Upkeep doesn't matter, pops matter. Pearl Divers are less pop-efficient than Artisans.
Upkeep doesn't matter, pops matter. Pearl Divers are less pop-efficient than Artisans.
Pearl Divers can kinda compete with merchant actually. A merchant is 12 trade which is 6 energy and 3 CE with consumer policy. A pearl and angler is 2 energy less if you keep wealth policy (with 8 food) and they can scale with tech and easier to spam. Your farm planet also doubles as a factory planet without designating it as a factory world.Pearl Divers aren't competing with Artisans pop-for-pop. Pearl Divers are competing with Technicians district-for-district.
Pearl Diver pop-efficiency comes from the pop efficiency comparison of 2 Angler farm districts with 4 pops versus 1 farm district/1 technician district of a non-angler build.
This is from the definition of the job in the game files:After further testing this is only half true. Anglers do benefit from Farming Subsidies and Ag world specializations, but Pearl Divers DO NOT count as artificers or receive the bonuses from Factory or Industrial world, and far as I can tell they don't benefit from Civilian replicators Or Civilian Repli-Complexes. The only bonuses that can receive are flat bonuses to CG and those that improve. PDX seems to consider them Clerks/Trade Value pops, NOT Artisans/Consumer Goods pops.
resources = {
category = planet_artisans
produces = {
consumer_goods = 3
}
upkeep = {
food = 2
minerals = 2
}
}
planet_modifier = {
planet_artisans_consumer_goods_produces_add = 1
planet_artisans_minerals_upkeep_add = 1
}
pearl_diver = {
[...]
weight = {
weight = @specialist_job_weight
modifier = {
factor = 2
is_enslaved = yes
has_slavery_type = { type = slavery_indentured }
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
modifier = {
factor = 5
has_job = artisan
}
modifier = {
factor = 10
has_job = artisan
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
}
Those conditions are implicitly AND'd together, so this more means that if your artisans are robust or have efficient processers, they'll switch like crazy, while non-artisans with those traits won't really care. This is a definite bug....
Someone forgot to change the weights to refer to the pearl diver job, so now pops with artisan jobs are super likely to switch to pearl diver!
Civilian Replicators chains are flat bonuses- it raises the base job production level directly, which % modifiers then impact. But the tool tip if you click on actual jobs doens't indicate the +1/+2; you can only see it if you disable the building.
Update: catalytic processing is pretty much required. Until I got there I noticed I was really guzzling minerals due to the mineral upkeep of pearl divers. Once I got catalytic processing, boom suddenly everything changed. I suddenly had an explosive potential for production. And the saved minerals went into restoring a relic world into an ecu, just in time to start using my hundreds of food a month and turning it into alloys. Also, I would highly recommend terraforming everything but gaia worlds into ocean, and get the hydrocentric ascenscion as soon as possible.i'm trying pleasure seeker utopian abundant anglers. i started the game with +25 consumer goods per month before even unpausing, meaning switching to utopian abundance right from day 0 was effortless. my utopia will be very consumer goods hungry. i wonder if i should combine with something else crazy like catalytic processing. have not decided what my third will be yet.
Further issues with the Merchant spam comparison is that it comes with 4 costs not factored in- the building slot shortage, the energy fungability soft cap of monthly market trades, the upkeep, and the Aquatic planet shortage. It's not that it's not useful, but rather that it's useful for different thing (and- in the context of an Aquatics build- different planetary roles).Pearl Divers can kinda compete with merchant actually. A merchant is 12 trade which is 6 energy and 3 CE with consumer policy. A pearl and angler is 2 energy less if you keep wealth policy (with 8 food) and they can scale with tech and easier to spam. Your farm planet also doubles as a factory planet without designating it as a factory world.
Hydroponic building has 1 angler which produces more than a farmer per pop so you can stack it in trade habitats.
I feel like its a build that requires some setup time. Which basically mean its not meta since you can't win in 50 years.
3 Farmers produce 18 food. 1 Artisan produces 6 CGs and costs 6 minerals.
Total output of 12 base resources and 6 CGs for 3 pops.
2 Anglers produces 16 food + 4 trade for 14 base resources, 2 pearl divers cost 8 base resources and produce 4 base resources and 6 CGs.
Total output of 10 base resources and 6 CGs for 3 pops.
Looks pretty awful. We also have to consider that we can't actually sustain this pop ratio with anglers without either massive overproduction of Food or underproduction of CGs, while the farmers can be tuned down as needed. We also have to take into consideration that trade multipliers are far worse than food/mineral, so over time the farmer/Artisan will produce much more efficiently. And we paid a civic slot for this. You can make an argument that 1 mineral != 1 energy != 1 food != 1 trade though, but it's still really hard to see how we could possibly be gaining enough value to be worth a civic
3 Farmers produce 18 food. 1 Artisan produces 6 CGs and costs 6 minerals.
Total output of 12 base resources and 6 CGs for 3 pops.
