「Stellaris」 10 Tips To Improve Your Economy - Advanced Min-Max
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- čas přidán 3. 09. 2020
- The best tips I have after years of optimization and min-maxing. These economy tips should improve your economy by at least 30%, so you can go from Equivalent to Superior in one short video!
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Video Title; 「Stellaris」How to BOOST Your Economy - Top 10 Advanced Tips
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There's probably going to be something along the lines of "Priase the Birb" and "MIN MAX" (parody on MAD MAX). If enough people are interested, I'll spend time setting it up.
You could use the community thing on your channel it has a poll function, I won't personally buy merch because I can't afford it
if you sell it with the picture of the Holy God BIRB than yess
PRAISE THE BIRB
yes
How much for your bird?
“Strategy game” is not a synonym for “wargame”.
War is the physical manifestation of economy. Economy is driven by labour, by property, by strategy, by technology. All of these are prevalent in war too. Your labour is your people and machines, which are armed and set on the enemy. The property is what you aspire to claim or defend, economic strategy will determine availability of resources and manpower, which in turn affect battle strategy. Lastly, technology determines what your labour will use in combat. Nuclear weapons, or sticks and stones. Putting it simply, a society is essentially a big business, it's goal is economic dominance. Warfare is the societal equivalent of measuring sticks, to see whose is bigger, stronger, and which opponent wields it better.
@@sudanemamimikiki1527 I completely agree with everything you said, there is one small change I would recommend. We separate the terms strategic from tactical, and ditch the concept of "wargame" since it's generally too vague and could be referencing strategic wars or tactical battles. Strategy is about winning the wars on a global scale. Tactics are about winning the individual battles. Stellaris is a strategy game and not a tactical one :) Aside from that I believe we have found a consensus.
Wars are another means of neogiation.
Stellaris is basically Victoria in space.
No, but indiscriminate orbital bombardment of planets is more fun than bureaucratic administration and seeing coloured numbers rise.
Most of these are irrelevant for the hive. The hive sees, the hive seeks, the hive speaks.
I always felt something lacking in my tall gameplays until I got habitats and hive mind. 3 ring worlds and 18 total systems with citadel defenses maxed has been my best game in months.
Pretty sure the hive doesn't "speaks" but instead "reaps"
yes
The hive reeks
@@pixelbyte8142 says you stinky robot
Long story short:
1. Avoid clerk jobs 0:27
2. Restrict unwanted jobs 1:23
3. Get as more pops as you can (prio Robot assembly) 2:07
4. Always get Crime Lord bonus 3:38
5. Get Art Monuments from Artist Enclave and put on your planets 4:57
6. Distribute Luxuries 5:42
7. Make sure you always get jobs available 7:03
8. Don't forget to use Market on excess resources (play near 0) 7:38
9. Get slaves from market ASAP 9:32
10. Prio Tech over anything when you able to 10:12
Thanks for the video!
Clerks are debatable. Early on yeah, ressetle them first. But mid-late game they become the primary source of energy and consumer goods.
I don't trust a soulless machine which wishes to destroy all creation the birb giveth... I better watch the video!
@@chrizzlback7047 You should watch a video, this is for people who already did it and want to skip for part they interested in
@@determinedexterminator3798 It was a nice refresh/recap. I also agree with a lot of the people here that the clerks tip is debatable. But I also play (tall) Hive Mind usually and one synaptic node is enough to keep amenities where they need to be until you can build the city (hive) districts you need. Then the nodes help keep your admin cap clear if you hang onto them.
@@DzinkyDzink Exactly as a mega corp in a trade fed isn't more trade value good ? If the entire planet is already covered in shops and I have pops left they're all going in clerks for sure.
The handy tip about the Art Monument: You can buy one and then use it on all your planets, as long as you activate all of them before they're finished being built. However, you'll have to buy out all the ones you had used if you want to get any more afterwards.
so what you are telling me is that we need to use ringworlds filled with nothing but clerks
Absolutely. While you are at it, you should also spam enforcers and use chemical bliss. Your pops will love it, your eco probably won't!
Is there a use for Chemical Bliss?
