'Development,' a way to make clerks better and unique

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Somebody248

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Oct 10, 2022
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Except this hypothetical begs the question, why are you using rare 80% worlds in the early game on mining, farming or CG production as opposed to science or unity? And what are you using your low-habitability worlds for instead?

I'm using the example you provided earlier of miners/artisans at high habitability in the first 10-15 years. This is a comparison between mercantile + thrifty clerks and a baseline consumer goods economy at around 15 years.

As for why someone would play like this, the simple answer is that lower hab planets will be colonies of 1-4 pops worth of workers and demoting colonists, so most of your resources need to come from high hab worlds with useful pops. Eventually, basic resources get moved to 60% hab worlds (assuming you run out of room for them on better worlds), while 20% hab worlds are just used to grow and export pops until their habitability rises.

Not really. 40% is baked in to any trade build by planetary designation regardless of habitability. Built-in amenity over-production by your clerks / Merchants / Rulers basically guarantees it on all but the lowest habitabilty planets which break the comparison with regular workers further in clerk favor, even without other happiness or stability modifiers, and this is without address that the 40% TV designation is also boosting passive trade value from living standards, and that the 20% bonus is applying to all pop passive-TV, anywhere, even on non trade worlds.

I'm not sure where you're getting 40% from, unless you mean 20% from designation and 20% from traditions, which is what I said. Even if you have over 2x required amenities on your trade worlds, happiness from amenities is capped at +20%. That trickles up to +12% stability for +7.2% trade value.

Anyway, I was using 9 trade value from the original example and working backwards to find out how much investment was required for those numbers.

Yes? And? By that point, you should be snowballing so hard that pop-efficiency gives way to pop-aggregation. Which is faster if you spend your early techs advancing military conquest rather than internal economy, and/or using your internal economic strength to secure subjects to pay the basic resources. And this is without discussing the relevance of different federation types, spin-off vassals, and sprawl management.

No production-focused worker job scales well into the mid-and-late game. People conflate being able to get big numbers per pop on late-game miners and technicians with the advisability of having any compared to structuring your macro-economy to a tributary system.

Are tier 1 military techs really worth taking day 1 for a corvette rush? I don't usually go to war this early due to advanced starts and influence costs, but I usually assume the tier 1 components are less valuable than other tier 1 techs.

Also, not everyone wants to outsource their economy to subjects, and not every build has the ability to do so.
 
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Franton

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Why do you require a description in order to play the game.

I mean if you have a problem with Clerks.

Energy Credits must be truly terrifying for you.
I didn't say I require an explanation, but the OP obviously based suggestions on an interpretation of what clerks are, and that put me thinking - all the more because what the OP suggested didn't make any sense to me. It didn't fit my abstract interpretation of 'clerk'.

I asked because I wanted to create a common base understanding that we could base suggestions on, instead of making guesses and throwing wildly deviating suggestions around without ever arriving at a consensus.
 

DeanTheDull

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I'm using the example you provided earlier of miners/artisans at high habitability in the first 10-15 years. This is a comparison between mercantile + thrifty clerks and a baseline consumer goods economy at around 15 years.

Only on 80% worlds, which most early worlds will not be in a general playthrough, and which goes back to questioning the framing.




As for why someone would play like this, the simple answer is that lower hab planets will be colonies of 1-4 pops worth of workers and demoting colonists, so most of your resources need to come from high hab worlds with useful pops. Eventually, basic resources get moved to 60% hab worlds (assuming you run out of room for them on better worlds), while 20% hab worlds are just used to grow and export pops until their habitability rises.

This would be a very important assumption to identify, and whose mathematical implications are extremely relevant to any clerk-vs-technician comparison... not least because you have a pop-migration's value of clerk-months that pops have catch up to, even before any direct job-vs-job can be done. A trade build clerk isn't going to be paying the direct or opportunity cost to move from a low-hab world to a high-hab world, it's going to sit there and keep providing trade and building up to the size-10 upgrade, at which point it will likely have 3 merchants (2 commercial zones and a pop-assembly build before size 10, 1 new zone from the building slot), which obviously is going to change your macro-economy needs.

Moreover, if you are going to do pop-migration strategies, this itself has implications that have to be accounted for, because the best place for a migration strategy to start migrating from is... the homeworld, where de-populating from there can race your two guaranteed worlds to 10 pops, and you start having a strategic choice delta of the implications to your growth economy. Just getting your 2 guaranteed worlds to size 10 is a ~24 unity-a-month upgrade in unity output compared to the months still trying to rely on colony growth, and that starts impacting the expected arrival point of next traditions, and thus next power spikes that shift the game from pop-efficiency to pop-aggregation...




I'm not sure where you're getting 40% from, unless you mean 20% from designation and 20% from traditions, which is what I said.

And I am underscoring that together these are only 4% econ boosts shy of the nice round number of 9, compared to the nearly double gain you were relying on to justify your nice round number of 50%. (50% from +25% planetary designation +20% tech - 10% habitability penalty = 15% delta to be compensated, of which ruler boons to resource production could realistically only be 6% at level 3, meaning an assumption of 9% output from stability from all sources compared to 4%.)




Are tier 1 military techs really worth taking day 1 for a corvette rush? I don't usually go to war this early due to advanced starts and influence costs, but I usually assume the tier 1 components are less valuable than other tier 1 techs.

To add a silly jest, mess around and find out. More seriously, yes.

A single tier 1 military tech isn't going to make much of a difference. A series of tier 1 upgrades in power, weapons, defenses, combat computers, and- especially- critter weapons absolutely does. Tier 2 weapons and defenses are generally 30-40% stronger, and core components offer no bonuses at all until level 2. Combat computers are the single biggest stat boost due to their tactic effects enabling mixed-combat, while generators are key for incorporating critter weapons, which are generally tier 2.5 weapons and are viable-to-dominant thru the destroyer age.

While Stellaris mechancially does favor stack over-wiping from large numbers of weaker craft compared to smaller numbers of stronger craft, in practice at early-game periods of the first 20-30 years, going for a 20% econ techs doesn't actually translate into 20% more economy for 20% more alloys for a 20% larger fleet. Functionally, your overall fleet size capacity is far more dependent on where you stop your natural expansion (every claimed system being nearly 1 corvette of alloys) and whether you actually plan to build up an alloy economy in your pop-pyramid economy. The time frame, and the econ returns, of the +20% econ techs don't actually pay off enough to be worth more than the military tech you could be researching instead.

What an early mil-tech focus enables you to do translate that same general fleet size into a qualitative edge for a quasi-guaranteed first victory, and then keep pushing forward to capture starbases in enemy terrain before the enemy can reconstitute. It gives you the 'density' to push through and seize the enemy's home system- their natural shipyard, a very large basic resource boost from system deposits, and where their fleet is likely reconstituting- to finish them off at a fraction of the alloy cost of trying to brute-force with tier 1 default weapons, which are generally only going to keep up if backed by starbase defenses. This is the difference between a cruiser rush strategy- where you do virtually no expansion, or even settlement, before your first war- and an early-war strategy.

In any meta where early wars are viable- which is to say, if you're not forcing yourself into a turtle meta via difficulty settings or house rules- the econ benefits of an early homeworld conquest far outweigh almost any number of virgin worlds settled directly.


Also, not everyone wants to outsource their economy to subjects, and not every build has the ability to do so.

