• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

beholdtheflesh

Sergeant
23 Badges
Mar 5, 2018
93
65
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings II
  • Europa Universalis IV
In the early game, when I still have lots of open residence slots and jobs, the colonists that graduate university do a pretty good job of moving into a dome with an available job in their specialty. And the non-specialized do a pretty good job moving into the university dome.

However this BREAKS in the mid-game and end-game when you start to get unemployed and homeless people.

My university domes end up with A TON of unemployed specialists, and A TON of free university slots. And in the other domes, the factories, science labs, etc are FULL of non-specialized workers.

It would be nice if the non-specialized would migrate to the university dome to take those free slots, and allow the specialists to move into the appropriate jobs.

However it seems like NOBODY MOVES AT ALL in this situation, which COMPOUNDS the unemployed problem. Nobody moves because there technically isn't a free job/home. But there WOULD be a job slot for BOTH if they just switched places.
 
It does not happen if you apply your filters correctly on each of your domes.
The university domes should be the only ones to welcome the unspecialised in priority. And should be the first one to reject all the specialised in priority after education.
I may lead you to my post on the subject: https://forum.paradoxplaza.com/forum/index.php?threads/training-dome.1085300/#post-24029225

Then you only have trouble if you don't keep up with your houses needs, i suggest you start building many new domes at once. But at that time (1500+pop) you should alreay have discovered all techs, build all wonders, have 5 factories of each type, what will lessen the need of having specialised people to min-max in the first place.

The way the game works is a colonist is "reserving" a house slot to decide to make the trip to enter this appartment. This avoids eternal walk loops.
 
I was having this specific problem earlier this week. I also found that if I set other dome's to prefer certain specializations, specialists tended to live there, unemployed, instead of moving into open specialty slots in other domes; they'd even move *back* to the specialty dome and be unemployed, instead of filling the slots in the other dome.

I had better luck not thumbs-upping any specializations on a dome, but rather thumb-downing ones that I certainly didn't want in a dome. In general, this helped them flow between domes better, though I still had to manually move a lot of specialists out of the University dome(s) to the specialist domes they should live in.
 
I was having this specific problem earlier this week. I also found that if I set other dome's to prefer certain specializations, specialists tended to live there, unemployed, instead of moving into open specialty slots in other domes; they'd even move *back* to the specialty dome and be unemployed, instead of filling the slots in the other dome.

I had better luck not thumbs-upping any specializations on a dome, but rather thumb-downing ones that I certainly didn't want in a dome. In general, this helped them flow between domes better, though I still had to manually move a lot of specialists out of the University dome(s) to the specialist domes they should live in.

Yes because thumbing down a category prevents this category to enter the dome while thumbing up a category prioritize their entrance. So the two filters have to be applied together to work properly.
Your issue is more related to umbalance in your specialised needs. If you have too many scientifics and not enough research centers, they will indeed go where you prioritize them and stay unemployed. If you start building new research centers in dome 1 or in dome 2 and prioritiez scientifics in one or two domes, they will naturally switch themselves to seek houses then jobs.
 
The consequence is thumbing down a category of people in your university dome doesn't make this category to leave. You make people instantly leave by thumbing up specialised in your other domes (they prioritize going there). If you have free houses. They will do it naturally without filters but it takes more time and maybe other categories will try to fill free slots in the meantime.
The thumb down button is only used to not accept specialised in your university dome in the first place if they have other domes prioritizing them.

Thumbs up > thumbs down > no thumbs up/no thumbs down. If you want a category to move from a dome which prioritize them, you have to give another dome the same priority for this category
Thumbs up scientifics in dome 1 = thumbs up scientifics in dome 2. BUT thumbs up scientifics in dome 1 > no thumb in dome 2.
 
Last edited:
There is also another possibility of using Arcology in small dome that can worsen the situation, because the small dome is so crowded that the birth rate is out of control, resulting in over population.

Nowadays i tend to not build arcology, try to control small dome population around 30-40, with 40-50 living spaces. Build more small domes to have extra living spaces as needed.

Also I tried this community settlement approach. Basically depending on metal/rare metal/water resouce spread, a community may consist of 1 small industry dome, 1 medium food dome, 1 small school dome, 1 small university dome, 1 mining/senior dome.

This community settlement may not produce everything, but locally birth rate and education rate is self-sustainable.

Replicate this community settlement in different areas of the map, each settlement is population-self-sustaining but producing different products.

Remember this is not an Earth city building game, it’s Mars settlement survival game.
 
You can mitigate these problems by controlling your population and birthrate to prevent a population explosion. I was having similar issues with a previous game but the one I am on now I actually have many free residential places and 0 unemployed. Just keep an eye on how many children are in the colony, if mine get about 40 I forbid births in some domes. But be careful, you can suddenly find you need workers!
 
Yes because thumbing down a category prevents this category to enter the dome while thumbing up a category prioritize their entrance. So the two filters have to be applied together to work properly.
Your issue is more related to umbalance in your specialised needs. If you have too many scientifics and not enough research centers, they will indeed go where you prioritize them and stay unemployed. If you start building new research centers in dome 1 or in dome 2 and prioritiez scientifics in one or two domes, they will naturally switch themselves to seek houses then jobs.

Oh yeah, I get that (now that I played with it). I sort of preferred how it worked before (or, at least, how it seemed to be different before), where it appeared that thumbs-up meant they would choose that dome over others if there was a home *and* a job, and then distribute to no-thumbs domes. It seems like now it decides off of if there is living space, regardless of if there is a job. This is not optimal, at least to me. :)