Which are your favourite continious edicts?

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Franton

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It only affects the production of jobs provided by buildings constructed on natural deposits, not the ones that create them synthetically.
Thanks, that explains it. But that means it isn't worth bothering about the mining edict: in my late game economy with >3000 pops and >50K research it increases output only by about 15 gas, 5 motes and 5 crystals. And the benefit to mining job output isn't great either.

Information Quarantine would get me a better net benefit: +5 stability translates to +3.6% resource and trade output - that's a much better deal for my research output alone!

Or Extended Shifts (increases all worker and slave output by 10%). Since many of my specialist jobs are worked by slaves as well, the net effect may be even better than IQ
 

Ryika

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Thanks, that explains it. But that means it isn't worth bothering about the mining edict: in my late game economy with >3000 pops and >50K research it increases output only by about 15 gas, 5 motes and 5 crystals. And the benefit to mining job output isn't great either.

Information Quarantine would get me a better net benefit: +5 stability translates to +3.6% resource and trade output - that's a much better deal for my research output alone!

Or Extended Shifts (increases all worker and slave output by 10%). Since many of my specialist jobs are worked by slaves as well, the net effect may be even better than IQ
Each of the three resource-based edicts are mostly for the early game in my opinion. Later on, their effect is a lot less useful in general since you'll already have stacked a lot of production modifiers and the percentage of your workforce that sits in worker jobs is much smaller as a result.

That being said, early on mining subsidies do make quite a difference with a good roll. If your planets have a few of those advanced resource deposits, you can delay having to add synthetic production for a very long time. Plus you get a large boost on your miners at a time you'll still have a lot of them, and they won't have that many production modifiers yet.
 

Franton

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Each of the three resource-based edicts are mostly for the early game in my opinion
Indeed, early on they are all useful.

In late game, when I calculate the energy equivalent of the benefits, miners and farmer edicts are far behind others, and capacity only remains useful because, with Synth Ascension, I tend to use enormous amounts of energy, and therefore technicians.
 

legionof1

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Such is the post scarcity progression. Eventually you can just throw energy(money) at the problem.
 

Franton

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Such is the post scarcity progression. Eventually you can just throw energy(money) at the problem.
Actually, no: I throw very little money around - I prefer producing stuff myself as that is a lot more efficient. I do run trades with the Trader Enclaves, because I know they've got stable prices. And I do purchase small amounts of strategic resources on the market, but I avoid buying so much that it causes the prices to rise.

Here's my current energy balance, the year is 2352:
1635269636211.png


As you can see, the main consumers are fleet, Buildings, and pops. Trades makes up less than 5%