Clerks were always the absolute worst job a pop could have, and sometimes it was straight up better to be unemployed than be a clerk. With all the recent changes to clerks and merchants, I'm testing out a Merchants Guild build, with Pleasure Seekers for Decadent Lifestyle. Normal empire, not a megacorp. On the Shoulders of Giants origin.
It's 2265 and so far this seems far from bad. I've formed a Trade League and trade value is basically providing for everything. All my planets are around 90% stability. I've unlocked 5/7 Ascension Trees and am over 1200 research. I've got more energy and consumer goods than I know what to do with. Any consumer goods I don't need, I trade away or just sell for even more energy. I don't build farms, mines, or generators. Anything I need, I just buy. Apart from Commercial Zones, the only buildings I really need are research labs. Almost all my Industrial Districts focus exclusively on alloys. I've got a permanently militarized economy, which still barely puts a dent in my massive CG production, which boosts my alloys even further. In an emergency, I'll just buy even more, because even after purchasing food and minerals, I've still got enough money left over, and this is before I get my designated agri-world and mining world up and running.
I wouldn't describe myself as great at this game, but I feel like people say clerks and merchants are trash because they just compare the flat energy production per-capita versus technicians, but I feel like there's a large opportunity bonus for basically having lots of pops who don't have to be employed in mining, farming, culture, or consumer goods jobs.
This isn't a meta-build by any means. I didn't go Shattered Ring or Void Dwellers. I'm not trying to compete with people who have a ringworld by 2250, and I didn't focus particularly on tech. But is this going to slow down as I move into the mid- and late-game and the inefficiencies will start to show? I'm not claiming this is an awesome build. I genuinely want to know where trade value, clerks, and merchants stand in 3.1.
It's 2265 and so far this seems far from bad. I've formed a Trade League and trade value is basically providing for everything. All my planets are around 90% stability. I've unlocked 5/7 Ascension Trees and am over 1200 research. I've got more energy and consumer goods than I know what to do with. Any consumer goods I don't need, I trade away or just sell for even more energy. I don't build farms, mines, or generators. Anything I need, I just buy. Apart from Commercial Zones, the only buildings I really need are research labs. Almost all my Industrial Districts focus exclusively on alloys. I've got a permanently militarized economy, which still barely puts a dent in my massive CG production, which boosts my alloys even further. In an emergency, I'll just buy even more, because even after purchasing food and minerals, I've still got enough money left over, and this is before I get my designated agri-world and mining world up and running.
I wouldn't describe myself as great at this game, but I feel like people say clerks and merchants are trash because they just compare the flat energy production per-capita versus technicians, but I feel like there's a large opportunity bonus for basically having lots of pops who don't have to be employed in mining, farming, culture, or consumer goods jobs.
This isn't a meta-build by any means. I didn't go Shattered Ring or Void Dwellers. I'm not trying to compete with people who have a ringworld by 2250, and I didn't focus particularly on tech. But is this going to slow down as I move into the mid- and late-game and the inefficiencies will start to show? I'm not claiming this is an awesome build. I genuinely want to know where trade value, clerks, and merchants stand in 3.1.
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