I once tried to use it on a fallen empire as I didn’t have enough jobs, but even that they were still angry and low stability
@@jiminfested maybe? if they really hate you, then you could use it to massively boost happiness, but they also lose a lot of productivity on that living standard as well, so i guess the main idea is to prevent a loss of stability (since high stability boosts planetwide production)
@@syrusalder7795 you use it on your livestock until you get nerve-stapling
@@jiminfested use it for livestock
dont forget to throw in some administrators with your research, the penalties from empire sprawl can quickly outpace your science output...
I found that making deals with other nations directly is much more efficient than using the market. If you find a nation with a superior economy willing to trade with you, you can get alloys for food or consumer goods incredibly cheap. Or, if you have a few hundred extra strategic resources, you can get 5-10x their value in alloys, without driving up the price. Patronizing fallen empires are especially great for this, as they have huge alloy stockpiles and I was able to get 25k+ in a single deal
Damn.
Yes! I had a tread deal with a huge megscorp once where i sold 1k of each of the basic strategic resources, in exchange for like iirc 60k alloys. The war i was fighting was over in 3 years after i started printing ships with the mega ship yard afterwards.
Nice, thanks bro!
in utopian abundance living standard (don't go for that ever though), unemployed pops are better than clerks
I usually go for UA at the late game when my economy is so strong that it really does not matter. It boost the stability of my planet out the ass
@@oskarnowak2816 Prosperous Unification, Fanatic Egalitarian, Meritocracy, Civilian Economy, and Consumer Benefits.
Now you can be UA from the start of the game, for the whole game.
Whenever I play something like a communist nation, or fan egalitarian, I take UA mid to late game just for the theme.
@@LordBruuh Nah, that's just the chinese knockoff version of communism.
Bruuh you are joking, right? I’m talking about actual communism, not Stalinism, not Maoism, genuine pure Marxism. The closest thing to ethics that a true communist nation is Fanatic Egalitarian + Materialist. Hell, even the game needs you to have fanatic egalitarian to take shared burdens _which literally has the hammer and sickle as it’s symbol._
u know ur empire sucks when the mushrooms start rebelling (I had to learn this the hard way)
Oh... I always rushed gene clinics because pop growth is best growth :( Never did the numbers to find out they were so inefficient
They're good on an ecumenopolis where you're focusing on alloys or consumer goods. They do take quite a while to pay themselves off but an ecumenopolis grows so tall with so many pops that I can never find a reason for not justifying a gene clinic somewhere early on, especially if you're having trouble getting motes or crystals early on.
He also fails to take into account the gene clinic produces amenities. I'd much rather have the pop growth plus amenities. With a gene clinic I never have to build entertainment before 50 pops. But yes, always the robot plant first.
His analysis doesn't take into account the fact that amenities lead to higher stability, which leads to better output. Gene clinics are good for the early and mid game amenity boost, with the 10% pop growth speed being a nice bonus.
You know, I don’t think I ever noticed the slave tab in the trade window. Thanks for that and the other tips.
"If you want to sell or by Alloys always buy 13 at a time" ......
So you mean to tell me that buying 600+ Alloys a month might break the galactic Alloy market?
What about selling 6k+ minerals monthly though xDD
I remember attacking one of my rivals, he owned like a third of the galaxy and had several food planets, after bombing the hell out of them for months, the food price had risen so high I could make severe bank on it. The best part, was I just finished a segment on a ring world, and had it all set for food. Was making nearly 2k energy credits per month on trades.
@@Snoogen11 Rookie numbers :P
But yeah thats pretty nice ^^
damn if bombing is not enough, you can grab sum profits by pushing the enenmy buying what their need most.
thanks for the tip. fella
Same, I really like to Galactic Market and the monthly trade option.
I just wished that I was able to set the minimal selling price per unit with numbers behind the decimal point.
For example it would be nice to be able to set the minimal selling price per unit of food to be 0,70 in the early game so I wouldn't have to check if the Market has recovered yet.
Now you can only set it to 1, 2, 3, 4, 5, etc.
Yes, I agree .. it's OK for high value resources but you should be able to set floor/ceiling prices for transactions, also have monthly buy/sell transactions triggered when the price rises/falls to meet your conditions.
