Generator districts meaningless for normal factions

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Devanor

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I thought you can't get trade in gestalt empires?
Yes?

That's why I build more generator districts as a Gestalt, to make up for lack of trade value
 

Jorgen_CAB

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The fact is that Technicians certainly give you more energy than a clerk and as such you get more per POP from technicians.

This means that initially it is a solid tactic to gain energy from generator districts.

BUT... you also want POP to unlock new buildings so you want city districts as well and if you need to sacrifice any districts in a planet to get more POP you will eventually sacrifice your energy districts to get more POP since both food and minerals is a more important resource and clerks produce energy and other stuff anyway.

In my opinion you want to have generator districts as long as they don't restrict you planet to grow POP at least until you have 75 POP there to make the planet as productive as possible.

I don't think this make either job or district type more or less useful since they server different purposes at different stages of development.
 

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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.
 

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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. And, thanks to fairly efficient clerk building AND city districts housing 2 clerk jobs (with prosperity traditions) it is fairly efficient in spending building slots too, so one can spend all minerals on alloys and fleet.
 

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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.
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).
 

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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?

They have one place of particualr importance - ringworld sections. There (a vbit like ecumenopolis, actually, I found), the fact you get only sixteen building slots regardless of district can be a problem, both for looming unemployment and crime. So there, once you have the buiidings, you will want tpo be filling the rest with either farms or generator districts (no mines, of course), to try and keep the now unusable population down by providing extra housing just enough for the extra jobs.

(Remember, at the moment, you can only find jobs for 160 pop from buildings if you fill them all with trade buildings.)
 

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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.
Just change them from chattel slavery to domnestic sevitude and any slave that is unemployed becomes a servant.
 

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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.

"Unemployment problems" are not something I thought existed, with so many buildings that can support 5 or 7 or 10 specialists. As someone else said, maybe after your pop gets to 100+ you have to start thinking about it, but my xenophile empire got tons of immigration/refugees in mid-game, and even early on, I had base +10% growth, +10% growth for a well-fed populace through a policy, and +25% growth by spending 1000 food every 10 years. And at no time did I ever have an unemployment problem.

"Yay clerks" is just not something I expected to see anywhere on this forum :).
 

The Grumpy Buddha

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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.

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.
 

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I wonder if it would be worth it in an empire with Agrarian Idyll (that gives Generator Districts 3 Housing but still only 2 Technician Jobs) to have one Commercial Zone (5 Clerk Jobs) for every five Generator Districts, or if the building slot would best be used otherwise.
 

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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.)
 

tobias.mb

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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.
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.
Of course it's even better if you have stratified economy or slaves.

Clerks are still not very efficient in a resource / pop basis, but I have come to find them useful basically in 2 cases: a) On resource worlds, that have run out of deposits. Might as well build to planet size with cities and employ those pops as clerks. b) You have empty building slots on a planet. Might as well put down a commercial center and 1-2 luxury housing.
 

Less2

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1) Do enslaved clerks generate more trade like enslaved technicians generate more energy?

As far as I can tell trade isn't considered a resource like everything else by the game, it's a special (hardcoded) side effect of jobs like amenities. Most boosts don't work on it unless they specifically say they affect trade. Generic worker boosts only boost resource generation.

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.

I don't know how to rate it objectively, but I personally rate it "really damn annoying and expensive" out of 10. Starbases are damn expensive to upgrade, damn expensive in energy maintenance, and even a fully-armed 6-missile base commonly doesn't have enough to fully protect trade lanes.

3) How do we measure the opportunity cost for upgraded trade buildings in terms of special resources (crystals in this case, I think)?

Probably low to non-existent. The only reason to run a lot of upgraded trade buildings is if you run low on jobs, and clerk jobs are already notably easy to generate compared to others.

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 really don't think so. In theory once you get lots of boosts (like from ecumenopolis) you can produce CGs for a relatively lower mineral cost. If we rate 1 mineral as being worth 1 energy you might have an argument for full energy. The problem is that as soon as you reach the mass-production stage of Ecumenopolis or mass habitats, you suddenly don't value 1 energy : 1 mineral any more, you have 100% of mineral districts built and are barely keeping enough minerals to stay afloat before you hit Matter Decompressor.
 

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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.)

I can't answer the first one but the others I probably can answer in some way.

2. Since trade is not the only thing we usually get from it but we also increase other production through amenities on planets where we have lots of trade it is important that we maximize this as well and not overdo the trade part too much. This will impact the amount of patrolling and star port we need to control the trade flow. We also need to make sure that we place the most trade as close to our capital as possible. I do agree this is hard to tell how costly it is to bring the trade home.

3. We should try to build planets in such ways as you don't need to use strategic resources at all and concentrate all strategic resources to a select few worlds, perhaps some Ecumonopilies or other city planets. This is why I try to get my rural or outlying worlds to around 75-80 POP and stay there so they then feed POP to the core worlds. The amount of strategic buildings you can maintain to construct resources is dependent on the availability of good planets to build them on and your overall economy.

4. I would say there are almost no reason not to run this from day one. Consumer Goods are pretty much always worth more, the less I need to put resources into Consumer Goods (both POP jobs, buildings and minerals) the more I can use those resources for other things. More or less... Early on I rather have a few POP dedicated as Technicians to pick up the slack from lost energy in trade, later on I can replace some of the Generator Districts with more Clerks anyway.
 

Flyinghotpocket

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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.
 

wormasc

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Once you have both techs and the civic it only takes about 9 city districts to unlock every building slot, less once you take into account all the resource districts your generator world may have, so I don't think I'd really put extra buildings as a plus of using clerks in the long run.

I think it's perfectly reasonable that a city district plus a clerk building makes more total energy then a generator district because if it did not then clerks would be almost completely pointless

More total energy production at the cost of less efficiency per pop, and the need to dedicate building slots to it (on a generator planet you can easily turn your building slots into like, temples or refineries or something) seems like a reasonable tradeoff.

Also these aren't mutually exclusive, you can set up generator planets early on, and then funnel all the excess population from those to your city worlds.
 

LSF

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You're missing several things.

  • 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.
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.

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.

I thought your analysis interesting. But one should not compare Techs and Clerks looking just for energy credits.

In my first 2.2.1 run testing the system (Inward perfection in a tiny galaxy 2.0x density colonizable planets, had no wars - but the crisis) I simply could almost ignore building civilian factories.

Much more than half my gross production of civilian goods came via trade (choosing Wealth in the Trade policy has never been taken into consideration by me; I didn't do the math, but taking 0.5 consumer good per 1 trade seemed the obvious choice).

Then I could use the minerals and the building slots basically for alloys since I didn't have the need for allocating minerals and building slots for civilian factories. And could choose more districts going to mining than to generators since I had so much energy via trade.

So clerks produce energy credits, amenities and consumer goods, with a total of 10 jobs in just one building slot in the late game and they are not a specialist job. It seems a very good job IMHO.

In the early game when pops are very scarce clerks can be a not-so-advantageous choice. But in the late game, they are very better because the building slots and districts are the true constraints in developed colonies.