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I've attempted multiple games now and i can't plan anything because one moment i'll have positive incomes then the next my pops have reshuffled(?) and now i have negative incomes?? It snowballs and i'm basically fighting a constant war of trying to balance my resources. It's not specialists jobs stealing my workers either, i'll have no new buildings and all of the sudden my resource incomes have completely flipped and now i have a constant battle of trying to normalize them. As far as i can tell the planets aren't automated either but the new population system is so baffling i honestly can't tell--why are they constantly splitting and reforming.

Played this game for years with 1200 hours through multiple updates, this is the first one that i can't understand or make work.
 
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Looks like u opened up too many jobs. So for example the pops prio jobs like researchers or metallurgists, leaving CG jobs open. Causing a deficite. One month later the game realizes and moves pops into cg jobs to get u out of this deficite. Now ur economic situation is stable the game believes it can prio the more important jobs again. Meaning a month later ur in a deficite again (also works like this with other types of deficites). Rince repeat.
Only gets worse if u have 2 ressource deficites and the game tries to juggle pops between both.

Manually favouring jobs, or closing some open jobs till there are enough pops to fill them prevents this.

I can imagine that this might cause quite some lag from pop reshuffle inside a popgroup at the start of each month if the AI also opens too many jobs.
 
I've attempted multiple games now and i can't plan anything because one moment i'll have positive incomes then the next my pops have reshuffled(?) and now i have negative incomes?? It snowballs and i'm basically fighting a constant war of trying to balance my resources. It's not specialists jobs stealing my workers either, i'll have no new buildings and all of the sudden my resource incomes have completely flipped and now i have a constant battle of trying to normalize them. As far as i can tell the planets aren't automated either but the new population system is so baffling i honestly can't tell--why are they constantly splitting and reforming.
TLDR: The game is terrible about allocating pops, you have to micromanage or adapt one way or another to get anywhere.

For more-or-less "normal" empires, there are basically three obvious ways to manage jobs currently. They can be over-summarized as A) Don't build enough jobs, B) Build only exactly enough jobs and manage pops, and C) Build more potential jobs than you need but turn some of them off, managing active jobs.

A) Don't build much. Keep a healthy surplus of civilians on all developed planets; so basically all jobs are worked all of the time with plenty of pops left over. This really only works well if you use one of the weird and/or exploity builds that generates much of your resources from civilians. This is probably the easiest option, as it extends the way you play the game with just your homeworld at the start; but it limits your output of anything civilians don't produce (e.g. alloys in most cases) and only really works well with certain specific builds. It may also still require some additional manual population movement micro to optimize (but probably less than other options.)

B) Be extremely careful to balance everything out by building only exactly what you need. This may require play with a calculator and notes or spreadsheet alongside your game client, at least until you have a good feel for a build. E.g. if you're building a city district for science on one world, queuing up a consumer goods district and some trade to transfer it on other worlds; and transferring the right amount of population to each of them just as they are completing. This does require a small reserve of civilian jobs, but only on one planet which you then transfer exactly as needed. It may not be viable in a multiplayer game where you can't pause whenever you need to.

C) Build at least a bit more districts / buildings / jobs than you need, but control available jobs by spending a lot of care in reducing available jobs. This requires spending time and attention fiddling with the jobs on planets. It may not be viable in a multiplayer game where you can't pause whenever you need to, although it's probably faster than B). All pops are working "real" jobs (with no significant pool of just civilians in the empire), and generally are working on planets that are highly optimized for what they're doing.

B) and C) will probably give better results than A), but require more attention and micro from the player. I've been tending toward C) myself but that's partly because things have been broken enough that some of the strats for B) are probably the result of bugs that have been or will be patched out.

Edit to add: Technically, there's also option D), which is invest in storage expansion, keep a large buffer of everything, and don't sweat the swings up and down on a monthly or other short term basis. This is inefficient in cost and resources, as you by definition have a lot of resources lying around unused at all times; but should be viable in unpaused games as you're more or less just watching the annual average resource bank account level shift up and down slightly and compensating occasionally.

Late Edit: Let's call E) "Wide enough to be able to hyper-specialize planets for everything, and have enough additional Trade to support moving it all around." This is technically a variant of C), because you typically will need to build a few things that aren't in the planet's specialty and then turn the jobs off. For a "normal" empire, this assumes at least eight decent planets with reasonable pops each; at least one each for energy, minerals, food, alloys, consumer goods, unity, trade, and science; so this may be a mid-game strategy at the earliest for many. Depending on optimization, you may want separate planets for each flavor of science, taking your planet total up to at least ten. (And you will probably want additional science planets beyond that.) The advantage is that you can pick planets that are particularly good at one thing; the disadvantages include empire size, possible loss of bonuses when you have planets good at more than one thing, and how long it takes to get running.
 
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I've had the micro-managing hell since 4.0 launch due to automation of Amenities having broken.

Now I usually prioritize one job per strata so that I have a baseline to know which resources can actually fluctuate
 
I've wondered about that. It seems like a horrible mess.

Weekly tile system nostalgia post. That is, return to the tile system, you could actually manage your economy and pop placement back then.
 
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This sounds a lot like the exact problem I predicted in the beta that remains unsolved.