Actually playing and manipulating the market adds to the game.
Saying the min/max ec for the order avoids need for decimal points and self fits automatically for cheap/expensive resources as you don't bother selling 10 minerals monthly. Food/consumer goods in early game perhaps, but you would still benefit by avoiding poor value trades
You used commas for periods and made so many spelling errors it sounds like your a very little kid for some reason
Praise the birb
Praise the birb
Purge the birb*
I never go for the crime lord deal because it's so stupid and so broken I keep expecting Paradox to patch it out and don't want to rely on it.
Well, it's been patched out.
@@mrazi9753 It now adds Criminal jobs, but how does that effect your economy?
@@b-chroniumproductions3177 Reduces trade, increases chances for negative crime related events to happen, makes those crime planet modifiers semi permanent or permanent, kills governors, etc.
Fantastic guide, unlike most Stellaris Tutorials it wasn't 2 hours long, great job!
Great tips, thank you! I knew some of these, but for example I had no idea the crime lord deal worked that way or was so powerful.
I always stayed away from it just because I didn't want any more crime. It was a solid tip.
People don't use the automatic trades? o.O
I'm new to Stellaris, but my entire empire relies on the automatic trades. I buy or sell some amount on more or less every resource type in the game.
I hate that the 'minimum sell price' is more or less useless though - I've never used it because you can't use decimals, and most of the resources have
Minimum sell price only works for strategic resources
It's useful to make a big sale of a resource like food or minerals, when it reaches 1 due to high demand.
As a corp, I use silos to buy cheap and sell higher to turn some extra profit. Of course, you can make some extra by preparing for actions which cause shortage of consumer goods ... you changed trade policy to pure credits. Or you can do the opposite, sell goods then switch to consumer benefits.
Alloys ... buy them when wars begin, sell automatically at inflated prices, you may even recoup the credits you invested as aid to help one side and curry favour with a faction, which may help you open options for later, like war or leaving a Federation without economic embarrassments.
It'd be better to be able to set min/max transaction price, not just unit price and also have price level triggered trading.
One tip that I find somewhat useful is to disable your admin cap buildings when no research or tradition is nearly unlocked. We only need admin cap increase for research, campaigns and traditions. I usually do this during the early game since there's not much to do and leaves room for micromanagement, but in later game the micromanagement may start to be overwhelming. This way you'll save up the crystals and could allocate the pops for another job. Of course, this is only applicable if you're playing gestalt consciousness or employing slaves to the bureaucrat jobs.
It seems to me, regular sales suppress prices so I either do balancing sales or big sudden sales which cause market instability by making wide fluctuations in prices
Later with sufficient resource silos, I can buy low and sell high in some resources, harming tall empires by inflating the costs of strategic resources forcing them to insource all their strategic resources, which a wide empire can mine
Personally, I like clerks because the consumer goods generated from the trade value pays for itself plus extra so I rarely have to build any civilian industries. It also allows me to fill up my ecumenopolae with jobs. The amenities created also means that I can hyper-focus my planets around alloys or research.
Me too, I feel clerks get too much hate. My last megacorp empire ended with nearly 30k trade value coming in. Had over 4000 pops and not a single consumer good factory.
@@Snoogen11 remember this vid was made before the megacorp update
@@oshitwaddup4956 Yeah this vid was, but the clerks still get lots of hate even now. Maybe the upcoming update will change that.
Ggggg
lol after the vid, i checked how many clacks i have, its about the job i have most. i love commercial zones, 5 jobs :)
look at you go. Big CZcamsr now. Thx for the video I'm back in the game and struggling with economy lol
#1 purge the xenos
Not good for economy, but the medicine for your soul
@@dinamosflams I was wondering what is the justification to prevent certain pops from colonizing when you could expand so much faster besides RP. But now every planet is just a giant mix of xenos lol.
@@dinamosflams *FORCE LABOR*
Philes*
my friends robot economy is kept going through processing species
10 is best tip. When i started playing stellaris in 2016 i have been playing wide. Getting kinda big mid game, but struggling with late game crisis. Now i play tall rush technology with capital world being covered in laboratories, getting repeatabl techs at year 2300, steamrolling my neighbour 3k fleets with my 30k armadas!
But i am nor efficient with pop, because i play xenophobe empire, so i purge everything in my way, and terraform everything into continental worlds, and colonize it with my pops. Still in midgame, i am in top three empires, in population numbers.
If you don't have Hive Mind DLC, then Oh Boy do I have news for you.
What if I (the player) am racist against robots?
Assimilate. Assimilate. Assimilate.
I for one welcome our robot overlords.
Spiritualist fool
Fanatic materialism all the way.
Use them as slaves or (better) build clone factories
Good video, always working to improve my game, and this helps.
Super helpful, thank you.
This is a good video but for the amenities issue late game I don’t remember the number you need to have but haveing high amenities increases happiness which increases stability and 10% resource output which doesn’t seem like a lot till late game...
Embrace Profit
As for the choice between robot assembly plants and gene clinics, why not both? Gene clinics also produce amenities and improve habitability across the board, making it a force multiplier for all the organic pops on the planet. Sure, I would build the robot assembly plant first, but a gene clinic not long after.
you forgot to say the crim lord deal remove all the crime events that are actually problematic
I would be willing to buy merchandise purely because I think it's hilarious that you asked during the video on economics 🤣🤣🤣
Worth noting some details from this guide have changed since 3.0. (but not too much)
Just when I was struggling in one game. Now, my friends in trouble now.
Bloody brilliant video
Thanks for the tips.
Number 4, the crime lord thing, is not really a tip, in my opinion, as it is just based on an exploit of game mechanics.
I probably would’ve made a comment on upgrading buildings that use strategic resources and whether to buy resources outright or spend a building slot producing minimal output.
Will you ever be doing a tech guide?
I just found your channel and I like it don’t worry I’m already subbed
Crime lord deal in my experience even if the crime starts to get out of control seems to be keeping most of the negative modifiers and events away.. I had games where I had 100 crime on multiple planets and yet they had no modifiers at all because of it..
I am not sure if that is because of the crime lord deal, but to me it seems to be connected
It IS because of the crime lord deal.
@@Stefan_Anon Played a game a couple days ago. Had crime lord deal, ai built a branch office on the planet and jacked my crime up to 100%. Suddenly, even with crime lord, i had mob rule and 2 governors died because of crime events within 4-5 months.
Sorry for posting on an old video, but I think its relevant. Do you have any guide on how to deal with the mid to endgame micromanagement saturation? Tips on how to make it feel like you´re playing and doing strategic decisions instead of dying by a thousand paper cuts.
hell, that crime lord tip still works 1 year later. I guess no one reported this exploit as a "bug".
Gene clinics are some of my favourite buildings. They pay for themselves instantly and then some. They give 2 medical workers. Both of which give 5 amenities so they can instantly be taken by 2 clerks. They both increase Pop growth by 5 percent for 10 percent Pop growth speed. They also increase habitability which especially early on can give an instant increase to ressource output on Planeten where your Spezies doesnt have 100 percent already. Its literally free Pop growth and ressource output since it just takes a clerk job.
Great content as always Stephan ! a couple of questions.
1- the optimal habitat build (without going synth) how can you manage habitat housing to avoid cutting your growth from overcrowding (in the late game especially ), what's the best habitat district build for non-toasters!
2- Immigration Emigration mechanics, can you shed some light on the matter?
3- Whenever I upgrade my outpost to a starbase in a system where there's a planet in order to build a black site to increase stability, that system start transferring its trade value to my capitol and I already have a trade hub that reaches it, how do I avoid that? (because it creates unnecessary piracy in the system linking it to the capitol without protection).
4- can you make a video about the galactic community and the different resolutions and the best to pursue? like the egalitarian one (greater good) it's awesome on paper but after a few runs it doesn't seem to work that well, moving pops is better imo, the materialist one (zro planetary decision) etc..
Thanks,
well you see
trade league with an ecumenopolis
Clerks still shit though.
