Art
Consider this art academy, that is almost twice as productive per worker than this extremely unproductive tooling workshop, but still provides substantially less tax revenue, and of course less value added for the economy in general. Per-employee productivity is simply a bad yardstick when the buildings don't have similar amounts of employees per level. Each level of the art academy requires the same construction investment as another factory, but has a substantially lower RoI.
Eventually of course you end up with huge amounts of construction and nothing better to build, but in the early to mid game there are always going to be substantially better options.
There is also the enormous urbanization they create per employee, meaning they are still crushing the services price by inducing far more production thereof than they do demand.
They do.
But if you have tons of demand for fine art, you might as well cater to it. It's cheap to make, and the POPs that make it usually are going pretty good SOL wise.
In this screenshot, which factory do you expand next?
View attachment 957614
And just what are those art academies up to?
View attachment 957615
They are turning cheap paper, tools, and electricity into fine art.
View attachment 957616
It pays well, too.
So, yes, those buildings could employ more people doing other things, but in the above situation, it seems to make sense to just spam out more art academies until I get the price of fine art down further.
Consider this art academy, that is almost twice as productive per worker than this extremely unproductive tooling workshop, but still provides substantially less tax revenue, and of course less value added for the economy in general. Per-employee productivity is simply a bad yardstick when the buildings don't have similar amounts of employees per level. Each level of the art academy requires the same construction investment as another factory, but has a substantially lower RoI.
Eventually of course you end up with huge amounts of construction and nothing better to build, but in the early to mid game there are always going to be substantially better options.
There is also the enormous urbanization they create per employee, meaning they are still crushing the services price by inducing far more production thereof than they do demand.
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