It's nice to see some comparisons so I can see where the source of disagreement comes from.ah... so you want the math .
ok .
lets try with something that you can totaly devote to energy production\TV
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2 planet size 15 , one with the right traits for being a full planet for energy production .
the comparison are (679:40)16.98 to (1058:113)9.36 that is worth 10.06 (with normal market price)
(damn me, i forgot to build the galatic stock exchange eeeh... it should have been 1168:113 = 10.34 that are worth 11.1 )
there the advantage of the engieneers are top noch, apart from the fact that you can specilize completly the planet to have energy districts , the bonus of the planet added to it make it perfect.
the TV planet is still quite good , as it produce energy AND CG , giving you the result of 2 planet specilization in one .
but i personaly prefer the habitats , as you can specilize them completly
I do think trade has a place and can be useful, especially if you don't have any better use for pops. Though I think you're mixing up too many variables to properly compare planets or situations. It'll take too long to go through all the problems here... so I'll just pick one.
e.g. Your above example
Comparing a full trade planet with 121 pops (extremely late game) with a half-used Energy world (9 free jobs out of 49), 7 unused slots, with 29% devastation (which lowers pop job output and lowers amenities) that isn't working enough entertainer jobs to have positive amenities (or has less amenities because of devastation) and lacks a governor (which boosts pop output but not trade, well +10% trade and +10% job output for a level 5 Trade Enclave leader, upto +10% trade and +20% job output for a level 10 leader).
So that's a lot of variables and it's going to be hard to compare things.
But mostly the problem comes from completely ignoring the upkeep costs when comparing outputs.
So let's look at the maths:
Trade World:
+1229 TV
+53 unity
Energy -171
CG -112
Alloy -8
Rare -8
Converting to energy:
Buying missing resources on market at base costs with a 20% fee (-10% from insider trading):
+1229
-112 * 2.4 = -268.8
-8 * 4.8 = -38.4
-8 * 12 = -96
+1229 TV
+53 unity
Energy -171
CG -112
Alloy -8
Rare -8
Converting to energy:
Buying missing resources on market at base costs with a 20% fee (-10% from insider trading):
+1229
-112 * 2.4 = -268.8
-8 * 4.8 = -38.4
-8 * 12 = -96
Total income = +1229 - 268.8 -38.4 -96 = +825.8 Energy Equivalent output and +53 Unity
Per pop output = 825.8/121 = 6.82 Energy Equivalent output and 0.43 Unity per pop
Base Sprawl = 10+11+121 = 142 Empire Sprawl
Output per sprawl = 825.8/142 = 5.82 Energy Equivalent output per Sprawl
Now for the second planet
Energy +657
Unity +35
TV +22
CG -27
Alloy -4
Rare -1
Buying on the market (30% without insider trading)
-27 * 2.6 = -70.2
-4 * 5.2 = -20.8
-1 * 13 = -13
Note: It's 13.8 per pop if you add an extra 2 rare resources to the upkeep costs from the UI rounding down, I'm not sure
Unity +35
TV +22
CG -27
Alloy -4
Rare -1
Buying on the market (30% without insider trading)
-27 * 2.6 = -70.2
-4 * 5.2 = -20.8
-1 * 13 = -13
Note: It's 13.8 per pop if you add an extra 2 rare resources to the upkeep costs from the UI rounding down, I'm not sure
Total Income = +657 +22 -70.2 -20.8 -13 = +575 Energy Equivalent and +35 Unity
Per pop output = 575/40 = 14.375 Energy Equivalent and 0.88 Unity per pop (on a 29% devastated world with low amenities!!!)
Base Sprawl = 10+15+40 = 65 Empire Sprawl
Output per sprawl = 575/65 = 8.84 Energy Equivalent output per Sprawl
The trade planet is more efficient in terms of max output per planet... although I'm sure that would change if you actually filled the building slots and employed all the pops on the second world (and didn't use a devastated world for comparisons).
Back on to the topic of this thread. We can use those two example planets to see what we would get after adding in bonuses from the new buildings.
So similar to the above but +5% TV for the trade planet and +2 base enegy per job for the energy planet. So it'd be +61 TV (if it was multiplicative, don't know what the base trade of the first planet is, so assume in reality less than that) and +64 base energy, with at least x1.6 (assuming 32 technicians, the minimum of 3 +20% technologies and nothing else) 64*1.6=102.4 but you'd also have the bonus from the planet modifier, repeatables and in a real game things like the governor level and event bonuses... and you wouldn't have devastation but we're ignoring all that for now.
So the net outputs would be:
Trade World + Orbital building
825.8+61= +886.8 Energy Equivalent
Per pop output = 886.8/121 = 7.33 Energy Equivalent per pop
Output per sprawl = 886.8/142 = 6.25 Energy per Sprawl
Energy World + Orbital Building
575+102.4= +677.4 Energy Equivalent
Per pop output = 677.4/40 = 16.93 Energy Equivalent per pop
Output per sprawl = 677.4/65 = 10.42 Energy per Sprawl
So the new orbital buildings would increase the output per pop by:
Trade World + Orbital Building
+0.51 Energy Equivalent per pop
+0.43 Output per Sprawl
For your massively sprawling Trade World
Energy World + Orbital Building
+2.55 Energy Equivalent per pop
+1.58 Output per Sprawl
For your devastated, underpopulated, low amenities Energy World
Summary:
Trade is really inefficient and will only get less efficient relative to other jobs with the next update, both in terms of output per pop and output per point of sprawl.
Your Trade World has +42% higher maximum planet output than a devastated, underpopulated, underutilized (7 empty slots) low amenities Energy World but uses 303% as many pops to do it... so if you can put those pops to work in any other job, on any other planet, I suggest you try doing that first.
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