And yet this is where trade builds excel, and how they scale into the later game. It is incredibly relevant to the comparable power of technicians and clerks that one is designed to providing compounding results in a sprawl-efficient way via diplomacy, and the other is a sprawl-inefficient resource that can easily be made redundant via other empires.

When neither job is a job you personally want to employ later, but one does you a good deal more benefit than the other in different contexts, ignorring those contexts does no favor to claiming type a is stronger.
 

Dragatus

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Here's the thing, though- clerks don't compete with technicians/entertainers. They compete with miners/artisans.

The 'clerks compete with technicians' is a meme that hasn't been true since the Mercantile tradition was created, and the CG-trade policy was locked to trade builds. As soon as you get the policy, you set to converting TV to CG, and as soon as you have any trade conversion clerks stop being primarily an energy job, because 50% of trade value is no longer value. The maximum use-case of clerks-vs-technicians is when technicians are facing -50% penalties on 0% hab worlds, not when trade jobs are -50% of the energy.

The thing is this doesn't matter, because miners are worse and replacing the miner-CG part of the economy is it's own reward, especially when you use your lowest-hab worlds to do it.

Wouldn't it be more accurate to say Clerks compete with the entire trio of Technicians, Miners and Artisans? Though it is true that Miners are the weakest link in that chain.

Also, 9 TV from early game Clerks seems a bit generous. That's an 80% bonus over the base production of 5. Fanatic Xenophile is 20%, Thrifty is 25%, Marketplace of Ideas is 10% and the Mercantile finisher is another 10%. That's 65%. You can still get to 9 TV with the Stability bonus, but then you have to calculate that into the Technician/Miner/Artisan combo as well. The job trio combo also benefits more from Stability because more Minerals per Miner means a lower proportion of Miners is needed. (Nevermind all that, I got corrected in the post below.)

And while we're at it, we might want to consider that your first 50 Minerals come from the market. So yeah, it's too complicated for me to bother making exact calculations. But the impression I got of you over the months is that you might have fun with it. :)

I also don't doubt that Clerks are more than worth it on low habitability planets where regular jobs take a heavy production hit.
 
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theBigTurnip385

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Wouldn't it be more accurate to say Clerks compete with the entire trio of Technicians, Miners and Artisans? Though it is true that Miners are the weakest link in that chain.

Also, 9 TV from early game Clerks seems a bit generous. That's an 80% bonus over the base production of 5. Fanatic Xenophile is 20%, Thrifty is 25%, Marketplace of Ideas is 10% and the Mercantile finisher is another 10%. That's 65%. You can still get to 9 TV with the Stability bonus, but then you have to calculate that into the Technician/Miner/Artisan combo as well. The job trio combo also benefits more from Stability because more Minerals per Miner means a lower proportion of Miners is needed.

And while we're at it, we might want to consider that your first 50 Minerals come from the market. So yeah, it's too complicated for me to bother making exact calculations. But the impression I got of you over the months is that you might have fun with it. :)

I also don't doubt that Clerks are more than worth it on low habitability planets where regular jobs take a heavy production hit.
Trade production bonuses like thrifty and trading algorithms are additive and then multiplied by planet trade bonuses which are also additive.

When talking about a clerk there base output is therefore either 6.25 or 7.5.

That number is multiplied by the planet trade modifier. That 9 output is a low number

Mercantile 20
Planet designation 20
Mega corp civic 10
Xenophile 20
Policy 10

80 + stability and lvl 2 trade federation @ year 12

95% at year 12 over 100 if you get a trade leader.b

It's easy to hit 12 output

Now the trade number is then multiplied by 10% for each commercial pact, but that value goes to your trade federation vassals.
10 vassals means that trade value is adding 12 trade inside your vassals which you can extract out of them.

trade is the only resource in the gave with a 3x multiplier effect operating on it

Research has a 2x multiplier effect operating on it

All other resources have only 1x multiplier effect.
 
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DamnedLackOfTropicalFruit

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To keep it simple: 50 minerals/food/energy a month, 25 CG, or 12 alloys. (It's a little higher, but something keeps not-resetting the monthly purchases entirely when I get mercantile, and I've never been able to find out what.)
This is a known bug, loading a save causes the monthly purchase to affect the price without actually performing the trade. Since any monthly trade above 12 minerals is only sustainable through abusing the "snap" behaviour of prices (where they snap back to the base price when they get close), this causes the price to go beyond the snap range and never reset, rapidly increasing the price because 50 minerals a month will normally increase the price significantly.

52 is perfectly consistent if you never load a save, anything above 20 could theoretically cause you to ruin your prices when you load a save. The current workaround is to clear all monthly orders before saving.

If you don't mind a lot of clicking, you can use this to print infinite resources extremely "quickly". Make a bunch of max sized monthly sell orders, reload the save to set the price to the minimum (0.2x), buy resources at that price, then do the reload trick in reverse, sell the resources at max price (5x) for a 2400% markup, repeat every 2 months until all storages are maxed out.
Since it can print tens of thousands of resources every other month, this is arguably the strongest exploit Stellaris has ever seen, and it should work in Ironman too.
To add a silly jest, mess around and find out. More seriously, yes.

A single tier 1 military tech isn't going to make much of a difference. A series of tier 1 upgrades in power, weapons, defenses, combat computers, and- especially- critter weapons absolutely does.
You shouldn't say things like this - someone might mess around and find out! It turns out the opposite is true.
I observed a GA galaxy to 2215, picked a convenient AI (it had a fleet of 61 corvettes), and tested how many alloys I needed to field in order to beat their fleet.

About 4.9k alloys with starter components.
About 4.7k alloys with a single tier 1 military tech (blue lasers).
About 4.5k alloys with a series of tier 1 upgrades in power, weapons, defences, combat computers, and- not- critter weapons (fusion reactor, blue lasers, ceramo metal, improved corvette hulls, basic combat computers).
About 5k alloys with the above, but replacing my flak cannon with an energy siphon. I'll go into more depth on critter weapons in the next section.

There are greatly diminishing returns from weapon component techs, as the first few are far important than later ones. Blue lasers is crucial as both a powerful upgrade and pre-requisite, ceramo-metal armor is disproportionately strong because the AI's early designs struggle with armor, standardised corvette patterns and improved corvette hulls are low impact in combat but above average for alloy efficiency. Other T1 component techs range from "eh" to "only useful as a pre-requisite".

