Holo Theaters are not usually worth it. Too many things create amenities.
This about it this way: A holo-theater requires 2 pops. Since the entertainers are specialists, together they require 2 food, 1 consumer goods, as well as housing and ammenities. That job specifically uses 2 consumer goods as well, and then the building consumes 2 energy.
....But they produce a lot of amenities, right, so it all evens out, right?
5 consumer goods = 10 energy
2 food = 2 energy
2 energy = 2 energy
so that's 14 energy cost per building, for 20 amenities, minus whatever housing and amenities the pops require. If that doesn't seem bad, well... it probably should.
The issue is that there are already too many things that create amenities in the game. At a minimum, your capital is going to be generation somewhere between 8 and 30 amenities, your city districts are going to be generating 2-4 amenities for every district of housing, the luxury housing option produces amenities, the gene clinic produces amenities, the temple produces amenities... Additionally, the game causes the number of amenities required relative to population to go down over time rather than up. The number of times where you need 20 amenities all at once is rare indeed. The number of times where you have an exotic gas that you want to spend on 40 amenities is even rarer.
So I'd consider it a niche building overall.
Gene clinics are also generally not worth it.
I do use them, occasionally. I like stacking loads of pop growth bonuses on top of each other on my homeworld or on an ecuemenopolis. Cloning vats+cyto center+nutritional plentitude+encourage+xenophobe for allll the babies.
But really outside of such silliness I don't really see the point. It's two specialists and a building slot for a pop every 33 months. That's pretty underwhelming
This about it this way: A holo-theater requires 2 pops. Since the entertainers are specialists, together they require 2 food, 1 consumer goods, as well as housing and ammenities. That job specifically uses 2 consumer goods as well, and then the building consumes 2 energy.
....But they produce a lot of amenities, right, so it all evens out, right?
5 consumer goods = 10 energy
2 food = 2 energy
2 energy = 2 energy
so that's 14 energy cost per building, for 20 amenities, minus whatever housing and amenities the pops require. If that doesn't seem bad, well... it probably should.
The issue is that there are already too many things that create amenities in the game. At a minimum, your capital is going to be generation somewhere between 8 and 30 amenities, your city districts are going to be generating 2-4 amenities for every district of housing, the luxury housing option produces amenities, the gene clinic produces amenities, the temple produces amenities... Additionally, the game causes the number of amenities required relative to population to go down over time rather than up. The number of times where you need 20 amenities all at once is rare indeed. The number of times where you have an exotic gas that you want to spend on 40 amenities is even rarer.
So I'd consider it a niche building overall.
Gene clinics are also generally not worth it.
I do use them, occasionally. I like stacking loads of pop growth bonuses on top of each other on my homeworld or on an ecuemenopolis. Cloning vats+cyto center+nutritional plentitude+encourage+xenophobe for allll the babies.
But really outside of such silliness I don't really see the point. It's two specialists and a building slot for a pop every 33 months. That's pretty underwhelming