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I'm currently in my third playthrough of the game and I'm noticing a few planets which have unemployed workers but there are open clerk jobs available. It's been like this for a lot of ingame months now and I don't understand why they won't take the jobs.

Can anyone help me out with this mystery?
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they could be crims, slaves or just arrived people who have special skills like trans transmuter

if you open the transfer sub menu you will see the planet pop as a breakdown into each unit
I don't do slaves and it was like this for months unfortunately.

However, I just started the game again (after being annoyed because of this issue and played another game in the mean time) and apparently the problem has been solved. The unemployed people have taken the open jobs now.

I don't remember this being an issue back in February with my last playthrough but I'm glad it's all okay now.

Thanks for the post anyway, I appreciate it. :)
when it happens again, find a planet with spare jobs going spare and send some of your unwashed \ unemployed to that planet instead... they should get to work right away {assuming they are allowed to do that job}
Post edited June 16, 2020 by ussnorway
Yeah I could try that as well.

To be fair, I've had several other UI-bugs so far as well which were fixed by restarting the game as well. I think this particular problem was solved that way as well.

But I will defo keep your tip in my mind if restarting the game doesn't work.
Are the unemployed pops robots by any chance? Until you research the droids technology, robots are severely limited in what kinds of jobs they can work and clerks are off limits.

I would also add that you usually don't want pops working clerk jobs. Having any pop working as a clerk is a sign that you need to build new workplaces, because clerks are way less efficient than other comparable jobs. Also Medical Workers are horrible; they look good on paper, but if you do some spreadsheeting on their efficiency they are actually one of the worst jobs in the game.
Post edited June 16, 2020 by Darvin
No robots, it was relatively still early in the game (around 2300, maybe early 2300's, plus I play with research on 1.25X IIRC, something I used to do in Civilization games) and while it's my 3rd playthrough, I haven't gotten around with playing around with them/testing/experiencing their usefulness myself.

The clerks are from city districts and didn't have anything else I could build at the time.

As for medical workers, I dunno but the 10%/25% increased pop seems to be quite useful, especially with Genome Mapping, and you can replace the building later on anyway.

I do like my 4X games a lot, but I would hardly call myself a hardcore Stellaris-gamer. :P

Speaking of robots by the way, can you actually fill up a colony ship with droids/synthetics and use that to colonize a world of do you need an organic species for that to happen first?
Post edited June 18, 2020 by Constantijn83
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Constantijn83: No robots, it was relatively still early in the game (around 2300, maybe early 2300's, plus I play with research on 1.25X IIRC, something I used to do in Civilization games) and while it's my 3rd playthrough, I haven't gotten around with playing around with them/testing/experiencing their usefulness myself.
That's very strange that you don't have robots yet; check your policy menu to ensure they're enabled since they can appear as early as your second technology. If you're 100 years in and haven't seen them yet then something is wrong.
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Constantijn83: As for medical workers, I dunno but the 10%/25% increased pop seems to be quite useful,
As I said, they look great on paper but when you actually run the numbers they're terrible.

A medical worker gives +5% pop growth per month, which adds up to 1 extra pop every 56 years. However, you're not actually "ahead" yet, because you just had 56 years of a pop working as a Medical Worker (and incurring upkeep) when it could have been working a more productive job instead. It takes over 100 years just to break even on your overall economic output. If this delays any other important economic investments even slightly, or the opportunity cost of the building slot affects you
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Constantijn83: I do like my 4X games a lot, but I would hardly call myself a hardcore Stellaris-gamer. :P
No need to be, this is just me sounding off on a personal pet peeve. I also spammed Medical Workers everywhere, then I did some spreadsheeting on them and was disgusted by just how flagrantly bad they are.
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Constantijn83: Speaking of robots by the way, can you actually fill up a colony ship with droids/synthetics and use that to colonize a world of do you need an organic species for that to happen first?
Yes, you can do so. You can also just settle it with your regular organic pops and then resettle in robot workers to the colony and just eat the penalty for having two or three organic pops that are unsuited to the environment.
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Darvin: That's very strange that you don't have robots yet; check your policy menu to ensure they're enabled since they can appear as early as your second technology. If you're 100 years in and haven't seen them yet then something is wrong.
I'm sure I've seen it a couple of times as an option but I'd choose a different tech to research instead, like increased production/research, buildings, weapons, etc.
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Darvin: As I said, they look great on paper but when you actually run the numbers they're terrible.

A medical worker gives +5% pop growth per month, which adds up to 1 extra pop every 56 years. However, you're not actually "ahead" yet, because you just had 56 years of a pop working as a Medical Worker (and incurring upkeep) when it could have been working a more productive job instead. It takes over 100 years just to break even on your overall economic output. If this delays any other important economic investments even slightly, or the opportunity cost of the building slot affects you
I'm not sure that that it does atm. With everything I've build so far on my 9 planets, I've got quite a big surplus in almost everything, except food production and I keep hitting the cap after I start building something again.

