newer players will destroy their economies. It is easy to end up with a lot of dead weight and empty jobs slots, that can crash your whole economy, if you don't watch out.
What was this mechanic supposed to do?
So far as I could tell, it was intended as a means to give egalitarians and utopian abundance some advantage, if you have these things, they will produce unity while unemployed and will demote much faster than they do stratified economies. This is somehow meant to help balance out egalitarian with the clear advantages of stratified? If so, it doesn't work. You can micro your way around the problem, and its not even a legit game problem, its more like a broken mechanic that happens so often the game tries to reward you by making it less of a hassle if you are willing to give every pop a full cg or take shared burdens civic. Maybe its there to make the harmony tree meaningful, which, is something, it kinda lacks.
What should be done to fix it?
Well, you could just let pops freely fill jobs at will, starting with rulers then specialists as needed, without worrying about demotion at all. Failing that, there should be some way to force them to get back to work. Either by clicking on them and paying influence or energy or food or whatever, or a policy that reduces happiness but makes unemployement illegal, or by fixing all the bugs that create them.
Its not only too long (will often take populations 5 years to get off their ass and get a job!), its completely unnecessary anti-fun mechanic. Worse of all, it happens all the time by accident or glitch and can't be fixed easily.
First lets take a look at a few ways to end up with unemployed pop that can't be bothered to do anything but drain resources and take up space.
1) Destroying a building that uses specialists
2) Replacing a building that uses specialists (game has a decent chance of promoting new ones instead of using old ones)
3) Changing government types. (If you switch a civic or from megacorp to regular government, you can get all your rulers left unemployed while a whole new crop of specialists get promoted. This means you will be left with 5 or so former executives who don't know how to do administrator jobs. Or aristocrats who can't administer, or administers who can't merchant if you pick up merchant guild as 3rd civic. Or science directors who can't administer, the list goes on, any change of civic that affects rulers will leave you with upto 5x number of planets worth of dead useless pop that suck up 1 cg per month and do nothing else for 5 years.)
4) Resettling from a planet that drops it below 50 or 100, will cause a merchant to go unemployed, filling that number back will cause a new merchant to take over, leaving a unemployed ruler.
5) Anything to do with anything other than full citizens will cause constant unemployed residents who get their jobs taken by full citizen that just got born. Constant stream of unemployed specialists if you have full and residents living together.
6) And my personal favorite... complete randomness. Yes, sometimes an unemployed ruler will show up for no reason you can figure out. like, why did i get a bunch of unemployed rulers after genemoding my race? I can only imagine there was this moment where the new guys came in and were like "you are obsolete, my turn to rule" and the old guys go, "hold on here is my genemod serum, now we both same race again.", only to get a response "too late, you are unemployed now." Now thats just a guess. But its only reason I can think of why genemoding sometimes generates unemployed rulers.
Long story short, you end up with unemployed and unemployable rulers every once in a while, and unemployed specialists all the time. The specialists you can deal with, if you don't mind waiting for new construction, the rulers are upto 5 years of dead weight. (think harmony tree drops it to 2 and a half years.)
This mechanic is seriously broken.
Now lets discuss why it is anti-fun.
Because it serves no purpose other than to be a tedious bit of micromangement that you will either need to ignore or try to deal with, and possibly fail. Moving people around to wherever a new construction will happen is what I end up doing, can't imagine how frustrating it is to deal with with egalitarians who have resettlement turned off. I can only recommend taking shared burdens to reduce that time to something manageable because you will be seeing a lot of dead weight unemployed pops. If you try to ignore it, you will have to overproduce consumer goods and probably have to wait on building new stuff on planets since you also have a bunch of empty job slots that will take a long time to fill with pop growth, or build more things on planet than you need, leaving empty jobs slots just to use up the unemployed specialists while your basic resource gather jobs go unfilled. I am convinced improper handling of unemployed specialists is one of the ways newer players will destroy their economies. It is easy to end up with a lot of dead weight and empty jobs slots, that can crash your whole economy, if you don't watch out.
What was this mechanic supposed to do?
So far as I could tell, it was intended as a means to give egalitarians and utopian abundance some advantage, if you have these things, they will produce unity while unemployed and will demote much faster than they do stratified economies. This is somehow meant to help balance out egalitarian with the clear advantages of stratified? If so, it doesn't work. You can micro your way around the problem, and its not even a legit game problem, its more like a broken mechanic that happens so often the game tries to reward you by making it less of a hassle if you are willing to give every pop a full cg or take shared burdens civic. Maybe its there to make the harmony tree meaningful, which, is something, it kinda lacks.
What should be done to fix it?
Well, you could just let pops freely fill jobs at will, starting with rulers then specialists as needed, without worrying about demotion at all. Failing that, there should be some way to force them to get back to work. Either by clicking on them and paying influence or energy or food or whatever, or a policy that reduces happiness but makes unemployement illegal, or by fixing all the bugs that create them.
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