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Munqaxus

Second Lieutenant
66 Badges
Mar 2, 2017
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Is there somewhere on the planet hud that shows how many civilians you have available for jobs? I was playing last night and it seemed like I had infinite civilians to give jobs and all I was waiting on was buildings to finish. So I must be missing the civilians-waiting-for-jobs icon somewhere on the planets main page?
 
Economy Tab -> Scroll to the very bottom to see how many civilians there are loitering around on your planet.
Also the surface tab shows an open jobs Icon, If there are any, there are no more civilians. (All Civilians are always "waiting for a job")
 
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If you build a monument and 3 state academies (and upgrade them!) then your citizens are not loitering around anymore, they are more like specialists.
 
On the front screen of the city view where it shows the number of available jobs it has a tooltip that shows who's currently doing what. Civilans are at the bottom.

You start at about 2k on most empires.
 
Economy Tab -> Scroll to the very bottom to see how many civilians there are loitering around on your planet.
Also the surface tab shows an open jobs Icon, If there are any, there are no more civilians. (All Civilians are always "waiting for a job")

Thank you for your helping, I still need to learn a lot about this new interface. I asked an AI and it said the below... Is the AI telling me wrong? Could you show a screenshot of what you are talking about so I know what I'm looking for.

In Stellaris 4.0, to see how many pops you have available (civilians) compared to those working, you primarily look at the planet's workforce and job indicators in the planetary management screen. The game now uses a "Workforce" system where pops generate workforce points that fill jobs, rather than tracking individual pops in jobs as before.
 
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Remember that AI are professional dumbasses that only respond with the most likely string of words that follow the prompt.
I'm quite cynical about the quality of LLMs but I asked google Gemini about the current state of Stellaris and in this case I think they nailed it.

While Paradox has shown a commitment to patching in the past, the severity and scope of the currently reported issues could mean a longer wait than just a few weeks for the game to reach a truly stable and polished state.
All hail our new AI overlords.
 
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Remember that AI are professional dumbasses that only respond with the most likely string of words that follow the prompt.
Ok, I did more searching and there's another person talking about workforce. From what I understand now, it seems like there isn't an area that tells you have much workforce you have available. It looks like you have to guess you don't have available workforce based on if your jobs are filled or not.

So, if you look below, your planet has a 400 workforce deficit on Metallurgists and Artisans. Meaning, your planet needs about 400 more civilians, minus the handicap to workforce.

However, since this planet needs specialist workforce, it means that all other planets you own will be stripped of civilians, then workers to fill the empty specialist workforce that this planet has. Which will cause shortages on your other planets, if you have them. Does this seem like what everyone else is getting?

https://www.reddit.com/r/Stellaris/comments/1kfsae6/making_sense_of_the_40_workforce_system_a/

1746622584040.png
 
However, since this planet needs specialist workforce, it means that all other planets you own will be stripped of civilians, then workers to fill the empty specialist workforce that this planet has.
Only civilians are able to auto resetle. So your civilians from other planets will indeed move to this one, but not your workers.
 
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On the surface, if you hover of the open jobs(pop with hat icon) number you will also see your civilians at the bottom of the list.
 
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Only civilians are able to auto resetle. So your civilians from other planets will indeed move to this one, but not your workers.
I could be wrong, but I think lower tier workers will resettle to fill higher tier jobs. I had this happen to me yesterday, I had 100 energy and full jobs on my main planet, then all of the sudden, I had -40 energy and half my energy workers had disappeared. I think the energy workers moved to a planet that had research jobs open. When I get home, I'll test it again.
 
On the surface, if you hover of the open jobs(pop with hat icon) number you will also see your civilians at the bottom of the list.

Thanks, that's useful. But it really would be good to see that number clearly since it's such a vital one. It's pretty useless knowing a planet has zero jobs if you can't tell how many civilians there are without a sub menu or flicking to another tab.
 
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I'd tend to agree Civilians is a number I've love to be pushed to the top-line of a planet's view. The hover is perfectly functional, but it does add that minor bit of mouse movement that means you can't rapidly click through your planets.

I wouldn't mind it replacing the now less important unemployment readout or taking up some of the space at the very top of the planet view.
 
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I think your question is answered but just sharing my own learning experience of jobs and civilians (and the UI).

It looks like, from what I can tell, you capital starts off with a good amount of civilians, ready to either add a couple of districts/buildings to take jobs or / and resettle a planet but the more you try and settle planets, the more growth just stifles. And whoever (I can't find the post / thread to give credit), explained that when you hoover the cursor over the specialised type of districts (in my case, Archives and Mixed Industry), it explains how you get a combined amount of these jobs per City district. So thats the root of general development of a planet is by the cities specialisation and city districts - before then putting in specific buildings to add to them.

1746627413123.png



Likewise when you choose a specialisation for energy/mineral/food, it should give bonus jobs / output to the expanding districts you choose.


*shrug* I think this will take awhile to get use to. ^^

[Edit] Agreed about Civilian jobs should be displayed as a key figure permanently per planet view.
 
honestly, civilians should be visible with less clicks

To be clear they're visible with no clicks, beyond just having the planet view open. They're part of the instant hover tooltip:

1746628293552.png


No need to dive into sub-menus as may have been indicated earlier in the thread. Which isn't to stay they also shouldn't be more visible. However, it does nobody any good to act like it's super buried thing where you need to click into economy tab, then expand the job views.
 
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Thanks, that's useful. But it really would be good to see that number clearly since it's such a vital one. It's pretty useless knowing a planet has zero jobs if you can't tell how many civilians there are without a sub menu or flicking to another tab.
The available workforce number should be displayed on the 'Surface' page of the planet. Something like this. It should also be on the Outlier.

1746628425590.png
1746628631045.png
 
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this. I dont see having to display unemployed pops offers anything of value, since they will eventually demote to civilians

I'm not sure why they have to demote down the stata at all. I can see that potentially being useful if pop groups are ever fleshed out with factions as part of a political update. But playing the game so far I've never found myself in a position where I see I have a few hundred unemployed specialists so I race to build more specialist jobs. I just ignore them until they demote and carry on with what I'm doing
 
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On the surface, if you hover of the open jobs(pop with hat icon) number you will also see your civilians at the bottom of the list.

Thank you for the info, that helps a lot. Another question, if you have "planet A" with 1,000 Energy Jobs that are already filled with no civilians and 'planet B' with 1,000 empty Research jobs and no civilians—will the 1,000 Energy workers move to 'planet B" to fill the 1,000 Research jobs, because they're a higher tier job? (Even though it leaves 'planet A' at with 1,000 empty energy jobs).