Mixed jobs from the same city district inevitably means you either need more CG-consumer jobs or more CG-producer jobs than you get. Building more builds more of the one you don't need too, which is counter to your needs. If you need more CG from your homeworld with CG and alloy, you may get less CG from adding a city district if pops choose the wrong jobs.

The solution is two parts. First, we need two duplicate city districts with two specialization slots each so that we no longer build jobs we don't want to get jobs we do want, and secondly we need a prioritize/deprioritize button (basically, "fill this first with new workforce" and "fill this last with new workforce"). The combination of these two features would resolve this problem.
 
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TLDR: The game is terrible about allocating pops, you have to micromanage or adapt one way or another to get anywhere.

For more-or-less "normal" empires, there are basically three obvious ways to manage jobs currently. They can be over-summarized as A) Don't build enough jobs, B) Build only exactly enough jobs and manage pops, and C) Build more potential jobs than you need but turn some of them off, managing active jobs.

A) Don't build much. Keep a healthy surplus of civilians on all developed planets; so basically all jobs are worked all of the time with plenty of pops left over. This really only works well if you use one of the weird and/or exploity builds that generates much of your resources from civilians. This is probably the easiest option, as it extends the way you play the game with just your homeworld at the start; but it limits your output of anything civilians don't produce (e.g. alloys in most cases) and only really works well with certain specific builds. It may also still require some additional manual population movement micro to optimize (but probably less than other options.)

B) Be extremely careful to balance everything out by building only exactly what you need. This may require play with a calculator and notes or spreadsheet alongside your game client, at least until you have a good feel for a build. E.g. if you're building a city district for science on one world, queuing up a consumer goods district and some trade to transfer it on other worlds; and transferring the right amount of population to each of them just as they are completing. This does require a small reserve of civilian jobs, but only on one planet which you then transfer exactly as needed. It may not be viable in a multiplayer game where you can't pause whenever you need to.

C) Build at least a bit more districts / buildings / jobs than you need, but control available jobs by spending a lot of care in reducing available jobs. This requires spending time and attention fiddling with the jobs on planets. It may not be viable in a multiplayer game where you can't pause whenever you need to, although it's probably faster than B). All pops are working "real" jobs (with no significant pool of just civilians in the empire), and generally are working on planets that are highly optimized for what they're doing.

B) and C) will probably give better results than A), but require more attention and micro from the player. I've been tending toward C) myself but that's partly because things have been broken enough that some of the strats for B) are probably the result of bugs that have been or will be patched out.

Edit to add: Technically, there's also option D), which is invest in storage expansion, keep a large buffer of everything, and don't sweat the swings up and down on a monthly or other short term basis. This is inefficient in cost and resources, as you by definition have a lot of resources lying around unused at all times; but should be viable in unpaused games as you're more or less just watching the annual average resource bank account level shift up and down slightly and compensating occasionally.
If you have enough planets then you can specialize each for single resources. You can then have as many open jobs as you want without any pop/job micro.

Basically the only thing that changed for this case in 4.x is that we have flexible city districts which allow us more control on planet specializing.
 
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If you have enough planets then you can specialize each for single resources. You can then have as many open jobs as you want without any pop/job micro.

Basically the only thing that changed for this case in 4.x is that we have flexible city districts which allow us more control on planet specializing.
Not the only thing: because unity and research were moved from building slots to city district specialisations, you can't independently build more than one of research/unity/alloys/CGs on one planet. You can only increase the number of jobs in a fixed ratio based on which specialisations you selected, because it's all on one button (build city district).
 
As said in the posts above, you can't build in advance without manually disabling jobs to account for it. As the default behaviour is still to fill all the top strata jobs first, regardless of what it does to either the planet or empire economy. Which is extra annoying now that you're hit for trade when a planet goes into a deficit, which is a feature I'll keep disabling with new games for now until job allocation AI is better.
 
If you have enough planets then you can specialize each for single resources. You can then have as many open jobs as you want without any pop/job micro.
This has been basically my experience playing wide. I've been puzzled by the big resource swings that others are reporting, and moving to many mono-output planets as quickly as possible might be part of why (despite retaining a negligible number of civilians / building jobs out slightly ahead of my population).
 
Not the only thing: because unity and research were moved from building slots to city district specialisations, you can't independently build more than one of research/unity/alloys/CGs on one planet. You can only increase the number of jobs in a fixed ratio based on which specialisations you selected, because it's all on one button (build city district).
That is...precisely the same change I was talking about. Now your research, unity, soldier and trade aren't tied to building slots so it's even easier to specialize without either wasting districts or picking one as filler.
 
That is...precisely the same change I was talking about. Now your research, unity, soldier and trade aren't tied to building slots so it's even easier to specialize without either wasting districts or picking one as filler.
It's a different aspects you didn't mention of the same change. It's definitely easier to specialize, and you use districts directly, so you are not limited by the max number of building slots a planet can have.

But where previously you could specifically increase CG or research jobs individually on one planet, now you can only increase both at the same time in a set ratio. That technically is a reduction in flexibility.

I am not disagreeing with what you're saying that means for OP, just adding to it.
 
Because it allocates jobs to specialists removing you basic resource production.
And sometimes it allocates specialists in silly ways as well. Moving them around every month

Solution: hyper specialize you planets. If only one job type is available they have no jobs to move to.