While trade builds are ahead on techs, they're behind on Supremacy traditions. Getting -10% ship build cost before starting fleet construction saves more alloys than all 5 of those T1 techs. 10% firerate is on par with the strongest T1 component techs, and the finisher is either Hit and Run, which effectively prevents all ship losses thanks to 3.6's janky disengage mechanics, or No Retreat, which is a power spike on par with T2 components if you don't mind the replacement rates. Trade builds only catch up after they finish Supremacy, by which point you'll have reached T2 components and the marginal headstart on T1 components isn't too important.
Tier 2 weapons and defenses are generally 30-40% stronger, and core components offer no bonuses at all until level 2. Combat computers are the single biggest stat boost due to their tactic effects enabling mixed-combat, while generators are key for incorporating critter weapons, which are generally tier 2.5 weapons and are viable-to-dominant thru the destroyer age.
Continuing your trend of managing to make multiple errors per sentence, pretty much everything else you said is outdated in 3.6.
  • Combat computers are above average, but definitely not the single biggest stat boost in the era - you net +5% firerate, and +5% into evasion or similar. Blue lasers is multiplicative ~20% total damage output, with some T2 weapon upgrades almost doubling your effective damage output.
    • I'm not sure what you mean by "tactic effects enabling mixed-combat", but none of the ship behaviours are important until cruisers. While there's a couple cases where meta-fleets have mixed designs (usually for slight variety in P slots, or a couple torpedos for dealing with starbases), they're still mono-tactic and almost always mono-hull. Until T3 tech, combat computers are just +% to a couple minor stats.
  • Critter weapons are not "viable to dominant", they're "strict garbage to usable".
    • Energy Siphons are as expensive as T2 mass drivers, arguably worse than T0 mass drivers, strictly outclassed by T1 mass drivers, and none of that matters anyway because they're all massively outperformed by T0 flak cannons.
    • Mining Lasers are a T2 tech, and are a sidegrade to plasma cannons and T2 PD. It's not a favourable sidegrade however, and I'd always use the PD against AI fleets. They do at least have the upside that if you kill a mining fleet very early, you can lock up your physics research with a 5k tech to get an early T2 weapon without first teching 6 T1 techs. A solid power spike, though I'm not sure it's worth delaying disruptors/volatile motes.
    • Amoeba Flagella are a decent sidegrade, but irrelevant until cruisers.
    • Ignoring accessibility and usability, cloud lightning is just awful. Base disruptors outperform them.
  • Regardless of how good critter weapons are, reactor upgrades are not "key for incorporating them".
    • The opposite is true - the primary advantage of most critter weapons is their power efficiency. Mining lasers are 7 power vs plasma's 13 (though T2 PD is also 7), cloud lightning is 23 power vs the 40 it would take to field an equivalent number of disruptors, amoeba flagella are 30 power, with standard strike craft being 34/45/59.
  • While I do recommend the T1 reactor upgrade, you also don't necessarily need reactor upgrades, especially if you're behind on physics components that would be using the power. Since armor is dominant, especially against the weapons the AI likes to use, power isn't too scarce.
    • The T0 reactor has 15 excess power if you're running T0 weapons, 2x armor, 1x T0 shield. This is enough for any T1 design that doesn't use 2 shields, and with good rationing, this can be enough for early T2 ships - it's enough to run 3x disruptor, 2x armor, 1x T0 shield. You lose out on core component upgrades, but they're all pretty marginal compared to the power spike that is disruptors, and if you don't have T1 reactors you probably didn't have lots of T2 core component techs anyway.
    • The T1 reactor has 25 more power, which is enough to power basically any T2 design that doesn't use 2 shields. A T1 reactor will fly autocannon/PD, a combat computer, T2 thrusters, T2 hyperdrive, and T2 radar. If your opponent is one of the (very rare) AI that's fielding primarily energy weapons, you can use a T1 reactor to put a couple T1 shields on the disruptor design.
Speaking generally, the most important early techs for ship efficiency (disruptors, autocannon/PD, rare crystals, volatile motes) are T2 with either no pre-requisites, or a T1 pre-requisite that you probably wanted anyway (like blue lasers). It's much more important how fast you get to T2, not which T1 techs you picked getting there.
 
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user192823

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Clerks were called for a small % resources from jobs bonus, parallel to bio-trophies, that would produce great results with massed clerks. It's even in their description: they perform the many administrative tasks crucial for a complex colony. What constitutes a complex colony? A ecu with hundreds of pops. But the option is cut off because any clerk focused civic could be combined with relentless industrialist for broken multipliers. Such approach would also draw parallel from clerks in other paradox games: victoria 1 and 2, where clerks were multipliers for factories.
 

DeanTheDull

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This is a known bug, loading a save causes the monthly purchase to affect the price without actually performing the trade. Since any monthly trade above 12 minerals is only sustainable through abusing the "snap" behaviour of prices (where they snap back to the base price when they get close), this causes the price to go beyond the snap range and never reset, rapidly increasing the price because 50 minerals a month is will normally increase the price significantly.

52 is perfectly consistent if you never load a save, anything above 20 could theoretically cause you to ruin your prices when you load a save. The current workaround is to clear all monthly orders before saving.

Ah, thank you! This has bugged me for the longest time.




You shouldn't say things like this - someone might mess around and find out! It turns out the opposite is true.
I observed a GA galaxy to 2215, picked a convenient AI (it had a fleet of 61 corvettes), and tested how many alloys I needed to field in order to beat their fleet.

-snip-

While trade builds are ahead on techs, they're behind on Supremacy traditions. Getting -10% ship build cost before starting fleet construction saves more alloys than all 5 of those T1 techs. 10% firerate is on par with the strongest T1 component techs, and the finisher is either Hit and Run, which effectively prevents all ship losses thanks to 3.6's janky disengage mechanics, or No Retreat, which is a power spike on par with T2 components if you don't mind the replacement rates. Trade builds only catch up after they finish Supremacy, by which point you'll have reached T2 components and the marginal headstart on T1 components isn't too important.

The argument isn't doing Mercantile instead of Supremacy, however?

There's two separate arguments that seem to be conflated here. One is using military techs over econ techs (tech order), and one is how you open up your traditions (tradition order).

The tech argument is that it's more useful to invest in the early military techs than the early, mineral/econ techs when aiming for the war in the year 20-30 range. This is because things like 20% mineral techs don't actually translate into 20% more alloys for 20% larger fleets, but that overall fleet size is more dependent on your pop-economy distribution, and quality is what gives the that it's relative 'thrust' potential. I don't believe we're actually in disagreement here, since you're arguing the economic benefit of Supremacy (very true!), not the early econ techs themselves.

To which my answer would be to agree, and acknowledge that a trade build should save the real ship construction for after supremacy, not before, Supremacy's unlock, and be leveraging their unity/tech balance and amount of early dipping to get to Supremacy in a timely manner. (I do love me my Discovery tradition map the stars, but with the various tradition buffs it's not exactly a must-have opener by any means.)


The argument on tradition order is not Mercantile instead of Supremacy, but Mercantile as the main opening before flexing to whatever secondary tradition is most appropriate- be it Supremacy OR Diplomacy as your second tradition. The flexibility is the value, as you can avoid hard-committing to a day 1 corvette rush strategy in favor of having early war OR early federation building as options.

The economic primacy of Supremacy for alloys only matters if you're forced to fight in defense... but a trade build facing such an obvious threat as a neighborhood fanatic purifier would stop trying to complete the Mercantile tree and swap to Supremacy. Mercantile's benefit in this case is if other worlds were already colonized before the discovery, at which point trade policy clerks start to do a lot of work as you shift to a war economy policy.






Continuing your trend of managing to make multiple errors per sentence, pretty much everything else you said is outdated in 3.6.
  • Combat computers are above average, but definitely not the single biggest stat boost in the era - you net +5% firerate, and +5% into evasion or similar. Blue lasers is multiplicative ~20% total damage output, with some T2 weapon upgrades almost doubling your effective damage output.

The claim wasn't that combat computers were the biggest stat boost of the era but that combat computers enable the tactic effects enabling mixed combat.

The most relevant mixed combat role in the corvette/destroyer era is the use of starbase defense platforms in an 'anvil' strategy, where the first upgraded combat computer adds a +25% fire rate compared to the base computer. This is unique to defense platforms, but in conjunction with the missile rebalance and recategorization to S-only alpha strike role in the early game, it significantly made a mixed-fleet approach including how to use defense platforms a really, really impactful thing in my memory.

