Yes?I thought you can't get trade in gestalt empires?
That's why I build more generator districts as a Gestalt, to make up for lack of trade value
Yes?I thought you can't get trade in gestalt empires?
But you don't have to focus on city districts for that. In fact focusing on city districts only make unemployment problems worse (unless ecomonopolis).One thing I do like about clerks is that you can make buildings that create 5 clerk jobs, but the buildings don't cost anything to maintain besides energy, nor do the jobs demand resources. They're nice if you're having unemployment problems.
So, a technician produces 4 energy, and each generator district houses 2 technicians.
On the other hand, a clerk produces 2 trade value, and each city district ( with unity choices ) houses 6 pops, and that allows for 6 clerks.
If you assume that on any generator world you are building the buildings for it, that comes out to 9.6 energy credits from generators, and 12 from cities. Is my math correct? If it is, why would you ever build generators when you can build cities instead?
Just change them from chattel slavery to domnestic sevitude and any slave that is unemployed becomes a servant.It's not just that Authoritarians can make use of slave-clerks; if you have Slaver Guilds and don't go for Domestic Servitude, then as your planets fill up, you're pretty much forced to use commercial zones all over the place, as otherwise it's difficult to continue to have 40%+ of all jobs be suitable for slaves.
Xenophile/Authoritarian is an interesting combo if you want to play a non-Megacorp, but still focus on trade as a source of income. Go Fanatic Xenophile, and you can strike commercial agreements with absolutely everyone for no influence cost.
Merchants are in the ruler stratum, which doesn't synergize with Egalitarian ethos. I think it would be better if specialist-level traders were provided by a building unlocked by a mid-game Society tech, and then the main job of ruler-tier Merchants was not to produce trade directly, but rather to provide a planet-wide buff to trade.
One thing I do like about clerks is that you can make buildings that create 5 clerk jobs, but the buildings don't cost anything to maintain besides energy, nor do the jobs demand resources. They're nice if you're having unemployment problems.
The benefit of clerks is that they produce energy and consumer goods via trade and amenities directly in balanced composition and do not require much building slots. That saves mineral income from converting to consumer goods and allows to sink it into alloys.
Don't underestimate consumer benefits trade policy. Even without bonuses to trade income (thrifty pops, stock exchange, high stability) the 2 TV a clerk produces are converted to 0.5 CG (+1E). For social welfare that will support the clerk himself and everything below that will even generate a surplus of CG.I'll grant that's an interesting point, re consumer goods, though I would rather my trade go to Unity instead. And I found that I tended to have more building slots than I knew what to do with, anyway, esp by mid/endgame.
1) Do enslaved clerks generate more trade like enslaved technicians generate more energy?
2) How do we measure the opportunity cost in terms of resources for guarding your trade routes? Starbase modules aren't free, and patrolling fleets aren't free either.
3) How do we measure the opportunity cost for upgraded trade buildings in terms of special resources (crystals in this case, I think)?
4) Is there any reason not to run the consumer goods version of trade policy once your trade value gets high enough? Are there any consistent situations where the consumer goods are worth less than the energy credits? (I know the market fluctuates; I'm talking about consistent situations.)
I've tried it both ways, and I'm not entirely sure which is better.
In fact, I'm so unsure of myself on this, I might as well ask some questions.
1) Do enslaved clerks generate more trade like enslaved technicians generate more energy?
2) How do we measure the opportunity cost in terms of resources for guarding your trade routes? Starbase modules aren't free, and patrolling fleets aren't free either.
3) How do we measure the opportunity cost for upgraded trade buildings in terms of special resources (crystals in this case, I think)?
4) Is there any reason not to run the consumer goods version of trade policy once your trade value gets high enough? Are there any consistent situations where the consumer goods are worth less than the energy credits? (I know the market fluctuates; I'm talking about consistent situations.)
not sure why you have so many downvotes. maybe your math is wrong.So, a technician produces 4 energy, and each generator district houses 2 technicians.
On the other hand, a clerk produces 2 trade value, and each city district ( with unity choices ) houses 6 pops, and that allows for 6 clerks.
If you assume that on any generator world you are building the buildings for it, that comes out to 9.6 energy credits from generators, and 12 from cities. Is my math correct? If it is, why would you ever build generators when you can build cities instead?
not sure why you have so many downvotes. maybe your math is wrong.
But your title is legitmate. there is no reason to build energy plants unless your a machine empire or something. trade value is just so spam able youll never run out.
what? like a said i wasnt responded to his math. but his title. already beat this game 6 times and i have never ever built a energy plant unless i playing a empire that didnt have access to trade. you dont need to. ever. factAs far as energy credits are concerned, his math ignores average-energy-per-pop. Pops ain't free.
what? like a said i wasnt responded to his math. but his title. already beat this game 6 times and i have never ever built a energy plant unless i playing a empire that didnt have access to trade. you dont need to. ever. fact
You're missing several things.
I presume by "building the buildings for it" you mean the Energy Grid/Nexus? Lv.1 is +15% energy credits, and Lv.2 is +25% energy credits from techies. Neither of those would add up to 9.6 energy credits from gennies, though.
- City districts house 5 pops by default, you can get +1 from a tech and +1 from a tradition.
- City districts cost 500 minerals, resource districts cost only 300. (which would get you 2 research stations, for instance)
- City districts take 2x longer to build than resource districts. (480 days vs 240 days)
- City districts have 2 energy upkeep, resource districts have only 1 energy upkeep
- City district + Commercial Zone combo that you're proposing costs both 1 district slot AND 1 building slot.
Just taking a generator district only costs 1 district slot, leaving the building slot available for something else.- Commercial zones take 1 year to build (unimportant), costs 300 minerals (important), and require 2 energy upkeep (important).
- Technicians is a more "resource dense" job than clerks in terms of maximum energy output (4 energy/job vs 2 trade -> 2 energy/job)
This is particularly important because pop growth is the biggest limiting factor to economic expansion until perhaps very late game.- That theoretical strategy needs more pops, which means more food and more consumer good expenses to maintain a similar energy level.
It's not possible for me to do a super in-depth analysis of this in the span of 15 minutes, but here's a very rudimentary one:
Energy districts has an upfront cost of 300 minerals, 1 district slot and 2 pops for +8 energy, for a net monthly resource transaction of +7 energy, -2 popsworth of maintenance (food and consumer goods) (which varies by living standard, chosen food policies, etc).
The proposed city-commerce combo has an upfront cost of 800 minerals, 1 district slot, 1 building slot and 6 pops for +12 trade value, for a net monthly resource transaction of +12 trade value, -4 energy, -6 popsworth of maintenance.
If trade is set to Wealth, that becomes a net resource transaction of +8 energy, -6 popsworth of maintenance.
The energy district route is more than 2x cheaper to set up, requires 3x less pops to fully man and so requires 3x less time to outfit, and has a 3x lower maintenance cost due to simply having 3x less pops to man, which means less supporting infrastructure needed to offset these costs (Consumer goods, Farms), which themselves require some energy input, mineral input, pop labor input, in addition to upfront costs of minerals, district slots and building slots.
Obviously the analysis is pretty limited (doesn't take into account limited Tech districts, the Stock Exchange building, the Energy Grids/Nexii, or effects of amenities), but it should be clear that cities doesn't handily beat generators in energy production.
Trade value is increased by stability.