Aren't gene clinics excellent additions for relic and ecumenopolis worlds? Relic worlds come with a whole bunch of research and refining jobs if you clear the blockers and the growth boost helps to hasten rebuilding the relic world as an ecumenopolis, which draws its strength from its alloy and consumer goods districts.
My current playthrough relies heavily on trade values (which if even a single major trade route is captured during a war, my economy is effectively crippled). I'm still trying to fix that by slowly switching to different sources of income
You should add. To do trades with A.I. players. Like buying alloys for food works great for me ;)
This is helpful and all, but what if you are a trade based economy? Any tips for those?
Huh, I used Gene Clinics a few times...but mostly because I had awful luck in getting Robot techs to pop up. Out of interest, are clerks more viable on different trade laws? I've used clerks to generate trade power, which I then use to create Consumer Goods/Energy Credits. I've liked this in the past because it lets me switch my economy quickly, without deconstructing/reconstructing districts. The downside is that it does take a lot of clerks. Caveat: I often play Megacorps.
1) I certainly agree with no clerks in the early or mid game. But later on your commercial zones also employ merchants, making them more worthwhile. Also, by late game I want to be saving district slots for mines rather than energy production.
2) Gene clinics are a source of amenities that also provide a pop boost. 10% might not be massive, but it helps.
3) Are you seriously not aware that higher amenities = higher happiness and stability = higher output from jobs? This is especially relevant for highly populated planets (particularly ring worlds and ecunompoli) where +10% or more of output is absolutely enormous.
Thx!
I only recently found out how to actually use the automatic trade in the market
Hm, Nowadays (in 3.0), Clones Vat allow pops to grow too like the Robots assembly. Is it a viable option or should we still focus on the clankies ?
I miss you stefan
"At it's core it's an economy simulater"
As most strategy games are.
Also, gene clinics should replace robotic factories if you build it first and do the same thing.
This reminds of Spore during the space stage
I played a game where I was really ahead in everything and after I got tech ascendancy my pop full on exploded, I resettled everyone, started doing pop controlls on every planet, took out the synth plants or whatever they are called tried everything and my pop would still be growing at a massive rate, what could i do with that?
Do these rules apply to a megachurch with gospel? Cause robots are already a no-no and I’ve found with a decent amount of clerks, my economy is producing so much energy, consumer goods, and unity that I’m so far ahead of the other empires than everything is either pathetic or inferior in comparison
i think if the developers will make stability on the plannets more hard to maintain psionic essantion could be much more useful and playable...
If your going down the genetic route clone vats are really good
In early-mid game, I was drowning in minerals, but had a chronic lack of building slots and had to use them for civilian industry, just to keep up with the demand. The solution is to get the technologies to mine strategic resources, mine them and then research building upgrades. Alloy buildings use motes, civilian industry uses crystals and research labs use gas. Having an extra three workers per building is really quite efficient. The cost of going from 2 to 5 workers and from 5 to 8 is the same (3 energy, 1 strategic resource), so it's OK to fully upgrade buildings.
It is sensible to specialise planets, both with designation and with buildings. Energy Grid, Mineral Purification, Research Institute and Ministry of Production boost their respective output by 15% (up to 25% for energy, minerals and food) and add jobs, but it would be wasteful to build all of them on one planet.
Space mining does not cause additional administrative cap over just claiming a system and all mines are economically viable, even the research ones, so mine everything.
While Clerks are bad, they're still a little better than unemployed pops, so sometimes it might be good to (temporarily) allow them. Anyway, Clerks or not, it would be a pity to let all that Trade Value go to waste. The key to collecting Trade Value is having space stations with Trade Hubs and the way to protect it is to have all the routes covered with Space Stations with Hangar Bays and maybe cheap Corvette patrols in some places.
It would be nice if we could order the jobs in a strata or even use some conditions to prioritise extraction of whatever is in the red.
Where is the 4th empire build Stefan
How about planetary specialization? For example if you have a huge food world then you should modify specie food bonus (+15%) and "strong" (+5% ) --->+20% food and sign governor with food bonus (+15%). If you do so the you'll have +35% bonus. Almost the same with huge energy, mineral worlds.
BTW tips in video only for beginners.