Now, maybe I am mis-remembering this applying to missiles in 3.6 with the ability to missile-stack defense platforms, but a quick check at the wiki does seem to affirm that missiles are S-slot weapons, 'Light' defense platform segments are able to get 4 S slots a segment for 8 per defense platforms, and I don't see or remember anything keeping missiles of defense platforms now that missiles aren't G-slot weapons. Defense platforms may be twice the base cost of a corvette, but with over double the missile capacity, buffable by starbase, and any defense-setup your enemy can tailor itself to beat on the platforms is one that your own fleet can just counter-balance to exploit by design once it jumps in...

Well, I'd call that a mixed-fleet strategy.




While not combat-computer specific, a relevance of this Anvil strategy to the broader topic of other early upgrades over econ is the ability to exploit the victories from jumping in on an engaged enemy.

Even if the enemy is able to FTL in generally good order, the early upgrades for hyperdrives and thrusters are critical for how far you can chase them into their own territory before they can exit emergency FTL and recover. +25% speed across systems, and -25% charge to jump between systems, quickly adds up to additional systems you can reach, siege, and move-on to before the enemy regroups at their home starbase, just as other T1 techs of military significance support your ability to resist outpost attrition and just keep pushing forward to cap as many relevant starbases as you can.

Ultimately, nothing in 3.6 changed the macro-strategy of fleet management in the early game. You still want to rush down the enemy starbase, and the best way to start a rush is by baiting the AI into attacking your combat starbase and then exploiting the retreat. Ship computers are key enablers for defense-platforms, which can be effective supports to attrite enemies at range, and the rest are relevant for strategic exploitation or enabling it.






    • I'm not sure what you mean by "tactic effects enabling mixed-combat", but none of the ship behaviours are important until cruisers. While there's a couple cases where meta-fleets have mixed designs (usually for slight variety in P slots, or a couple torpedos for dealing with starbases), they're still mono-tactic and almost always mono-hull. Until T3 tech, combat computers are just +% to a couple minor stats.

The variety in weapons based on the expected enemy defense roll-out, expected PD distirubtion, or ratio of missiles in your forces are precisely what makes specializing the distribution of your fleets useful. While Anvil strategy is the most relevant in the corvette age, destroyers get in on the siege vs skirmish action, corvettes have the missile boat/PD fire rate + evade bias vis-a-vis the Skirmisher hit-the-other-corvette bias, and so on.




  • Critter weapons are not "viable to dominant", they're "strict garbage to usable".
    • Energy Siphons are as expensive as T2 mass drivers, arguably worse than T0 mass drivers, strictly outclassed by T1 mass drivers,

I have a feeling you're neglecting the overall ship build.

An energy syphon has an average 14.5 dam/hit : avg 2.55 dam/day at 60 range, with modifiers of 200% against shields, 25% against armor, and 100% against hull.

A Coilgun (what I'd call tier 2, but first upgrade) of S-slot is average 14 dam / hit : avg 3.62 dam/day at 50 range, with modifiers of 150% against shield, 50% against armor, and 100% again hull.

This is a favorable matchup for the syphon. The role of the syphon and coilgun before hull damage isn't armor shredding, but shield stripping so that your dedicated anti-armor/anti-hull weapons can do their work to get the best chance of a knockout and not just a withdrawal. The avg. damage over time of just over 1 isn't going to matter compared to the benefits of a more favorable anti-shield/anti-hull distribution, which you start maximizing when 1 Tiyanki functionally meets your shield stripping needs for balanced foes so that your other 2 weapons can focus on the hull damage modifiers.

And this is without going into the edict-boost synergy of strategic resources to boost up energy weapons, where they share the capacity to spike energy weapon damage by 25%, which does not apply to coil guns or autocanons on the same resource line. Which means more easily strategized powerup boosts (you guarantee access to crystals in a few ways, which in turn also empowers your early-game discovery phase efficiency), more reliable power-spike planning, origin/setup synergies (Shroud Teacher or Lithoird-planning), and so on.




    • and none of that matters anyway because they're all massively outperformed by T0 flak cannons.

Assuming you meant autocanons (a tier 2 tech depending on T1 mass canons), and not flak batteries (point defense) this is where tech pathing efficiency matters.

If you attend to path to T0 (what I'd call T1) flak canons, you are committing not only to researching the tech, but also to coilguns as a pre-requisite... and not the other engineering techs instead. Including armor, strategic resources (as both econ and military edict unlocks), upgrading to destroyers, holographic casts, etc. All of which would be facing stiffer tech draw competition if they were competing with coil guns and what coil guns unlock.

By being a society tech, even as a tier 2 sidegrade, Tiyanki energy syphons work reduce the tech prioritization burden on engineering, allowing for other techs to (a) be researched, and (b) avoid the tech pool draw inflation for increasing the number of potential techs induced by coil guns, and (c) ensuring you get the reverse engineering credit when going after destroyed ships during your conquest phase, getting both direct tech progress and stored research on the back end.

And this is without considering range implications, which is less important as an alphastrike measure and more important for maximizing numeric advantages so that other vessels can support eachother. Corvettes in dogfights can easily run away from eachother to limit the number of ships that can focus-fire, but if you're on the offense you should be the one with more ships in a general area.


Don't get me wrong- I'm not saying autocannons aren't indeed good, or even better ocne unlocked. The change in withdrawal chance calculations alone, if I understand their implications right, was a major buff to them, even before the M and L-slot versions. But autocanons aren't the end-all-be-all that beats the tech considerations for getting your conquest snowball started, and they aren't better enough to warrant dismissing other tech upgrades over econ upgrades.





    • Mining Lasers are a T2 tech, and are a sidegrade to plasma cannons and T2 PD. It's not a favourable sidegrade however, and I'd always use the PD against AI fleets. They do at least have the upside that if you kill a mining fleet very early, you can lock up your physics research with a 5k tech to get an early T2 weapon without first teching 6 T1 techs. A solid power spike, though I'm not sure it's worth delaying disruptors/volatile motes.

You're not delaying volatile motes because you are securing a guaranteed T2 weapon option that you can invest in when it's the best available option of your current draw.

Which, in turns, helps translate to increasing other stats, not just the weapons in a 1-to-1 comparison, because you can invest in shields / generators / sensors / other strategic options instead of having to prioritize the current weapon upgrade above all else.

Unlike relying on purely card-draw options when the next time you will see a specific weapon option will be, having a tier 2 that's not in competition with your other tier 2 draws lets you invest not only in that weapon level weapon, but in other things besides the pre-requisite chain as well, or the other parallel paths the pre-requisites unlocks. A mining drone laser build is a 5000 tech, minus the reverse engineering bonus from the mining drone salvage itself. A plasma launcher build is the 5000 tech AND the the 2500 blue lasers tech on the draws they're actually present, while also having to deal with UV Lasers (4000) and disruptors (5000) competing in the tech draw slots. This is, at a minimum, 2500 research that could go into other physics war-boosting capabilities (ie, shields), as well as the card draw management of having 1 weight-95 tech (blue lasers) in competition versus 3 largely redundant techs of weight 75/75/85 competing with other physics draws.

