For what it's worth I've found it useful to have to have a role in mind for the planets before I colonise them. In the early game, I aim to get an alloy world, a consumer goods world, research on my homeworld (for RP reasons mainly), and the other colonies will generally support those with raw resources.
It's usually better to have your two high habitability worlds focus on specialists (so one for alloys, one for consumer goods in my case), because you don't get hit with the consumer goods penalty on pops that already have high consumer goods usage.
Not only does this allow you to take full advantage of the world type bonuses, it also saves you a lot of mental pick and shovel work in deciding where to building and upgrade things, and what to add to a world when it has unemployment.
So for, example, if I decide I need an new alloy refinery I put it on my designated forge world, or upgrade an existing one there. This means I know it's not going to take any workers from critical farming or mining jobs. If I have spare jobs on those worlds, I make them into clerks or whatever - they support the production of the specialists with their amenities, add a bit of trade value but they won't break anything when they promote. On primary economy worlds I just build either more districts, or amenities buildings.
This is for the early game. When you get to the late game, it's a bit less of an issue you have a lot more leeway in your economy due to higher resources overall so a couple of miners promoting to specialists shouldn't make too much difference so you can just build whatever you want wherever you want.
You don't have to wait till unemployment stacks up, just wait till you see the little red suitcase and go build a thing there. Build whatever suits the worlds purpose the best. Don't have a massive mining world that's supplying all your minerals, then suddenly spam a load of research labs or refiners on it.
This really isn't that difficult.
It's usually better to have your two high habitability worlds focus on specialists (so one for alloys, one for consumer goods in my case), because you don't get hit with the consumer goods penalty on pops that already have high consumer goods usage.
Not only does this allow you to take full advantage of the world type bonuses, it also saves you a lot of mental pick and shovel work in deciding where to building and upgrade things, and what to add to a world when it has unemployment.
So for, example, if I decide I need an new alloy refinery I put it on my designated forge world, or upgrade an existing one there. This means I know it's not going to take any workers from critical farming or mining jobs. If I have spare jobs on those worlds, I make them into clerks or whatever - they support the production of the specialists with their amenities, add a bit of trade value but they won't break anything when they promote. On primary economy worlds I just build either more districts, or amenities buildings.
This is for the early game. When you get to the late game, it's a bit less of an issue you have a lot more leeway in your economy due to higher resources overall so a couple of miners promoting to specialists shouldn't make too much difference so you can just build whatever you want wherever you want.
I honestly have no idea why you're being downvoted so heavily, as all these posts saying that you should just wait until your planets are overrun with the homeless and jobless before building anything is just stupid to me. Even if you have equal the number of pops and jobs, building more jobs will still take away from older jobs, potentially leaving you in the negative on a resouce. Just waiting until after an adequate number of unemployed people have taken to the streets demanding jobs before you build anymore is definitely not how I envision my empire, nor is it how I prefer to play my game, and if I get punished for trying to take a more proactive approach instead of just a reactive one, then that's bad game design in my grand strategy game. People play this game differently, and I prefer to plan ahead and build before I need a building, taking a more proactive approach in the growth of my empire rather than just a reactive one. Perhaps another solution would be to proactively set job priorities on a planet, instead of just reacting to pops and telling them that no one can work in the new lab, why not encourage them to work on the farms instead.
You don't have to wait till unemployment stacks up, just wait till you see the little red suitcase and go build a thing there. Build whatever suits the worlds purpose the best. Don't have a massive mining world that's supplying all your minerals, then suddenly spam a load of research labs or refiners on it.
This really isn't that difficult.