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Esmondtheleo

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I like the new system for the most part but a few tweaks for the jobs and unemployment are needed. To often I reach a point of over population and run out of room, jobs, or both. However if we take into consideration free market and the private sector I feel after the first pop that goes into unemployment after a time has a chance to start their own business. They also could produce their own private sector housing. This would allow pops to be employed and maybe even increase trade value but without giving empire goods. Maybe their is something I'm missing but I can't keep my unemployment down no matter how many worlds ive colonized. On top of that not all jobs are government which is how things are in stellaris. Their should be a counter balance to the population just growing into unemployment and I feel that if it's centered around the economy of the Empire doing good then the private sector can too and unemployment goes down. Also, consumer goods should be created from a little less alloy and more food. Generally everything we use is heavy on the alloy to the point energy is 2nd teir and food is almost pointless. And the AI just wants to make more food so I got a +600 a month and its hard to micro manage every world to balance that but also avoid putting civis in unemployment.
 

BoomWolf

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There isn't an issue here.

There are living standards that turn unemployed into useful pops (in fact, you can argue they are OVERPOWERED, as some strategies intentionally create more unemployment and demolish buildings.)

And having an issue with growing population having nowhere no live and nothing to do is ACTUALLY intended. a civilization needs to expand, or it stagnates. that's why you got fallen empires, that's why you have dead precursors-the empires eventually fall under their own weight.
 

Esmondtheleo

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There isn't an issue here.

There are living standards that turn unemployed into useful pops (in fact, you can argue they are OVERPOWERED, as some strategies intentionally create more unemployment and demolish buildings.)

And having an issue with growing population having nowhere no live and nothing to do is ACTUALLY intended. a civilization needs to expand, or it stagnates. that's why you got fallen empires, that's why you have dead precursors-the empires eventually fall under their own weight.
Thanks for the hint. I was using decent living conditions since I just started playing again since the surface and market update. They need to put in some more tutorials to tell you where to find those. I started in policy and ended up running into it when I saw a faction wanted unrestricted migration. Completely different area of settings. Unfortunately my synthetics won't change from managed migration but my unemployed are not as big a burden since trade now gives consumer product and unemplyed gives unity and science.
 

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However if we take into consideration free market and the private sector I feel after the first pop that goes into unemployment after a time has a chance to start their own business.

So, people with no capital or income are going to start new businesses consistently?

I guess those times I've faced employment problems, I was doing it wrong. I should have conjured money out of thin air and started a business.

In all seriousness, this is the real problem:

On top of that not all jobs are government which is how things are in stellaris.

You're assuming they are government jobs. They don't have to be.

It's the same in Vicky2. In order to have a game to play and give players some control over their country, Vicky2 lets players have input in factory construction and employment even under a free market system. Stellaris isn't as robust, but there's not reason to think that all the jobs are government if your ethos doesn't tilt that way.
 

Esmondtheleo

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So, people with no capital or income are going to start new businesses consistently?

I guess those times I've faced employment problems, I was doing it wrong. I should have conjured money out of thin air and started a business.

In all seriousness, this is the real problem:



You're assuming they are government jobs. They don't have to be.

It's the same in Vicky2. In order to have a game to play and give players some control over their country, Vicky2 lets players have input in factory construction and employment even under a free market system. Stellaris isn't as robust, but there's not reason to think that all the jobs are government if your ethos doesn't tilt that way.
I get your point to an exsten, but we also don't have banks in stellaris in which people can take out loans to start a small business. How ever I feel unemployment is a problem in and of itself. I mean, it's not like stellaris lets you set taxes or Dextermine how much citizens have to pay to get consumer goods. In which case you would directly effect happiness or business growth. Instead we build and balance but for the most part I end up with worlds full of people and a lack of goods for pop upkeep or, a lack of jobs and increased consumer goods or crime, which lowers stability and job production.

I just don't see the game balancing out like before where pops just stopped getting in the way once the necessary roles were filled. Unemployment only came into play if you didn't build on tiles before a pop grew. This system has more limitations that force me to spend more time pop managing than I do actually working on getting end game or fighting wars.

Things get even more complicated when any built habitat has only districts for housing and science (housing not having jobs and science not having housing). And instead of compromising by using build slots to give jobs or luxury housing to give houses you Basicly have to split districts till the pop grows enough to put jobs out then make all districts housing and build as many jobs as you can. Ring worlds are only slightly better being they can't build mining districts in which case you have to rely on pre spawn and terraformed worlds for all minerals.

Add all this together and the micro management is so heavy that your going to miss out on something. Most of the time its army strength cause I'm trying to balance my pop so much the research is heavy into genetics and terraforming.
 

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How ever I feel unemployment is a problem in and of itself. I mean, it's not like stellaris lets you set taxes or Dextermine how much citizens have to pay to get consumer goods.

Except that you don't need to set prices. The allocation of consumer goods is more direct than setting a price.

As an example: I have no idea what Romulan Ale costs in Stellaris. But I do know how many Romulan Ales (or equivalents) someone might have in Stellaris. In a stratified economy, rulers might get 1 Romulan Ale a day, while workers might get a fraction. Slaves get none.

So, the living standards policies help us manage that. It takes away needless micromanagement, because if you've ever played Vicky2, you know just how complicated the whole "how much do consumer goods cost?" issue can get.

I just don't see the game balancing out like before where pops just stopped getting in the way once the necessary roles were filled. Unemployment only came into play if you didn't build on tiles before a pop grew. This system has more limitations that force me to spend more time pop managing than I do actually working on getting end game or fighting wars.

Well, the game seems to be built around growth (economic and population) as more important now than it was. I won't argue that it's simple. But it does seem like the game is designed to make managing the empire more engaging. You can't "fire and forget" planets anymore. On the other hand, there is a ton of development to do. I rarely ever have a planet that is "done" anymore, even a century after I have all building techs unlocked.

Add all this together and the micro management is so heavy that your going to miss out on something.

I think the real problem is that the economic and population management part of the game got really complicated, but we don't have all the tools needed to run it.

When I'm running an empire with resettlement enabled, in the late game I'm spending more time moving POPs around that anything else. :eek: