https://docs.google.com/spreadsheets/d/1CKgTb0N7Cr3LoCyU2rd7bHGCxlgSFVOvQ11uuOS_FpA/edit?usp=sharing
So I know that I am by no means the first to do this, however, this is an attempt to factor how effective various jobs/buildings are in the new patch. I'm not an expert, and I've definitely misunderstood certain mechanics. But still, please review and create your own, improved versions.
How to Use: You can't edit it, (I fear vandals) so duplicate your own copy to change values. The key pages that control the various comparisons are the 'energy conversion' page, which establishes how much 'energy' every producible commodity is worth, and the 'living standard' page, which calculates the output of every job, when pop upkeeps are accounted for. Just copy the relevent column from that sheet.
Method: This sheet converts everything to energy, and then calculates the total energy produced/consumed by all buildings/jobs. I didn't look at hive minds or synthetic empire since they'd need their own comparison sheet. I also didn't develop a scheme for comparing more esoteric things like planetary modifiers, since TBH those are too hard to evaluate. If you're on a planet with +59 food production, +15% food production is great.
For the energy conversion, I used the market base sale value for all the resources it applies to.
For other resources, (unity, amenties, research, and housing) I had to use guesswork. Ammenities and housing you need a certain number of, and don't usually want a ton extra. Unity and research you can never have too much of, but that doesn't mean that they're always worth choosing over other things.
The 'market of ideas' policy trades 0.5 energy for 0.15 unity, so 3.33 is the figure I used. This probably leads to an overvaluing of unity, but, well, see my conclusions below. Research I just valued at 1 energy per research, since they're approximately equally common in unoccupied systems. Lots of things generate amenities and something else, so I have it as being pretty cheap at 0.25 energy. Conversely, things that generate housing pretty much only generate housing, so I rate housing as pretty valuable.
Cautions: This kind of analysis says nothing about what buildings are actually most useful. A generator district might be lower value than an agriculture district, but you can do a lot more with energy overflow than you can with food overflow. If you need consumer goods and have spare crystals, using the crystals to boost consumer goods production is much better than selling those crystals for energy and then buying consumer goods, even if the higher-level civilian industries buildings are not super good value.
So figure out what you need (alloys, consumer goods, housing, etc.) and then consult this. Figure out why a given building is rated lowly before you turn away.
Conclusions: Clerks suck! There's so many other ways of generating amenities that are so much better, producing loads more money, unity, or housing. Clerks are worse than all other energy/amenity generators, except in two ways. They're workers (meaning that in a stratified economy they're rather cheap) and they produce trade, not energy, which makes them a little more flexible.
Districts in general are a great expenditure of your resources, and agriculture districts are the best of the basic ones. Eucemonopolis districts are, very simply, insane.
Cheers! Please let me know about any mathematical or data-based errors in my spreadsheet.
So I know that I am by no means the first to do this, however, this is an attempt to factor how effective various jobs/buildings are in the new patch. I'm not an expert, and I've definitely misunderstood certain mechanics. But still, please review and create your own, improved versions.
How to Use: You can't edit it, (I fear vandals) so duplicate your own copy to change values. The key pages that control the various comparisons are the 'energy conversion' page, which establishes how much 'energy' every producible commodity is worth, and the 'living standard' page, which calculates the output of every job, when pop upkeeps are accounted for. Just copy the relevent column from that sheet.
Method: This sheet converts everything to energy, and then calculates the total energy produced/consumed by all buildings/jobs. I didn't look at hive minds or synthetic empire since they'd need their own comparison sheet. I also didn't develop a scheme for comparing more esoteric things like planetary modifiers, since TBH those are too hard to evaluate. If you're on a planet with +59 food production, +15% food production is great.
For the energy conversion, I used the market base sale value for all the resources it applies to.
For other resources, (unity, amenties, research, and housing) I had to use guesswork. Ammenities and housing you need a certain number of, and don't usually want a ton extra. Unity and research you can never have too much of, but that doesn't mean that they're always worth choosing over other things.
The 'market of ideas' policy trades 0.5 energy for 0.15 unity, so 3.33 is the figure I used. This probably leads to an overvaluing of unity, but, well, see my conclusions below. Research I just valued at 1 energy per research, since they're approximately equally common in unoccupied systems. Lots of things generate amenities and something else, so I have it as being pretty cheap at 0.25 energy. Conversely, things that generate housing pretty much only generate housing, so I rate housing as pretty valuable.
Cautions: This kind of analysis says nothing about what buildings are actually most useful. A generator district might be lower value than an agriculture district, but you can do a lot more with energy overflow than you can with food overflow. If you need consumer goods and have spare crystals, using the crystals to boost consumer goods production is much better than selling those crystals for energy and then buying consumer goods, even if the higher-level civilian industries buildings are not super good value.
So figure out what you need (alloys, consumer goods, housing, etc.) and then consult this. Figure out why a given building is rated lowly before you turn away.
Conclusions: Clerks suck! There's so many other ways of generating amenities that are so much better, producing loads more money, unity, or housing. Clerks are worse than all other energy/amenity generators, except in two ways. They're workers (meaning that in a stratified economy they're rather cheap) and they produce trade, not energy, which makes them a little more flexible.
Districts in general are a great expenditure of your resources, and agriculture districts are the best of the basic ones. Eucemonopolis districts are, very simply, insane.
Cheers! Please let me know about any mathematical or data-based errors in my spreadsheet.