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dav77-b

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Clerks produce 2 energy and 2 amenities. 2 amenities boost the production of the planet for about 0,18% so insignificant.
Techs produce 4 energy.

Medical workers give 5% growth. So it takes 20 pops to grow to have any gains at all.
 
Last edited:

I_am_Nemo

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Clerks are basically a source of amenities if you can't get enough amenities any other way. Good for planets with a lot of city districts and not much else. You aren't so much using amenities to boost production as using them to to ensure you don't have unhappy pops and whatever consequences they bring.

Medical workers also provide amenities, and a decent sized planet can hold 20 pops several times over. I wouldn't say pop growth speed is "useless" by any means, though 5% per worker does seem a bit low.
 

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The Commercial Megaplex (Tier 2 Clerk building) gives a merchant job, which offer 8 trade value by default.
Even though that might not seem like much, you can upgrade it with thrifty, stack several trade fee bonusses, add fan xenophile, then toss in merchant guilds. (Unity from merchants) And you end up with rather impressive trade-value only worlds.
It's not as good as a purpose-build economy. But it's versatile. For consumer goods use the Consumer trade policy - it's the best value, converting about 1 trade into 0.5 consumer goods.
If you go this route, just add in repugnant, as you'll be swimming in amenities anyway.

(I'll give this a try and see if it works out in practice)
 

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Medical workers are very good. For me the biggest bottleneck is growth speed. My first building on colonies is usually a gene clinic followed by a robot assembly plant for maximum growth
 

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Medical workers are useful with even just 1 pop. Why should you need 20 for them to be useful?

For each medical worker you have, in the time it would normally take to grow 20 pops, you will grow 21. I assume that's what OP meant.

Technically, finishing pops a few months early will have minor production gains, but it does take a while for the growth to really pay off.
Negative amenities have events. But the real question should be ask if positive amenities worth it? They give a bonus to pop production. I'm bad with math so don't ask me.

Do they directly affect pop production? I thought it was amenities > happiness > approval > stab > production. At which point I'd doubt it's worth stacking them for that.

I think they do directly affect migration push/pull, though, so that might be worthwhile with migration treaties. Have a bunch of high-amenity planets and end up with massive immigration > massive growth.
 

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For each medical worker you have, in the time it would normally take to grow 20 pops, you will grow 21. I assume that's what OP meant.

Technically, finishing pops a few months early will have minor production gains, but it does take a while for the growth to really pay off.

With the way immigration works now this is a very wrong statement. +5% Could be the difference between growth at all and losing pops
 

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It's also worth noting that trade power isn't just 2 energy, it's actually a very flexible resource since it can be partly converted into either consumer goods or unity.

Clerks are also very building-efficient, since a single building can create 5 clerk jobs. They also cut down on the need for other amenity producers, and as workers they have low strata needs. All in all, I actually think they're one of the best options for urban worlds which need a lot of jobs, especially in authoritarian empires.
 
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dav77-b

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Clerks are basically a source of amenities if you can't get enough amenities any other way. Good for planets with a lot of city districts and not much else. You aren't so much using amenities to boost production as using them to to ensure you don't have unhappy pops and whatever consequences they bring.

Medical workers also provide amenities, and a decent sized planet can hold 20 pops several times over. I wouldn't say pop growth speed is "useless" by any means, though 5% per worker does seem a bit low.
I never said pop growth is sueless. But 5% isnt worth a dedicated job
 

Xeorm

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Medical workers: 6 amenities (instead of 10 for an entertainer) and 5% pop growth, or in other words 55.5 years to break even. Pop growth is additive so best to look at it in terms of absolute growth instead of percentage based. Entertainer during that same time gives 2 unity before any bonuses. I'm going to guess that the entertainer is the superior pick in this case.

Clerk: 2 trade and 2 amenities for a worker class. Amenity positive. Assuming no benefits it's either producing 2 energy or 1 energy and .5 consumer goods. How good is that? Technicians produce 4 energy and have more potential for bonuses, but clerks are really good for concentrated real estate. Technician jobs are limited by districts, with one or two extra jobs with the energy building. For the living conditions that require .25 or less you're making a net positive consumer goods. A city district provides 5 housing, plus one building slot for clerks gives 6 jobs for a net 6 energy, a bit of consumer goods and amenities, and -1 housing (but housing can be increased with tech). Compared to the technician district giving 8 energy.

Is that good? Kind of a wash really. Terrible option if you have high costs per worker, good if they're cheap. Getting a few merchants with the upgraded clerk building helps a lot. They're definitely paying for themselves, and having more ruler class pops helps a lot for increasing stability. Main benefit I'd think is how reliable that build can be. Generator districts are limited by planet. Some will have a few, some a lot. But every planet can build city districts and clerk buildings. Build the society right and they're highly beneficial.
 

I_am_Nemo

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You should really play the game first. You will understand then. (by playing I mean playing with and without them to see the difference)

I mean, when I'm already stacking 45% growth speed on a planet (or 80%+ on an Ecumenopolis), +/- an additional 10% - 25% feels exactly as impactful as I would have expected it to feel. The CG hit each time I build one, as well as the tradeoff in terms of pops and building slots, also feels pretty significant early game. A new pop grows 1.5 months sooner (If I ran the calculation right) per worker, but will still take 15-30 months to finish (depending on how many other growth modifiers you stack). Given it costs CG, a building slot, and a pop that could be doing something else, it's pretty clearly a long-term investment. I'm not sure exactly what you're trying to say is wrong about that.
 

Twogs

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I mean, when I'm already stacking 45% growth speed on a planet (or 80%+ on an Ecumenopolis), +/- an additional 10% - 25% feels exactly as impactful as I would have expected it to feel. The CG hit each time I build one, as well as the tradeoff in terms of pops and building slots, also feels pretty significant early game. A new pop grows 1.5 months sooner (If I ran the calculation right) per worker, but will still take 15-30 months to finish (depending on how many other growth modifiers you stack). Given it costs CG, a building slot, and a pop that could be doing something else, it's pretty clearly a long-term investment. I'm not sure exactly what you're trying to say is wrong about that.

Did I tell you to calculate emigration in? I am sure I did
 

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Did I tell you to calculate emigration in? I am sure I did

The growth percentage from medical workers has no effect on emigration or immigration.