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PAnZuRiEL

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Have any of you ever actually run out of amenities on a planet? I'm pretty sure I never have, and this is without ever employing a single entertainer. I think it would be hard to run out even if all your pops were repugnant. There are simply too many jobs providing too many amenities.

I realise excess amenities give a scaling happiness bonus so the idea is to run a surplus. But I have never been at risk of suffering a penalty from insufficient amenities, even on planets with lower habitability. I don't think this is good for gameplay.

On a related note I think housing is also a bit too plentiful, making housing buildings largely pointless.
 

Cry_Havok

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Have any of you ever actually run out of amenities on a planet? I'm pretty sure I never have, and this is without ever employing a single entertainer. I think it would be hard to run out even if all your pops were repugnant. There are simply too many jobs providing too many amenities.

I realise excess amenities give a scaling happiness bonus so the idea is to run a surplus. But I have never been at risk of suffering a penalty from insufficient amenities, even on planets with lower habitability. I don't think this is good for gameplay.

On a related note I think housing is also a bit too plentiful, making housing buildings largely pointless.

Amenities tend to run low if you botch early development on rural worlds (If you don't want your first district to be a city you want an amenity building). Housing tends to be hard to come by later on. Sure its easy to keep up on housing at 50 pops, but when you get over a hundred it gets much more difficult. You eventually have to start replacing districts with city districts, or building up housing. Try getting 80 pops on a size nine world (because sometimes you have to colonize crap worlds for their special resources)
 

wingren013

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The AI has. I've never. Clerks providing amenities means it is a non issue even for huge worlds.
 

Nurgle84

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I am currently playing a repulsive race and that seems to drop Clerks to Amenities 1 (Should be 1.6, not sure if it roudns down). I am always just around 0 on Amenities. I like some internal turmoil, makes for fun games.
 

PAnZuRiEL

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I am currently playing a repulsive race and that seems to drop Clerks to Amenities 1 (Should be 1.6, not sure if it roudns down).
That's just a display error for the individual jobs. If you look at the total generated by all your clerks, you'll see that it works correctly.
 

Olterin

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I've actually struggled a little bit with amenities when trying out a species with Repugnant. As in, it still wasn't a huge deal, but it did force me to go beyond my usual "clerks + gene clinic will do the job, forget about it" approach.
 

Foxador

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I am currently playing a repulsive race and that seems to drop Clerks to Amenities 1 (Should be 1.6, not sure if it roudns down). I am always just around 0 on Amenities. I like some internal turmoil, makes for fun games.

They do lower to 1.6 in my game, just make sure you're mousing over the clerk job in the worker break down on your planet. Each pop needs, at base, 1 amenity though which means you need 2 clerks for every other pop the reason being the 2 clerks consume 2 for their job leaving 1 left.
 

PAnZuRiEL

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Slightly off topic, but why does repugnant decrease Amenities? Surely your own species isn't repulsed by being massaged by one of its own.
Why are "uncanny" robotic drones worse at performing maintenance on other robotic drones?
 

Matoro_TBS

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Slightly off topic, but why does repugnant decrease Amenities? Surely your own species isn't repulsed by being massaged by one of its own.
Maybe repugnant pops are, like, repugnant to even each other. Complete douches. Always treat others like dirt.

I keep running out of amenities just because I use bare minimum of them. Sure, you can make insane amenity planets... but you could have a lab or a foundry in every slot you've used for amenity stuff, so there's a tradeoff.
I also tend to use amenities to pacify small stability problems.
 

WhapXI

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That's just a display error for the individual jobs. If you look at the total generated by all your clerks, you'll see that it works correctly.

I'm not sure I'd call it an error. It just rounds down in the display.

On topic, I've never had negative amenities except when taking planets after war, but then they aren't really a vital resource. They're more about giving a production bonus/malus than any sort of necessary upkeep. Never felt the need for a holotheatre or anything. The AI seems to like building them though.

Housing is more plentiful because it's more necessary, but is easy enough to plan around. Build resource districts on rural planets (where overcrowding tends to mean unemployed pops) or build a city district on a specialist focused planet or if there are no resource district slots remaining. If there are no district slots remaining then don't build anything. Let growth level off and pops decline. I've never found luxury housing to be necessary. Generally a waste of a building slot compared to a resource silo or two extra metallurgists.
 

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I have not yet built an entertainment complex on any world, ever.
That probably means amenities are too easy to acquire, currently.
 

Less2

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I run zero clerks, never needed more than 1 entertainment building (not upgraded). Gene clinics/luxury residences handle most planets fine.

That said, I'm fairly certain it's still more efficient production-wise to go about 5-15 negative before building something that gives you 20 amenities. So I do so.