If you subtract the upkeep of food and consumer goods required for the pops involved, clerk spam becomes wildly less appealing unless you hit a point of overpopulation where they would just stand around anyway.
For buildings yes, for districts I couldn't see that.
It's called, "Demolish", but yeah. You can perform seamless replacements as well. I replace some or all of the City districts my home planet starts with because it has the most reliable spread of resource deposits.For buildings yes; I didn't see that you can do that with districts too.
Replacing seems really buggy though. You can replace an infinite amount of districts. The game will still take your minerals but just cancel the orders that are actually impossible to do after a day.It's called, "Demolish", but yeah. You can perform seamless replacements as well. I replace some or all of the City districts my home planet starts with because it has the most reliable spread of resource deposits.
(Everything Kaigen wrote)
Seconded, thank you Kaigen.Wow that's amazingly thorough! I knew I was missing so much more on the trade value distinction, thanks for your insight!
As Olterin pointed out, there are techs that increase the productivity of technicians, while no such techs exist for clerks, but it goes deeper than that. Trade value is not considered a "resource," per se, so it is not impacted by bonuses that increase "resources from jobs." So that skill level bonus from your governor? Helps technicians, but not clerks. Ditto for efficient processors, robust trait, serviles, synthetics, etc. I have a late game save from a synthetically ascended empire where my technicians are producing 11 energy per pop, while my clerks still produce 2 trade value each.
If you're running a stratified economy or taking slaves, clerk jobs are a great place to stick all those filthy serfs.
My apologies if this has been covered before, if so, please direct me there.
Today, I had the revelation that, in order to get both housing and energy, one could either build a Paradise Dome (upgraded Luxury Residence) and a Generator District or a Commerce Megaplex (upgraded Commercial Zone) and a City District.
Wondering which is better, I opened up my Grimoire and duly engaged in the Dark Arts (=I checked the Paradox wiki for Stellaris and did some math. I got the following result:
Paradise Dome + Generator District: 13 Energy - 6 Housing
(Housing from Paradise Dome which also costs 2 Energy, the two Technicians from the District ought to give 8 energy each, with the district consuming one itself).
Commerce Megaplex: 11 Energy - 5 Housing - 7.5 Consumer Goods (assuming Consumer Benefits Trade Policy)
(Housing from City District which also costs 2 Energy, 11 Clerks (1 from the City) providing 22 Trade Value, Merchant another 8, for (22+8)*0,5= 15 Energy, with the Megaplex consuming 2 itself.)
Both setups also require one unit of Crystals for Maintenance.
Considerations:
1st: The Dome-Generator setup provides more Energy and Housing.
2nd: AFAIK, there are techs improving Housing from City Districts, improving the Plex-City performance there (aren't there also Techs for more Clerks from City Districts?).
3rd: The Plex-City setup also provides 7 consumer goods. It could alternatively provide 4.2 Unity or 14 more Energy.
4th: The Plex-City setup assumes that the Trade Value is fully collected and converted, keep the Piracy in mind!
5th: The Dome-Generator Setup requires 2 Jobs, the Plex-City 12.
For me, the last point seems the most important one.
Large planet with people idling? Dismantle your Generator Districts, replace them with City Districts and build those Megaplexes (alternatively of course Civilian Industry and Foundries or Research Labs if that is what you need more).
Small Planet with just too few people fitting on it? Build those Luxury Residences and upgrade them.
Again, sorry if this is common knowledge by now.
Hadn't thought about that enough. Though of course, clerks DO produce the energy and CG out of thin air, in contrast to civilian Factories that eat into your minerals. But I guess that highlights the importance of minerals, doesn't it?Incidentally, this thread has gotten me thinking about Agrarian Idyll, particularly with Shared Burden. Clerks are especially marginal under SB because with an upkeep of 0.4 CG per, they barely pay their own upkeep under consumer benefits (and heaven help you if you ever switch to Utopian Abundance)
If you are starved for energy, yes. But I assumed "normal conditions", when the question is not how to optimize your energy output, but how to optimize the space available.If you compare compare energy production, why would you use "Consumer Benefits Trade Policy" ?
Makes no sense.
For a useful comparision double the trade value --> 30 energy
Though of course, clerks DO produce the energy and CG out of thin air, in contrast to civilian Factories that eat into your minerals
You would need at least as much upkeep for those pops no matter where you use them. But clerks use no minerals to produce cgs via trade, is the point.Wait, no they don't. Don't you still need consumer goods and food for the clerks?
Exactly. However, the piracy issue is a big one. Sadly, handling piracy is not much fun so far.You would need at least as much upkeep for those pops no matter where you use them. But clerks use no minerals to produce cgs via trade, is the point.