Jobs

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This article is for the PC version of Stellaris only.

Planetary management

Districts

Buildings

**Jobs**

Designation

Decisions

Stability

Crime and Deviancy

Holdings

A  Job is where  Pops work to produce resources on planets. Jobs are divided into different strata, with one higher than the other. Most Jobs are created by Districts and Buildings and thus limited in number.

Pops will automatically fill empty Jobs that they are capable of holding, and will choose the job that will get the most out of their traits based on a weighting system; however, priority can be set towards and away from specific Jobs to ensure they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job may take the job from it.

It is possible to force a re-evaluation of jobs by blocking and then re-enabling the jobs.

## Job categories

Most jobs belong to a job category that is mentioned on certain tooltips and groups it together with other similar jobs. This allows modifiers to apply to multiple job types. Additive modifiers do not apply to sub-categories but multiplicative ones do. For example, Mineral Purification Plants add  **+1** Mineral output to Miners. This doesn't apply to just the specific  Miner job, but to all jobs in the Miner jobs category, including but not limited to  Scrap Miners and  Cave Cleaners.  Livestock,  Grid Amalgamated, and  purge jobs will benefit from the corresponding building (such as Mineral Purification Plants for lithoid livestock, lithoid processing, or lithoid forced labor), but are not otherwise considered to be e.g. miners for the purpose of modifiers.

## Regular empires

Regular empires have three strata. If a pop takes a job above its stratum, it will be promoted to the higher stratum. If there are no available jobs of equal or higher stratum, the pop will become unemployed, slowly demoting in stratum and causing  happiness penalties at most levels of living standards.

### Ruler jobs

For  Ruler jobs, new pops will only take the job from a current pop if the new pop's weight is ×5 higher.

### Specialist jobs

For  Specialist jobs, new pops will only take the job from a current pop if the new pop's weight is ×1.5 higher. *Chattel Slaves* cannot work Specialist or Ruler jobs. Other, more privileged, slaves may work some Specialist jobs. See Species Rights for details.

#### Resource processing jobs

These jobs predominantly use  minerals upkeep to produce  advanced and  strategic resources.

#### Pop management jobs

These jobs predominantly produce  pop growth,  pop assembly,  crime reduction,  amenities, and  defense armies.

#### Research and unity jobs

These jobs predominantly use  consumer goods upkeep to produce  research and  unity.

Culture Workers and Death Chroniclers gain other effects depending on the empire's governing ethics:

### Worker jobs

For  Worker jobs, new pops will always take the job from a current pop if the new pop's weight is higher. This stratum is also used by slaves of  Gestalt Consciousness empires.

#### Slave

Slave jobs can only be worked by pops belonging to a species that is enslaved.

## Gestalt Consciousness

 Gestalt Consciousness empires have only two main strata,  Menial Drones and  Complex Drones. Unlike individualist empires, drones demote immediately.

### Menial Drone jobs

 Menial Drone jobs are generally equivalent to Worker stratum jobs from regular empires.

### Complex Drone jobs

 Complex Drone jobs are generally equivalent to Specialist stratum jobs from regular empires.

### Bio-Trophy

 Rogue Servitor empires have a special stratum and job for organic pops.

* If  happiness is at least 50%:
	+ **+2** Unity
	+ **+1%** Complex drone output
* Organic Paradise

## Overlord jobs

Overlord jobs are generated by Overlord holdings and can be used by both individualist and  Gestalt Consciousness subjects. The upkeep is paid by the subject. All overlord jobs have a priority of 4 and the subject cannot lower or raise the job's priority.

## Special jobs

### Unemployed

Pops that do not have a job, either because none is available or because their stratum is higher than that of available jobs, are  unemployed. Unemployed pops produce the following and cannot have their output improved by job modifiers:

 * Academic Privilege
* Decent Conditions
* Stratefied Economy
* Basic Subsistence
* Decadent Lifestyle
* **−50%** Happiness if  Specialist
 Utopian Abundance
 Social Welfare
 Drone
* **+1** Minerals if  Hive Mind
 Any other
* **−30%** Happiness if  Specialist
* **−20%** Happiness if  Worker

### Purging

Pops that have the  Undesirables stratum due to being purged produce resources as they decline based on the purge type. All purge types also produce  **+2** unity with the  Fanatic Purifiers civic and  **+2** society with the  Devouring Swarm civic;  Determined Exterminator empires receive  **5~100** unity for each organic pop purged.

Forced Labor, Processing, and Chemical Processing purge types are affected by buildings which increase the base output of those resource types (e.g. Food Processing Centers increase the food output by **+2**).

### Subversive Jobs

High crime, deviancy, or unemployment can create planet modifiers that add subversive jobs. Pops will abandon subversive jobs if  Ruler,  Specialist, or  Soldier jobs become available. All subversive jobs have negative output.

* **+5** Criminal branch office trade value

### Event jobs

Event jobs are generated by either planetary features or planet modifiers.

### Broken Shackles jobs

The unique buildings of the  Broken Shackles origin provides low-tech jobs. They are replaced by regular jobs once the buildings are upgraded.

### Pre-sapient jobs

Pre-sapients are not normally productive, but with the  Pre-Sapients policy *Hunted*, or *Protected* along with an  Alien Zoo, they do produce resources. Pre-sapient jobs have their own stratum, also called *Pre-sapients*.

* **+2** Minerals if pop is  Lithoid
* **−1** Minerals if pop is  Lithoid
* Alien Zoo
* **−1** Minerals if pop is  Lithoid
* Alien Zoo
* Warrior Culture

## Primitive jobs

Primitive civilizations use the same strata system as normal empires, but their jobs provide negligible output.

### Pre-industrial jobs

Jobs used by pre-industrial civilizations.

### Ketling jobs

When they emerge, Ketlings have unique jobs created by the Junkheap capital buildings on their planets.

* **+1** Minerals
* **+1** Consumer Goods

## Fallen empire jobs

Fallen empires use a special set of  Precursor stratum jobs that have no upkeep. By default, pops without any building-provided jobs will be  Hedonists.

### Holy Guardians jobs

Holy Guardians do not use the usual fallen empire jobs aside from  Protector, and have a set of unique jobs instead.

### Ancient Caretaker jobs

Ancient Caretakers only use  Caretaker jobs and a limited number of  Guardian jobs

* **+3** Defense Armies

## References

1. ↑ Knights count as Researchers for research production and Bureaucrats for unity production. The Lord Commander counts as a Science Director and Politian for those resources. These output modifiers are multiplicative with knight output modifiers. Note that the research output modifier used is the average of the modifiers three types of research (slightly weighted toward engineering modifiers), i.e. Natural Physicists would improve the output of all 3 research types by **+4.95%** whereas  Natural Engineers would improve them by **+5.1%**
2. ↑ Knight output modifiers apply to the defensive armies, naval capacity, and amenities they produce.
3. ↑ Appears to be wrongly classified as worker strata for  Gestalt Consciousnesses

**Game concepts**