Prosperity finisher for Gestalts result in creation of a new job for complex drone for each 20 pops.
Synchronicity tree for Gestalt contains tradition creating 2 more jobs per maintenance depot, which (assuming the empire was amenity-neutral) might create up to 2 new jobs per 18 pops for complex drones.
All those jobs do not produce anything that can be sold. On creation of those jobs pops immediately move to work them, usually causing significant shortage of basic resources for a while.
To my knowledge, these are the only cases when advancement in traditions may cause a hit to economy unless carefully managed. Theoretically speaking, there is the default prosperity finisher, but it creates only 1 job per 50 pops (so for many planets it might create zero jobs) that, on average, produce more sellable goods than worker.
- Is it a problem that needs fixing? How?
- How do you work around it ?
Synchronicity tree for Gestalt contains tradition creating 2 more jobs per maintenance depot, which (assuming the empire was amenity-neutral) might create up to 2 new jobs per 18 pops for complex drones.
All those jobs do not produce anything that can be sold. On creation of those jobs pops immediately move to work them, usually causing significant shortage of basic resources for a while.
To my knowledge, these are the only cases when advancement in traditions may cause a hit to economy unless carefully managed. Theoretically speaking, there is the default prosperity finisher, but it creates only 1 job per 50 pops (so for many planets it might create zero jobs) that, on average, produce more sellable goods than worker.
- Is it a problem that needs fixing? How?
- How do you work around it ?