This is a non-trivial readjustment of your war-preparation techs, as instead of committing 2 tech draws to a weapon at the opportunity cost of other system upgrades, you can choose when the opportunity cost is lowest... even as, implicitly, specing into other things lets you get the maximum reverse engineer benefit when you start slicing the enemy's Blue Lasers / upgrades, further reducing the cost.




    • Amoeba Flagella are a decent sidegrade, but irrelevant until cruisers.

Agreed, though I would argue on anvil-strategies at war openers against any AI, missiles are good enough since the 3.6 adjustment to fighter behavior now that they're no longer dual-role offense/defense.


  • Regardless of how good critter weapons are, reactor upgrades are not "key for incorporating them".
    • The opposite is true - the primary advantage of most critter weapons is their power efficiency. Mining lasers are 7 power vs plasma's 13 (though T2 PD is also 7), cloud lightning is 23 power vs the 40 it would take to field an equivalent number of disruptors, amoeba flagella are 30 power, with standard strike craft being 30/45/60.

Again, I'm discussing through the destroyer age, not the cruiser age, so cloud lightning and amoeba are extremely tangential to the argument.

Reactor upgrades are key to incorporating critter weapons and the other upgrades (including shields) because power generator load at the early-game corvette age is quickly overwhelmed by upgraded components without reactors. Hence a dependence on reactor boosters and armor early if you go for components before generators, even though these significantly scale the alloy cost per ship, which affects the scale of the number of ships you can have, which itself is a cost-decreasing function.



Now, we could have an interesting, if separate, conversation on what the good defense builds of the early-game pre-cruisers are. Shields and armor are functionally an alloy-cost vs energy-cost conversion whose value is radically changed by enemy weapon templates. Personally, I've found 2 shield/1 armor builds are more than consistent against the AI, with PD-distribution with PD-corvettes the primary conditional. This obviously smuggles in an assumption of heavy shield bias- and larger returns for having shield techs- that shifts my energy consumption needs. It also smuggles in assumptions about my planning on PD-corvettes, which shapes the penetration argument against missiles, which changes what weapons I'm most concerned about when, etc.


But to a large point, I think it doesn't matter and misses the point- the point isn't what ship is best on a ship-per-ship component substitute level, but the overall macro-economic model. Trade builds are most relevant because of how they change your high-habitability world and energy/mineral/CG economic distribution, secondly because how they can use that change to free up the qualitiative advantage.

But the qualitiative advantage is secondary to the pop-structure economy. Hence the argument that a 20% miner tech doesn't mean 20% larger fleets, and so if you're going to structure your pop pyramid to such an extent that you can have those 20% larger fleets, you should go with quality ships instead for momentum on victory.



Speaking generally, the most important early techs for ship efficiency (disruptors, autocannon/PD, rare crystals, volatile motes) are T2 with either no pre-requisites, or a T1 pre-requisite that you probably wanted anyway (like blue lasers). It's much more important how fast you get to T2, not which T1 techs you picked getting there.

I actually agree in general, but I am positing a trade builds (and, for separate reasons, critters) have a broader selection of which T1 techs it is viable to choose while getting to, and initially in, the T2 era.

I fully admit am approaching from various sets of assumptions- including a relative split of science-vs-unity prioritization that has you getting through Supremacy at about the same rate you start going through T2. This rests on things like migrating pops from the homeworld to the colonies to get the size 10 upgrade as early as possible, settling low-habitability worlds but leaving trade pops there to fund the CG-construction of science labs and unity jobs on the high-habitability core, and not necessarily doing common tradition dips (ie, map the stars being more optional than not).

I am also aware that various meta-chasing strategies either optimize for pure-society tech (Crisis / Dragon builds), or basically write off unity entirely in favor of pure science. But I am also arguing that the flexibility of which to support, as opposed to hard-committing to one strategy from the start, is part of the advantage of Trade Builds.

If you want to simply refine to pure cut-throat meta chasing, we can do that, but then we'd also be solely discussing hyper forward-focused min-max chasings like not even settling low-habitability or even 80-habitability planets because the colony ship investment and rate-of-return isn't there compared to pulling off that corvette rush. Which I don't think was the intent of having comparisons of habitability, or in general, since there wouldn't even be a discussion on technician builds in a cut-throat meta, since the technicians never have a chance to make the resturn on investment before the game is functionally over.

Ultimately, econ techs are for when you're not going into war in the near future, and any build which intends to will prioritize the war techs first. Trade builds are just a way to not need as many early econ techs as early into the game.
 
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It's common knowledge that mining minerals is for suckers and everyone worth their salt puts a 52 monthly order in on day 1, but you can do that with CG too.
Here you've accidentally discovered a better strategy. Now that you can see your guaranteed habitable worlds from day 1, the optimal strategy is not to buy 52 minerals day 1. Instead spend your energy buying consumer goods and alloys and rush two colony ships. Getting your first two colonies up and running (and growing pops) as early as possible is a bigger benefit than getting a bit of a head start on buildings.

The main thing that changed to make buying alloys necessary over minerals is that you no longer get 145 extra free alloys from downgrading your starting corvettes.
 
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DamnedLackOfTropicalFruit

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An energy syphon has[...]
A Coilgun (what I'd call tier 2, but first upgrade) of S-slot is [...]
[...]
Assuming you meant autocanons (a tier 2 tech depending on T1 mass canons), and not flak batteries (point defense)[...]

This is a favorable matchup for the syphon. The role of the syphon and coilgun before hull damage isn't armor shredding, but shield stripping [...]. The avg. damage over time of just over 1 isn't going to matter[...]
And this is without going into the edict-boost synergy of strategic resources[...]
No, I meant flak batteries - the point defence weapon that you have unlocked at the start of the game with a T0 tech.
1675699839303.png
(these guys)

I'm a bit confused here, because you've clearly looked up all the numbers, but they don't support what you're saying at all.

WeaponShield DPDArmor DPDHull DPD
Mass Drivers4.071.362.7
Energy Siphon5.10.632.55
Coilguns5.421.813.61
Energy Siphon (with Rare Crystal Edict)6.380.83.18
Flak Battery (yes, the point defence)6.751.134.5
Technically, I'm underestimating flak batteries' damage output - I include the lost shield damage from the 25% shield piercing, but I don't include the marginal armor damage gained from the piercing.

Also, while flak batteries aren't the best anti-missile PD, they're still good - it takes 16 effective damage to shoot down a nuclear missile, and that prevents 16-24 damage. Flak batteries also deal enough DPD to shoot down a missile every 3.6 days, whereas a missile slot takes 8.5 days to shoot a missile. Given the AI's obsession with putting a single missile slot on all its ships, this is an excellent ratio, and the primary reason I can destroy 6k alloys of equal tech AI ships with 5k alloys of ships designed completely blind.

I was going to run a test to demonstrate all this, but then I realised I already ran that test in the post you're responding to. Swapping flak for energy siphons made the ship so much worse that it cancelled out all 5 of the other T1 component upgrades, and caused it to perform worse than a ship with all starter components.

If you're wondering about Sentinel PD, it's a much worse brawler. It only has 10% tracking, rather than the 50% of S slot weapons and flak cannons, which means it's missing 50% of its shots against corvettes instead of 10%. It's a fantastic hard-counter to missiles and I'd definitely use it against an AI that I know is using 3x missiles (might also be optimal to mix a couple in against 1x missile AI), but I'd prefer to keep this analysis to generic fleets for blind engagements rather than hard-counters.
The most relevant mixed combat role in the corvette/destroyer era is the use of starbase defense platforms in an 'anvil' strategy, where the first upgraded combat computer adds a +25% fire rate compared to the base computer. This is unique to defense platforms, but in conjunction with the missile rebalance and recategorization to S-only alpha strike role in the early game, it significantly made a mixed-fleet approach including how to use defense platforms a really, really impactful thing in my memory.