2 Anglers produces 16 food + 4 trade for 14 base resources, 2 pearl divers cost 8 base resources and produce 4 base resources and 6 CGs.
Total output of 10 base resources and 6 CGs for 3 pops.
Looks pretty awful. We also have to consider that we can't actually sustain this pop ratio with anglers without either massive overproduction of Food or underproduction of CGs, while the farmers can be tuned down as needed.
We also have to take into consideration that trade multipliers are far worse than food/mineral, so over time the farmer/Artisan will produce much more efficiently. And we paid a civic slot for this.
You can make an argument that 1 mineral != 1 energy != 1 food != 1 trade though, but it's still really hard to see how we could possibly be gaining enough value to be worth a civic
There's no instance in which you want a lot of food and it's worse at producing CGs.You have a lot of CG and food which can be put to colony ships early. You then have a lot of CG which can be plugged into scientists for early-game teching, and food which funds favorable alloy conversions on a pop-efficiency level. By leveraging trade, you can mitigate the disadvantage of a required Trait, and maximize it's benefits for your early game core. By not wasting guaranteed worlds on all resources, you bring your specialist-maximization economy online sooner.
Industrial world designations decrease the minerals required for CG by 20%. That lowers a 6 mineral input to 4.8 per base 6 CG produced. Pearl Divers use 2 minerals per 3 CG. They're already at better mineral-conversion levels than artificers on factory-worlds.
Like trade. In the early game, Trade is- by far- the best resource use for your off-habitability worlds, and only gets better until you can terraform them. Moreover, there is no trade world designation, so once you have robots you can turn your bad worlds into both solid energy producers (merchant spam) and resource extractors (robots).
TL;DR
It's still bad. Catalytic Converter is also bad (arguably worse early game w/ anglers since you need to spam even more farming districts which total up to thousands of wasted minerals) and adding in extra traits as well obviously pumps your numbers up.
You're basically comparing an entire race build to a race with zero traits or civics at all.
Not really- this favors Aquatic. The Aquatic Ocean world shortage synergizes with an alloy world production and a single resource world. The best use for that world to maximize resource value for a Angler would be farm-world, and that in turn goes back to Catalytic.You're also ignore resource bonuses.
There's no instance in which you want a lot of food and it's worse at producing CGs.
I don't think anyone who says Catalytic Processing is bad can be taken seriously. It's groundbreaking, and I'm addicted to it now.TL;DR
It's still bad. Catalytic Converter is also bad (arguably worse early game w/ anglers since you need to spam even more farming districts which total up to thousands of wasted minerals) and adding in extra traits as well obviously pumps your numbers up. You're basically comparing an entire race build to a race with zero traits or civics at all. You're also ignore resource bonuses.
I mean you got rid of the instance. Just because you don't like catalytic converters, doesn't mean that it doesn't exist. I would say anglers is best if you're gonna use the extra food to make alloys. And clone vats of course.There's no instance in which you want a lot of food and it's worse at producing CGs.
Living Standards and Pop upkeep also have to be considered. A Pearl Diver costs 0.5 consumer goods per 3 consumer goods produced, whereas an Artisan only costs 0.5 per 6 produced. (this also means that in a full resource comparison, you'd have to consider the extra food upkeep for each Pearl Diver pop)
Artisan: -6 min, +5.5 CG (-8%) with industrial world: -4.8 min, + 5.5CG (+14%)
Pearl Diver: -2 min, + 2.5CG (+25%)
Some estimates:
About 10%~ more efficient at converting Minerals, less then half as efficient at production of CG.
All things being equal, you would require twice the Pops to use 20%~ less minerals and produce 10%~ less.
At base level before Industrial Worlds it instead requires twice the Pops to use 33% less minerals and produce 10% less.
If we also include Artificers:
Artificer: -6min, +6.5 CG (+8%), with industrial world: -4.8 min, +6.5 (+35%)
Having higher then standard Living standards would further increase Pearl Diver's pop inefficiency.
If we assume high living standards (1 consumer good):
Artisan: -6 min, +5CG (-16%), with industrial world: -4.8 min, +5CG(-4%)
Pearl Diver: -2 min, +2CG (+0%)
Artificer: -6 min, +6CG (+0%), with industrial world: -4.8 min, +6CG(+25%)
In case of high living standards you would need 3 Pearl Divers for every Artificer job, and requiring 25% more minerals. That's some very inefficient Pops.
Incidentally, some empire starts give you 3 Industrial Districts. Picking the Angler Civic in such a case reduces the amount of Industrial Districts to only 2.