In Vanilla (no DLC) is it okay to completely focus on pop growth? Rapid breeders and Fanatic Xenophobe and rush robots. Around 3.0.3 (Dick I think) the pop growth started to be a lot better as it was severely lacking in older versions...
Is having clerks on capital world worth it or not as well?
The crime lord deal should enforce a base level crime at about 20 or 30 which you cannot go lower in any way.
Lol I always have way more clerks than is reasonable because I hate micromanaging and only build sectors or buildings when I have unemployment
Will we get an update on this video after the upcoming beurocrat...buff?
Well, sometimes, i feel pretty sad to see how that game can easily be cheese for min/max players with the (always been) unbalanced stuff like robots and tech rush while there's so many other stuff who can't stand the line.
Yep. Fun game but the meta is a very narrow pigeon hole with rigid walls.
Agreed though maybe it's just me that's lazy and incompetitive but if I were to play Stellaris in multiplayer I would 1: only play with trustworthy individuals and 2: decide whether to face modded extreme ai as a cooperative or agree on roleplaying guidelines beforehand.
Yeah agree, sadly in mp games theres usually only tech rush dan destroyer rush players. Hard to find chill mp game unless you play with friends
@@martabakcoding7784 that's what we do, we are mostly beginners but we play co op against highest difficulty AI. Some of us know basics that pops are key etc but we don't use any cheese methods. (says me with my gene clinics and spawning pools on every planet). 😏
Okay good guide. However some tips are much better than others and therefore I wanted to highlight them.
The robots and slaves are the best tips given.
I was always against slavery because it felt wrong to do (stupid I know it is just a game) and I also didn't want to bother with different habitability levels and demands, but when I did it was well worth it, it literally makes the biggest difference in your economy.
Stonks
Are clerks better for Megacorps?
Clerks are not as terrible as they are made out to be, if you need massive energy production and are very limited on how many planets you can get with enough max districts and generator districts to make a lot of energy a good fix is making some trade worlds especially making a trade ring world
if youre running corp empire do you still downplay clerks?
Does the 30% market fee hurt you worse with smaller trades ? I would think so...
Tall tech rush focused build for 2.8+ ?
The Clerk Job is useful at the beginning of the galactic community, when they look for a planet to become the galactic market. High trade value = your planet is more likely to host the galactic market = less trade fee, allowing you to abuse the market better.
I played Stellaris some time ago. When it was around 1.9
I just came back to it last weekend. "Oh nice an Update... WTF is all this?!!" nearly everthing changed :)
I played for 5h and never even seen the pop-screen. Might have to take a look at it
Agreed Clerks suck but higher Amenities = increased stability and bonus resource production.
what you think of making a charismatic xeno subspecies to serve as slave servant to produce ammineties, (don't take to much housing and increase population to unlock building too) also i don't know if robot can be servant like slave?
are clerks good for a megacorp?
I guess it's not possible to make step 2 on consoles. All I managed to do is select one type of job as favourite, so it completes before all others
upgraded gene clinics (I forget what they're called) give you +25% growth instead of +10%. do ya reckon that makes a difference in terms of viability? cause yeah 25% is a huge boost, but it's now taking 4 pops instead of 2, more consumer goods and 1 strategic recourse for monthly upkeep, so does it take less time to pay for itself?
Clinics are amenity buildings, don't build them for pop growth.
@@RobBCactive compared to a theater, they don't have nearly as much amneity, so that makes no sense cause otherwise there's no reason to build clinics over theaters, of course you build them for the pop growth that's the only reason they exist. the amenities are just to buff the building slightly.
clerks are AMAZING for mega corps and thats about it....or if you have the proper civics and buffs for it overall totally agree theyre crap unless its MC gov type
Wait! What about trade, trade value of planet and happiness modifier effects of clerk jobs? At first it looks like an unemployment job but i couldn't calculate trade effect
"clerks are useless"
and merely 21 days later Stellaris would prove Stefan wrong
What are you referring to?
@@karusmuuti 21 days after this video was posted Stellaris released Megacorp making trade value pretty important
@@karusmuuti mega corps can make trade value into 0.5 energy, 0.25 consumer goods and 0.25 unity
Stephan, are you sure with the gene clinic?