[...] 'Light' defense platform segments are able to get 4 S slots a segment for 8 per defense platforms, and I don't see or remember anything keeping missiles of defense platforms now that missiles aren't G-slot weapons. [...]

Well, I'd call that a mixed-fleet strategy.
There's a few things wrong here - though it's thanks to some fairly obscure stuff, so I don't blame you for not knowing about it.

First problem, you're putting missiles on defence platforms. That's like, the worst thing you could possibly put on them. S slot missiles, in addition to just generally being a crap weapon that the AI is prone to hard-counter by accident, have 25% tracking, which makes them extremely bad against corvettes. The "alpha strike" from a full defence platform of missiles will scarcely hull a single corvette, and since your defence platforms are significantly outnumbered this isn't going to meaningfully turn the tide of the battle.

Here's the table for a bunch of defence platform sections, adjusted for a base 60% evasion corvette. The combat computer adds 25% firerate and 15% tracking. In practice evasion will be slightly higher thanks to excess power and combat computers, favouring the weapons with high tracking.

WeaponAlpha StrikeDPDAlpha Strike (with computer)DPD (with computer)
2x Flak, 2x Blue13.6 (damage modifiers are very
different, included for a baseline)
18.9
4x Nuclear Missiles525.85649
4x Fusion Missiles698.068512.44
1x Scout Wing48 (72 against armor)20.86 (31.29 against armor)48 (72 against armor)20.86 (31.29 against armor)
And just to make things clear, when I say Scout Wing I'm referring to the H slot component that you start the game with, not Basic Strike Craft, which are unlocked by a T1 engineering tech. I'm also not referring to autocannons.
1675737315052.png
(scout wing)

Aside from being vastly better weapons in general, scout wings have a number of other advantages. The AI will occasionally field PD, which will completely shut down any missiles (one PD slot counters 5/6 nuclear missile slots), but it's extremely rare for an AI to use flak cannons. Similarly, while Flak Cannons are decent at shooting down missiles, PD is completely ineffective against strike craft, since strike craft are more shield heavy and have a ton of evasion.

Scout wings also outrange missiles and obviously have much higher firerate, so they get substantially more "alpha strikes" before the enemy corvettes close the gap. The "range" of strike craft is hard to measure, but strike craft have a base engagement range of 300 and fly much faster than corvettes, meaning they'll cross the 150 range mark before the opposing corvettes do, so they're guaranteed to outrange missiles.

To return to your point, you may have noticed that the scout wings have the same DPD regardless of whether I use a combat computer. This isn't a typo - it's actually because paradox need to fix their stupid strikecraft it's been YEARS of a longstanding bug that I'm sure Paradox will fix any day now. Strike craft simultaneously have the best DPD (and keep it until fire rate modifiers stack over 100%), the best alpha strike, better survivability compared to missiles, and they have this in spite of not benefitting from combat computers, so the tech isn't significant for "anvil" strategies.

As an aside, early defense platforms are so effective at wiping out enemy fleets that I would consider baiting an enemy fleet into a defence platform to be a bit of an exploit. Like sure, fight them under a starbase, but well designed defence platforms have an alloy efficiency that's almost an order of magnitude higher than corvettes. The AI only takes the engagement because the defense platforms are massively undervalued by fleet power calculations.
It's certainly a stretch to call this strategy a "hammer and anvil" "mixed fleet". Pretty much the entirety of your combat strength is coming from a static defence that the AI doesn't understand, and you follow it up with a small mobile fleet that can cap the starbase once you've destroyed their fleet. There is no hammer, only anvil.
While Anvil strategy is the most relevant in the corvette age, destroyers get in on the siege vs skirmish action, corvettes have the missile boat/PD fire rate + evade bias vis-a-vis the Skirmisher hit-the-other-corvette bias, and so on.
Siege destroyers? Starbases have 90-113 range, the only early weapon that outranges them is an Artillery Computer L slot Coilgun with a Cautious Admiral. A fleet of 10 destroyers is going to be sitting there for at least 3 full months, and are total sitting ducks to any other ship because that coilgun isn't hitting anything else, nor is the destroyer keeping its distance against corvettes.

Swarmer missiles can get a decent range advantage, but you could also just tech torpedos (which doesn't have a pre-requisite) and crack open starbases in one volley with 4/5 frigates. Since the larger starbases also have larger combat_size_multiplier and no starbase ever gets innate PD, those half dozen frigates should last you to endgame.

I'm not sure what you're getting at with the other stuff. Until cruisers, the only combat computer that isn't "fly to min/median range, then stay within that range" is Artillery, which isn't useful when your opponents are faster than you and have too much evasion to hit with L slots.
Every viable combat computer uses a functionally identical ship behaviour - there is no tactical advantage to be gained from having half your fleet use a slightly different flavour of "fly towards the enemy until both ships can shoot at each other".
You're not delaying volatile motes because you are securing a guaranteed T2 weapon option that you can invest in when it's the best available option of your current draw.
[...]
Unlike relying on purely card-draw options when the next time you will see a specific weapon option will be, having a tier 2 that's not in competition with your other tier 2 draws lets you invest not only in that weapon level weapon, but in other things besides the pre-requisite chain as well, or the other parallel paths the pre-requisites unlocks. A mining drone laser build is a 5000 tech, minus the reverse engineering bonus from the mining drone salvage itself. A plasma launcher build is the 5000 tech AND the the 2500 blue lasers tech on the draws they're actually present, while also having to deal with UV Lasers (4000) and disruptors (5000) competing in the tech draw slots. This is, at a minimum, 2500 research that could go into other physics war-boosting capabilities (ie, shields), as well as the card draw management of having 1 weight-95 tech (blue lasers) in competition versus 3 largely redundant techs of weight 75/75/85 competing with other physics draws.

This is a non-trivial readjustment of your war-preparation techs, as instead of committing 2 tech draws to a weapon at the opportunity cost of other system upgrades, you can choose when the opportunity cost is lowest... even as, implicitly, specing into other things lets you get the maximum reverse engineer benefit when you start slicing the enemy's Blue Lasers / upgrades, further reducing the cost.
Sure - if you get mining lasers as an option and then only tech it when you get a junk roll, it's a strict improvement to the consistency of your draws. If I have an easy opportunity to pick up the option, I'd definitely grab it.

But if you research mining lasers while you're teching T1 techs, as an early power spike like I described, then it does delay your motes and disruptors. That T2 tech isn't getting you any closer to actually unlocking T2 techs, so after you've generated 15k physics research you still need to finish another 2 physics techs before you can start rolling for disruptors and motes.

The crux is that when you roll disruptors (which is a good thing, not sure why you're painting it as "a largely redundant tech"), the mining lasers instantly obsolete, because disruptors are much better against any AI fleet, and now you're 5k physics in the hole with not much to show for it. Mining lasers are a gambit that only pays off if you can use the power spike almost immediately - definitely a nuanced strategic choice rather than critter weapons being unambiguously good.
Trade builds in particular get better deck control, more tech rolls to spend on prerequisite components, and don't want to get into a fight before T2 tech, so mining lasers are weakest for them.

