What's wrong with generators?

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Althizor

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Nov 1, 2018
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Because a farm produces 12 food at base, while a generator produces 8 energy. Then taking into account that the base price of food on the market is 1 energy, even with a 30% market fee you can make more energy producing food to sell than building generators.

The food edict is cheaper and it is often easier to grab food boosting techs than energy ones.
 

Felidae

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? Other way around for me. Trade gives easily enough income without wasting slots on generator districts. Early game, while still a bit energy strapped it might be worth it. Mid to late game, not.
 

AmpsterMan

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It's the least necessary of the three main resources. Food is so plentiful that often times it's often better to just specialize on food and trade for energy.
 

Bouchart

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Excess energy doesn't do much for you in the early game. You mostly need enough to be cash flow positive, to hire the occasional leader and for one or two anomalies that require energy. You can get by selling minerals and food. It isn't until the mid game when you need a lot of energy for terraforming, megastructures, and curator interactions.
 

Incompetent

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Because a farm produces 12 food at base, while a generator produces 8 energy. Then taking into account that the base price of food on the market is 1 energy, even with a 30% market fee you can make more energy producing food to sell than building generators.

The food edict is cheaper and it is often easier to grab food boosting techs than energy ones.

Yes, having Farmers be 50% more productive than other rural workers is just too much. There's also the fact that with the hydroponics tech, food production becomes all but unlimited - to produce a lot of food, you don't even need planets with a lot of food districts. There are also civics that make farms (Agrarian Idyll) or mines (Mining Guilds) even better relative to other rural districts, but there's no such option for a generator-focused empire.

I wish the devs would set the base production of both Technicians and Farmers to 5. That way, food would not be so ridiculously oversupplied, and it would actually be worth getting Technicians, especially for Machine Intelligences (whose current reliance on bio-reactors is rather bizarre).
 

Sinister2202

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Right now you get plenty of energy just from trade values, while having your policy set to Wealth Creation. I have not built a single energy district for this reason and have rather spent the precious district spaces on cities and minerals.

Mid to late game, almost everyone has overflowing energy that it makes inflation of Venezuela seem like a joke. You barely even get relations surplus if you gift thousands of energy. But I guess this is what makes galactic market *work*, as in very active...
 

buglepong

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Nov 12, 2009
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Mid to late game, almost everyone has overflowing energy that it makes inflation of Venezuela seem like a joke. You barely even get relations surplus if you gift thousands of energy. But I guess this is what makes galactic market *work*, as in very active...
The galactic market values energy very low compared to food and minerals. I think this is the main problem beyond early game... a smart player doesnt make energy but trades for it.