The 2 building slots can't be filled early game and you have 3 other ways of getting more slots when it does become relevant.
2 more Merchants though (assuming specific Tradition choices of course).
The 2 building slots can't be filled early game and you have 3 other ways of getting more slots when it does become relevant.
It's not about the trade per pop. It's about the efficiency per pop. The +0.17 per specialist pop is worth it when the majority of your pops are specialists and you'll have consumer goods coming out of the wazoo. If trade value per consumer goods efficiency is what you think is best then I reckon you'd want everyone to run the Shared Burden civics instead, as that living standard has the best CG to TV conversion rate across the board?1) Running Utopian Abundance or Academic Privilege for more TV requires you to be egalitarian or materialist and does not apply to all trade empires. More importantly it's a bad idea to do so in the early game because the extra trade per pop isn't worth the extra CG upkeep. The two living standards increases TV from a specialist by +0.17 and the CG upkeep by +0.5. You cannot get a trade bonus high enough to make that trade worth it, ever. Those are overpriced living standards that are good for RP or for showing off you've won the game.
Even if you just want to max out TV for RP value you're better off having a cheaper living standard and replacing Artisan/Artificer jobs with more Clerks. 1 Clerk will produce 4 or 5 TV and to match that you'd need to increase the living standard of 23 or 29 specialists. Having 1 Artisan or Artificer accomplish that is possible, but you'd need to be a synthetically ascended Fanatic Materialist with the Environmentalist civic.
The topic is literally about the Masterful Crafter civic. Can't fault me for the other guy getting the name wrong.2) Artificers do add Engineering, but the post you're quoting is talking about Artisans. Not the same job.
I agree, that's why I advocate for taking it EARLY GAME and swapping out of it LATE GAME. I never told anyone to keep it 100% of the time for the trade boost it gives.If you're going for a trade empire you will be generating much of your CGs with trade so you have less need for Artisans. Because you have fewer Artisans than normal you also benefit less than normal from upgrading them to Artificers. And that reduces the benefit of taking Masterful Crafters.
There's loads of things to use CG for early game. The planetary decisions, trade with other empires, fielding more high end jobs. You can't have too many CG until you get your federation up. At which point I specifically recommend shifting out of the civic for something long term.What you seem to be doing is taking Masterful Crafters for a trade empire, producing more CGs than you need by having a lot of Artificers, and then finding ways to use them by running costly living standards. There's nothing wrong with that. If you enjoy playing like that then it's even great and don't let anyone talk you out of it. Just don't use it as a basis to make general claims.
Sure, but even with 15% discount you still need 510 minerals to build the districts and buildings. Even when you buy your minerals you won't have these slots filled before a proper trade empire has the Voidborne perk unlocked. (assuming mercantile rush)2 more Merchants though (assuming specific Tradition choices of course).
Just take pleasure seekers for a more powerful version of Utopian AbundanceEarly game artificers allow you to run Utopian Abundance/Academic Privilege/Utopian Abundance from day one (more TV/pop)
On the other hand, the more the game goes on the more industrial districts you can support as a % of your overall total, which means more building slots for free.The problem with it is, the better it is the worse it is. As the game goes on you usually need fewer CG's, and have more ways to get them. So you will have fewer and fewer Artisans, negatively affecting the benefit you get out of the civic.
Sure, but you don't want a split between Artificiers/Metallurgists. You want the latter. And you usually only need five city districts to unlock all building slots. Which you often need simply to give your pops enough living space.On the other hand, the more the game goes on the more industrial districts you can support as a % of your overall total, which means more building slots for free.
Utopian Abundance is fanatic egalitarian (equal living standard), so swapping from it is terrible from a roleplay perspective. Just keep utopian abundance with pleasure seekersJust take pleasure seekers for a more powerful version of Utopian Abundance
utopian abundance is "full communism" which marx literally described as "superabundance". shared burdens is the "transitional society" to it. if you don't believe me, look at utopian abundance: 1CG per month for ruler pops, 1CG per month for specialist pops, 1CG per month for worker pops. perfectly equal. i don't support stalinism, so comparisons to current human history are irrelevant, utopian abundance is space communism. like star trek.That's shared burdens and as we know from actual history it's definitely not utopian or abundance lol.
Not broken, but definitely strong. Especially if you go Megacorp or start a trade federation. Sadly turning it into a one country state via diplomatic weight votes takes some time. Producing 0.5 energy, 0.25 unity, and 0.25 consumer goods per trade is pretty good.If you want to generate a lot of consumer goods, you can do better by spamming trade. I'm not quick to call things overpowered, but the Mercantile tree is very broken with the amount of Merchant jobs it allows you to generate, especially if you plan things correctly.
Just let the private sector handle everything.
How does this not describe Shared Burdens to a T as well? The civic's quote is literally:utopian abundance is "full communism" which marx literally described as "superabundance". shared burdens is the "transitional society" to it. if you don't believe me, look at utopian abundance: 1CG per month for ruler pops, 1CG per month for specialist pops, 1CG per month for worker pops. perfectly equal. i don't support stalinism, so comparisons to current human history are irrelevant, utopian abundance is space communism. like star trek.
i think this just comes down to people not understanding that there was supposed to be a "lower and higher stage of communism" and marx very specifically referred to the higher stage as stateless, classless, superabundance.How does this not describe Shared Burdens to a T as well? The civic's quote is literally:
"This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole." Shared burden has an upkeep of 0.4 GC for all strata.
Shared burden = Communist society
Utopian abundance = Utopian society
Broken if you leverage it correctly, just strong if you use it otherwise. VD+Mercantile+Functional Architecture is an example of leveraging Mercantile correctly, due to the sheer amount of opportunity this provides to spam Merchants between building slots and trade districts. To get around edge cases that make this tradition so powerful, it should really only add something like +1 Merchant per planet/hab.Not broken, but definitely strong. Especially if you go Megacorp or start a trade federation. Sadly turning it into a one country state via diplomatic weight votes takes some time. Producing 0.5 energy, 0.25 unity, and 0.25 consumer goods per trade is pretty good.