The salvage aspect is a good point, though it's worth considering that blue lasers are pretty rare in AI designs - any AI without an Energy Weapons personality will use missiles over lasers, and even energy personality AI will start out by building Mass Driver/Missile designs. There's a good chance that you get mining lasers, and then don't get blue lasers as salvage and have to tech it normally like some kind of pleb.
Now, we could have an interesting, if separate, conversation on what the good defense builds of the early-game pre-cruisers are. Shields and armor are functionally an alloy-cost vs energy-cost conversion whose value is radically changed by enemy weapon templates. Personally, I've found 2 shield/1 armor builds are more than consistent against the AI, with PD-distribution with PD-corvettes the primary conditional. This obviously smuggles in an assumption of heavy shield bias- and larger returns for having shield techs- that shifts my energy consumption needs. It also smuggles in assumptions about my planning on PD-corvettes, which shapes the penetration argument against missiles, which changes what weapons I'm most concerned about when, etc.

[...unimportant paragraph...]
You're right, that would be an interesting conversation! Let me just snip the next paragraph away that tries to change the subject.

As previously mentioned, the AI doesn't like to use real anti-armor weapons - missiles are tagged with "anti-armor" and that really throws it off. All AI start by building the default corvette (2 coils, 1 missile) until they research a component tech, and the AI is extremely reluctant to upgrade, so you can always guarantee that they'll have some (and usually quite a lot) of coilgun ships when you arrive.
This means with decent PD (which isn't too hard), very few AI can deal with your armor, and the ones that can often aren't any better at it than they are at dealing with shields.

As a hitpoint -> HP conversion, shields beat armor, but this is only marginal on early corvettes - the power is definitely better spent elsewhere. Also, as you noted, 2 shields will run out of power very quickly, and the alloys spent on the better reactor to power your extra shield eats most of the alloy savings. Hell, even Excess Power is worth factoring in when scrounging for alloys at this scale - floating 15 power by using 2 armor nets you 1.2% evasion and 2% damage, which is an extra ~3% alloy efficiency on the model - roughly equal to the savings from using 2 shields instead of 2 armor, before factoring in the 25 extra health.
But to a large point, I think it doesn't matter and misses the point- the point isn't what ship is best on a ship-per-ship component substitute level, but the overall macro-economic model. Trade builds are most relevant because of how they change your high-habitability world and energy/mineral/CG economic distribution, secondly because how they can use that change to free up the qualitiative advantage.

But the qualitiative advantage is secondary to the pop-structure economy. Hence the argument that a 20% miner tech doesn't mean 20% larger fleets, and so if you're going to structure your pop pyramid to such an extent that you can have those 20% larger fleets, you should go with quality ships instead for momentum on victory.
And to tie it back - I think it does matter, because my point is that the component techs are just not significant either. Sure, 20% miner productivity is not getting you a 20% bigger navy, the actual returns will be something pathetic like 2% or 3%, but pretty much all of the T1 techs you could be getting instead are also providing these kinds of pathetic returns.

Is it strictly better to be able to ignore econ techs? Absolutely! Is it worth the inflexibility of having to open with mercantile, balance your economy around the specific production ratios produced by TV, and time your push with your second tradition? Hard to say.
As you mentioned, aggressive trade builds implicitly need to go out of their way to get early unity to get a fast Supremacy, but that means you're not spending those early resources or building those civics/origin/traits for other stuff, which could provide more flexibility, worker efficiency or rush strength.

IMO, relying on early traditions to get your worker economy instead of early techs is bad trade if you're gunning for an early T2 rush - completing a fast Supremacy is just far stronger than getting fast component techs, and getting the unity to do both is going to come at the cost of rush strength.
The strength of a trade build lies in its efficient but inflexible economy, and ability to specialise its high habitability worlds early on by using low habitability worlds for workers, which gives it an economic edge once it's rolling, translating to a bigger navy. While it was a strong selling point in 3.5, in 3.6 there is little to no advantage gained from the 3/4 T1 component techs - the dominance of T0 and T2 components largely killed that aspect.
 
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Clerks cannot be solved, I don't think, by simply increasing how many resources they give, because they will either still be less efficient than technicians/entertainers, or more efficient, in which case they replace those jobs. They need a new stat which makes them unique. This is why i think development should be added to the game.

I think the direction clerks are going in is fine for now. It's more a question of "how much" and "when" instead of "what".

To be more direct, clerks are only going to be good in Trade-focused empires. I think this is absolutely fine. They're a basic pop, and can be slightly useful for empires early on, but Trade-focused builds use mechanics that don't mirror typical base-level production.

Thus, clerks are as good as your Trade Value is. When you're just getting Energy from trade, they're pretty bad, and you want to replace them for technicians and entertainers whenever possible. At best, they're placeholder jobs so you can get the few extra pops you need on a planet until you upgrade the Capital building.

If you get Mercantile traditions, they become much better, and start producing either CGs or Unity. Both are good, and change the entire equation. Now they're producing either 2nd tier production from a 1st tier job, or they're producing Unity, which you really can't have too much of. Baseline, this means the Clerk will produce 2.5 Energy (Trickle Up Economics) and 1.25 CGs or Unity, plus 2 Amenities. Stacking Trade bonuses, you can easily double or triple this - a tier 1 job that produces 7.5 Energy, 3.75 CGs or Unity, and 2 Amenities is much more attractive.

Once you get a Trade Federation, they become very productive - when TV makes 0.5 Energy, 0.2 CGs, and 0.2 Unity, a Clerk with (Trickle Up economics) produces 2.5 Energy, 1 CG, 1 Unity, and 2 Amenities, which we boost to 7.5 Energy, 3 CGs, and 3 Unity without much trouble in a trade-focused empire.

Does this mean that clerks are still going to be the best options all around in late game? Probably not in many cases. Stellaris rewards specialization, and once you're able to get 25 - 30 Energy from Technicians, 24 or so CGs from Artisans (plus 2 TV for Artificers!), and can build Bureaucratic/Temple ecumenopoli, and can build Commercial Ring World segments, you'll probably get more out of each pop by placing them in Merchant/Artificer/Bureaucrat/Priest jobs than as Clerks. For Clerks to be competitive in the late game, they'd need to get additional bonuses from either Merchants, Galactic Stock Exchanges, and or Giga-Malls, like increasing base Clerk TV production by +1 or +2. However, it does mean that, for Trade focused empires, they'll be useful well into the mid-game, only being replaced once you're able to build megastructures well into the late game.

Another relevant details is that most SE's can't readily produce Technician jobs. They're stuck with whatever they can get from their planets and Habitats built around qualifying planets, which will generally require the Void Dweller Ascension perk. Clerk jobs, on the other hand, can be created anywhere.
 
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I think the direction clerks are going in is fine for now. It's more a question of "how much" and "when" instead of "what".

To be more direct, clerks are only going to be good in Trade-focused empires. I think this is absolutely fine. They're a basic pop, and can be slightly useful for empires early on, but Trade-focused builds use mechanics that don't mirror typical base-level production.
Part of the reason it seems to me a waste for clerks to be only good in trade builds, is that a lot of what goes into trade builds requires DLC, specifically some I do not own, for instance federations.
 
