I don't understand the appeal of Stratified Economy

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theauthor

Second Lieutenant
May 13, 2017
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I see a lot of people praise it apparently because it reduce early consumer goods but my playstyle generally leans on having many specialist in early game because i never need or never have enough pop for worker so mineral station and market form the bulk of my early game economy.

I have better time with shared burden for reduced ruler and specialist CG upkeep and decadent lifestyle for more happiness and stability.
 
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Strangedane

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so mineral station and market form the bulk of my early game economy
The market is powered by energy credits, which comes in large part from worker jobs.
The "trick" to stratified economy is using the market for advanced resources instead of basic resources.
If your only specialists are for tech and admin, you won't need as many.

But it's not as strong as it once was, that's true.
 

theauthor

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May 13, 2017
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The market is powered by energy credits, which comes in large part from worker jobs.
The "trick" to stratified economy is using the market for advanced resources instead of basic resources.
If your only specialists are for tech and admin, you won't need as many.

But it's not as strong as it once was, that's true.
So i should focus building as many generator district as i could early on so i could trade my energy for CG and alloy?

I guess that could work but i have tried similiar strategy but with trade heavy megacorp run and i find that the price of alloy and consumer goods can get pretty steep but i think it could work as an early band-aid solution until you have enough pop for forge and factory world.
 

Strangedane

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So i should focus building as many generator district as i could early on so i could trade my energy for CG and alloy?

I guess that could work but i have tried similiar strategy but with trade heavy megacorp run and i find that the price of alloy and consumer goods can get pretty steep but i think it could work as an early band-aid solution until you have enough pop for forge and factory world.
Yeah it's just for the early game expansion rush.
Once you have 4-5 planets at a decent size you should start specializing as usual.

You can buy 21-22 alloys and consumer goods on automatic trades every month without crashing the price.
Past that you should start producing them on your cap until you get a forge and factory world online. (or get access to cg trough trade)
 

blahmaster6k

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Yeah it's just for the early game expansion rush.
Once you have 4-5 planets at a decent size you should start specializing as usual.

You can buy 21-22 alloys and consumer goods on automatic trades every month without crashing the price.
Past that you should start producing them on your cap until you get a forge and factory world online. (or get access to cg trough trade)
Only 13 alloys and 26 consumer goods. You can buy 52% of the minimum amount you can buy in bulk of a resource, rounded down, monthly without the price on the internal market changing. Once the galactic market is formed the prices are determined by what everyone else is doing, so your mileage may vary after that.
 
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Strangedane

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Only 13 alloys and 26 consumer good. You can buy 52% of the minimum amount you can buy in bulk of a resource, rounded down, monthly without the price on the internal market changing. Once the galactic market changes the prices are determined by what everyone else is doing, so your mileage may vary after that.
Oh right, alloys are twice as expensive.
 

DeanTheDull

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I see a lot of people praise it apparently because it reduce early consumer goods but my playstyle generally leans on having many specialist in early game because i never need or never have enough pop for worker so mineral station and market form the bulk of my early game economy.

I have better time with shared burden for reduced ruler and specialist CG upkeep and decadent lifestyle for more happiness and stability.

Part of it is just that you can hire more scientists faster at the start without having to build another industrial district, and part of it is the stability.

By the point of the game you can fund a 30-specialist economy on just mining stations, pretty much any empire can, since Stratified Living standards offers no Specialist bonus. But by virtue of getting there faster- and having notably higher stability due to Stratified Economy's Ruler/Specialist happiness bonus- you'll have been producing a bit more science for longer.

Shared Burdens is better for maximizing specialist employment in time, but it's also far more restrictive and actually starts with a lower CG count than an equivalent Authoritarian empire that otherwise has the same ethics.
 
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Incompetent

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The real strength of Stratified living standards isn't just that you can save on CGs, but that you can totally mistreat your non-Ruler pops, throw them all in chains (Indentured Servants can do all specialist jobs), and your stability will still be fine because the Rulers have virtually all the political power. Conquered worlds can be easily stabilized by bringing in a few primary species pops to rule over them. Now that Merchants are spammable, you can easily adjust the number of Ruler jobs on the planet to suit your stability needs. If you're not Authoritarian, then Decent Conditions does a similar job, but not as effectively.

If you don't intend to mistreat pops and just want to make everyone happy, then indeed the more equal living standards may be better. Shared Burdens specifically though isn't very good value for money unless you have a huge proportion of Ruler pops. For more normal proportions of pops, the non-ethics-restricted Social Welfare often works out better, giving twice the happiness and better passive trade income for only marginally higher CG upkeep. It's also something you can apply selectively to subspecies or transition into as the proportion of Workers in your empire goes down, as opposed to being locked into it from the start. Decadent/Utopian living standards are of course more powerful, but the former requires a civic and the latter is quite expensive CG-wise.
 
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