I usually have to build holo theater at some point.
So that 5 amenity per gene job means that two gene jobs are saving one entertainer. With cuts the amortization time in half 334 months (27,7 years) and a gene job has paid it self. (Actually way sooner because the pops grew faster from day one)
Consider that those pops could've been doing something else. 2 Metallurgists working for 334 months would produce 2k alloys - more than enough to build an entire Habitat - and that's just base, as in before tech, edicts, ethics, civics, what have you.
Mathematically speaking:
- A gene clinic boosts pop growth speed by +10%. Using the base value (3.00), that means it boosts pop growth speed by 0.30.
- A new pop is produced every 100 pop growth.
This means it takes 0.30/100.00 = 333.33 (repeating) months for the gene clinic's output to add up to one bonus pop. Or, 27.7 years, as you said.
However, gene clinics give two medical worker jobs, not one: you're still -1 pop that could otherwise be doing another job. This means you need another 27.7 years just to break even on pops from using a gene clinic, then *another* 27.7 years before you see an actual net gain from using a gene clinic. That's literally 1,000 months.
Those 1,000 months also come with a consumer goods cost: 4 consumer goods per month, so that net gain of +1 pop costs you 4,000 consumer goods. Beyond that point, each additional bonus pop is costing you another 1,333.32(ish) consumer goods.
Meanwhile, a holo-theater produces double the amenities and also some unity for half the consumer goods cost, and also doesn't reduce your workable pops for 70-ish years while you wait for the payout.
Soo... yeah, I'm sorta inclined to agree with Stefan Anon, here.
In term of production, 2 medical workers aren't equivalent to 1 entertainer because they cost 1 more CG to maintain and they produce two extra unity each months, in addition to the pops base costs.
Like, if we were to compare employing two entertainers to two medical workers, then by the time the two medical workers have produced one extra pop (334 months), then the two entertainers would have costed you 667 less CG and produced at least 1667 more unity while also increasing the stability on your world all this time. Assuming unity and cg are equivalent to 2 energy each, it means that extra pop costed you at least 4667 energy equivalent (more likely something like 6000 to 8000 energy once you take into account other bonuses to unity production and higher stability from amenities).
So in term of opportunity cost, that's a very expensive new pop. It's just not profitable.
Ok I'm convinced. ☺
No gene clinic for me. 😉
Thanks
5:03....I hired them....they bailed on me and took my money too...I hailed them and they weren't answering............................................I sent a fleet and blew their station up to kingdom come.
clerks are fine if you have a lot of trade buddies around your empire
Amusing, I have actually found that clerks do have quite a few selling points, and I typically make my third colony a clerk based economy. If you use them right you can unlock ascension perks rediculously quick, host the galactic market, and have some versatility in your economy. Keep in mind, mid-late game you do need to have a large immigration pull to get them to work well.
Clerks are garbage.
Your snowflake build doesn't change anything.
@@samithonjames370 care to elaborate? I have to say, rapidly unlocking ascension perks and hosting the galactic market are some pretty big plusses.
Tried something with the trade worth now I make bout 600 consumer goods because of trade and upgraded Civil industry
Every empire's backbone, heart and arteries is its economy, I always play by "military power is a mirror or the economy, so a large healthy economy equals a large healthy army"
'500 tech' could use some explanation.
So what happens with clerks if you are a mega corp in a trade league federation? Are clerks better since trade value is better or are they still bad?
I know right?
I like doing lots of clerks in a megacorporation and trade league federation.
I can get ALL my consumer goods and most of my unity that way ^^'
Still bad. A case can be made for Thrifty pops, though.
@@vikrots6167
Offcourse they'd have thrifty!
We're stacking trade value here!
@@vikrots6167 but later in the game districts are limited, and city districts gives more clerks than a gen district gives technicians.
so early game I focus more on technicians and slowly switch to clerks as they free up my districts and building slots due to the mass of consumer goods factories I can replace thanks to the trade policy
I didn't run the numbers, but per pop (scarce in early game) I would favor the technician and per district (scarce mid to late game) the clerk. in a trade league
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