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[Very informative post snipped - flak batteries seem ludicrously overtuned]
To return to your point, you may have noticed that the scout wings have the same DPD regardless of whether I use a combat computer. This isn't a typo - it's actually because paradox need to fix their stupid strikecraft it's been YEARS of a longstanding bug that I'm sure Paradox will fix any day now. Strike craft simultaneously have the best DPD (and keep it until fire rate modifiers stack over 100%), the best alpha strike, better survivability compared to missiles, and they have this in spite of not benefitting from combat computers, so the tech isn't significant for "anvil" strategies.
Wait, is this bug still in the game? RIP my lategame strikecraft centered builds, I guess.
 

mial42

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Wait, is this bug still in the game? RIP my lategame strikecraft centered builds, I guess.
Actually, now that I think about it, I recently played a modded game that added a repeatable improving fauna weapons (+damage, +fire rate, +ship upkeep) for Cordyceptic Drones empires, and my boosted-amoeba flagella utterly destroyed 25x Prethoryn fleets. So it's possible this was fixed, or only applies to some weapon modifiers. My fleets were exclusively carriers with 1x strike craft (for PD), 2x amoeba, 1x cloud lightning, and PD, or dragons (Hrozgar, his kids, and the Ether Drake).

Code:
tech_repeatable_cordyceptic_drones = {
    area = society
    cost = @repeatableTechBaseCost
    cost_per_level = @repeatableTechLevelCost
    tier = @repeatableTechTier
    category = { biology }
    levels = -1


    potential = { has_valid_civic = civic_hive_cordyceptic_drones }

    weight = @repeatableTechWeight

    weight_modifier = {
        factor = @repatableTechFactor
    }

    ai_weight = {
        factor = 1.0
    }

    weight_groups = {
        repeatable
    }
    mod_weight_if_group_picked = {
        repeatable = 0.01
    }

    modifier = {
        weapon_type_space_fauna_weapon_damage_mult = 0.1
        weapon_type_space_fauna_weapon_fire_rate_mult = 0.1
        ships_upkeep_mult = 0.025
    }
}
 

Objulen

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Part of the reason it seems to me a waste for clerks to be only good in trade builds, is that a lot of what goes into trade builds requires DLC, specifically some I do not own, for instance federations.
That's fair. If you don't have the DLC to benefit from the build then they might as well not exist.

EDIT: But there are some large swaths of the game that are locked behind DLCs. Machine Empires, for one.
 

Dementor4

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I've always seen clerks as a way to keep excess pops from being unemployed and little else, keeping you from getting any penalties and inconveniences jobless pops produce, with any added benefits being marginal. They serve this role just fine.
 

1775guy

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That's fair. If you don't have the DLC to benefit from the build then they might as well not exist.

EDIT: But there are some large swaths of the game that are locked behind DLCs. Machine Empires, for one.
True, but machine empires dont exist in base game, clerks do. I COULD do a trade build, would just feel bad because I would miss out on significant bonuses
 

Objulen

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True, but machine empires dont exist in base game, clerks do. I COULD do a trade build, would just feel bad because I would miss out on significant bonuses
Clerks are a bit stapled on in the base game. Merchantile traditions makes them usable, just not as great as a Trade Federation would. It's a question on whether or not a tradition tree is worth it if Trade isn't a focus of your empire. It is worth noting that Xenophiles lose out on their Ethic bonus without Mercantile traditions, so it's probably a good option for them to devote at least some of their empire to TV. In many SE's I don't really bother with it, but you can splash it with Merchant Guilds and the tradition tree. The last time I made a Trade-based empire, it was a Fanatic Xenophile Megacorp, but I like to focus on a concept.
 

DamnedLackOfTropicalFruit

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Wait, is this bug still in the game? RIP my lategame strikecraft centered builds, I guess.

Actually, now that I think about it, I recently played a modded game that added a repeatable improving fauna weapons (+damage, +fire rate, +ship upkeep) for Cordyceptic Drones empires, and my boosted-amoeba flagella utterly destroyed 25x Prethoryn fleets. So it's possible this was fixed, or only applies to some weapon modifiers. My fleets were exclusively carriers with 1x strike craft (for PD), 2x amoeba, 1x cloud lightning, and PD, or dragons (Hrozgar, his kids, and the Ether Drake).
It only applies to certain modifiers - your amoeba flagella are fine because all the modifiers in that modded repeatable and the vanilla strike craft repeatables are functional.
In 3.6, the following modifiers work on strike craft:
ship_weapon_damage
weapon_type_strike_craft_weapon_damage_mult
weapon_type_strike_craft_weapon_fire_rate_mult
weapon_type_space_fauna_weapon_damage_mult (flagella and swarm strikers only)
weapon_type_space_fauna_weapon_fire_rate_mult (see above)

I've also tested these modifiers, and they do not work on strike craft:
ship_fire_rate_mult
ship_weapon_range_mult
ship_shield_mult (so lategame strikecraft builds get hard-countered by repeatable-boosted PD)
weapon_type_energy_weapon_damage_mult (dunno why i bothered, strike craft aren't tagged as energy weapons)
weapon_type_energy_weapon_fire_rate_mult (see above)

The only one that's unambiguously broken is ship_fire_rate_mult - it increases fleet strength and the expected DPD in the tooltip, but the strike craft aren't any stronger. Like I said in my post, this is extremely obscure trivia that I wouldn't expect anyone to actually know, I just wanted to share.
 
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Peter Ebbesen

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Part of the reason it seems to me a waste for clerks to be only good in trade builds, is that a lot of what goes into trade builds requires DLC, specifically some I do not own, for instance federations.
I think you are overstating the case a bit here.

The bulk power of trade builds comes from two things:
  1. Mercantile traditions taken first (in all except very, very, rare cases where they are taken second)
  2. Thrifty original species

Civics and government form can be anything, and while trade builds will usually be Xenophile or Fanatic Xenophile for extra trade value, envoys, relations, and the immigration edict, this is absolutely not required for them to work.

As for federations, while the Trade League is highly valuable for trade builds, and the Holy Covenant plays nicely with them as well for a more spiritual-ascensionist approach, they are not required for trade builds to work well either.

Of course, one can take this to extremes - the following is the most absurd trade build I've had success with in 3.6 on GA, and I don't really recommend it except to experienced players looking for something somewhat different as it is one of the rare TV>Unity builds rushing to greet the Instrument of Desire.

United Pollynomial provinces
Origin: Teachers of the Shroud - requires Overlord
Authority: Imperial authority
Civics: Feudal Society/Masterful Crafters
Ethics: Fanatic Authoritarian/Spiritualist
Traits: Thrifty, Intelligent, Traditional, Weak, Unruly
Ascension perks: Shared Destiny or Imperial Prerogative as 1st pick - or 2nd if not completing Psionics first. Must have before the covenant pick.

---

Anyhow, on the general topic, I'll have to join my voice to the other posters, who argue that clerks are just fine as it is.

They have the general role of being the job of last resort as an alternative to unemployment, providing two things that are valuable to all empires (energy, amenities) while sparing the player the opportunity cost of relocating them or constructing buildings or districts for better jobs.

The also have the special role of being attractive in their own right under certain circumstances in trade builds, as discussed a lot previously in this thread.

Finally, they have the special role of being really good jobs on temporarily highly unstable planets, whether the instability is caused by conquest or otherwise. This is particularly noticeable when invading primitives of incompatible ethics in the early game and wanting to deal with the stellar culture shock cost-efficiently.
 
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