Admittedly, the only thing I'm slow on is research itself although I just started on making up for that by specializing my newest planet for that. Also I'm pretty slow on unity, I'll admit.
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Darvin: No need to be, this is just me sounding off on a personal pet peeve. I also spammed Medical Workers everywhere, then I did some spreadsheeting on them and was disgusted by just how flagrantly bad they are.
I'm genuinely wondering how exactly to spreadsheet these numbers (and numbers of other aspects as well).
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Darvin: Yes, you can do so. You can also just settle it with your regular organic pops and then resettle in robot workers to the colony and just eat the penalty for having two or three organic pops that are unsuited to the environment.
I guess in that case I could always send them back later with more mechanical pops on said less suitable planet. Either way, good to know. Thanks!
robots are a whole other can of worms, if you play any sort of spirit empire then they should be banned and you get your unity from church + in the late mid game you get devine light which auto kills any robots while making humans [lizards, bug or whatever else] know that your God is in fact 'the GOD'... killing robots doesn't make everyone hate you, unlike blowing the planet up

making planets that do special jobs i.e, all science or all farms is the best way to use them so you are correct there
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Constantijn83: I'm sure I've seen it a couple of times as an option but I'd choose a different tech to research instead, like increased production/research, buildings, weapons, etc.
As a rule of thumb, robots are the single most important tech in the game. They give you a really big boost to population growth, and the earlier you start construction the more of them you will have in the long-run. You also want to be able to pick up the Droids tech as soon as possible, which lifts most of the restrictions on what kinds of jobs the robots get, and you can't research droids until you've researched robots.

The only time robots are really worth skipping is if you're playing hyper-aggressive all-in military, in which case you kinda want to go nuts with alloy forges instead.
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Constantijn83: I'm not sure that that it does atm. With everything I've build so far on my 9 planets, I've got quite a big surplus in almost everything, except food production and I keep hitting the cap after I start building something again.

Admittedly, the only thing I'm slow on is research itself although I just started on making up for that by specializing my newest planet for that. Also I'm pretty slow on unity, I'll admit.
You can always have bigger surpluses. It's actually staggering just what kind of economic power is possible in this game. I consider myself very knowledgeable about Stellaris, but there are people who do things that make my jaw drop with just how massive an economy they build up.

Using Medical Workers instead of Entertainer will leave you low on Unity. Entertainers are the most cost-effective way to produce Unity, and also the most cost-effective way to produce amenities.
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Constantijn83: I'm genuinely wondering how exactly to spreadsheet these numbers (and numbers of other aspects as well).
It's actually pretty simple; I take comparable job that could have been worked instead of being a medical worker, and then spreadsheet how many resources are produced over time as my baseline. For comparison the medical worker side of the sheet starts with 0 pops and add more pops whenever the medical worker gets a population lead. I then look for when the break-even is.

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ussnorway: robots are a whole other can of worms, if you play any sort of spirit empire then they should be banned
Even spiritualists should generally be using robots. Your faction doesn't like it, but the extra pop growth and economic output is just too good to pass up. The only situation you would even consider not running robots is if you're playing all-in hyper-aggressive conquest. For any other build... yeah, you kinda need robots.

Really, the Spiritualist ethic is in desperate need of buffing. They have no synergy anymore, priests are underpowered, their benefits are largely irrelevant in the current meta, and disliking robots means they're actually more a handicap than a benefit. Whenever I play spiritualist, I feel like I'm playing while down an ethic.
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Darvin: As a rule of thumb, robots are the single most important tech in the game. They give you a really big boost to population growth, and the earlier you start construction the more of them you will have in the long-run. You also want to be able to pick up the Droids tech as soon as possible, which lifts most of the restrictions on what kinds of jobs the robots get, and you can't research droids until you've researched robots.

The only time robots are really worth skipping is if you're playing hyper-aggressive all-in military, in which case you kinda want to go nuts with alloy forges instead.
I wouldn't call my style hyper-aggressive necessarily (although I am using Fanatic Militarist), first and foremost expanding. But I've been thinking about the usage of robots a lot since you mentioned it and I'm going to try it out on my next playthrough. Right now it feels a bit too late to start on it.

Colonizing large planets with robots sounds like great idea.

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Darvin: Using Medical Workers instead of Entertainer will leave you low on Unity. Entertainers are the most cost-effective way to produce Unity, and also the most cost-effective way to produce amenities.
Right, I'm not sure why but I forgot holo-theaters produces unity as well, which I have been building one of on each of my planets. At the time of my previous post I was thinking of only the autochthon monument, which I don't have.
Post edited June 20, 2020 by Constantijn83
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Constantijn83: I wouldn't call my style hyper-aggressive necessarily (although I am using Fanatic Militarist), first and foremost expanding. But I've been thinking about the usage of robots a lot since you mentioned it and I'm going to try it out on my next playthrough. Right now it feels a bit too late to start on it.
Yeah, if you're eco-booming first then you really want robots. Robots are one of the best economic investments you can make. It's also never too late to start building them; even if the game is about to end, they're actually pretty solid just for adding to your victory score.

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Constantijn83: Right, I'm not sure why but I forgot holo-theaters produces unity as well, which I have been building one of on each of my planets. At the time of my previous post I was thinking of only the autochthon monument, which I don't have.
The culture workers from autochthon monuments have twice the upkeep of entertainers, but only produce 50% more culture. The 2.6 patch greatly reduced how much unity you need, so you will pretty much always prefer the higher efficiency of the entertainer over the higher output of the culture worker.
Hmmm, I have never noticed that. Maybe they just don't need that work or they want to realize their mind interests and their perspectives? Hahah, I am joking, I don't know why it happens. In the past, I was playing a lot till the moment when I found the new job . Now I have some additional money, but I have no free time, that is why I don't know about some new aspects of the game.