「Stellaris」 10 Tips To Improve Your Economy - Advanced Min-Max
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- Опубліковано 29 вер 2024
- 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?
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
dont forget to throw in some administrators with your research, the penalties from empire sprawl can quickly outpace your science output...
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
How to battle unemployment though?
Quick question: I haven't played this game for a year, is the frame rate in late game still a pain or did they adjust it?
I love this game, but my i5-6600k couldn't handle the late game and so i abandoned it for some time.
I recently upgraded (see last two weeks) but my 6600k had no issues with framerate, my only issue was how the day speed slowed down and even then it was still fine. Maybe check your settings or run it in dx11 and that could help improve your framerate
@@samtrepac3387 If I remember correctly in order to run Stellaris with dx11 i have to add "-dx11" to the launch options of the game on Steam, right?
Also do you remember by chance if you changed any particular setting in order to make it work smoothly? Not necessarily in the game option, but maybe in the nVidia control panel settings (if you are using a nVidia gpu).
The last time i played Stellaris was way before patch 2.8, but i remember that on my medium-sized galaxy at late game the frame rate was pretty bad, with fleets moving at different time and instant stuttering every few seconds at fast time speed.
@@chesirecat8928 I tweaked around with the settings but I do not remember exactly what I had. I think I kept everything as low as possible to take the load off of my cpu a bit. For running dx11 that should be it, though on my 6600k I had not known of the option. Maybe try running some benchmarks on your PC since before 2.8 Stellaris was almost exclusively based on your single core speed. For comparison from 2.0 to 2.7 when I had my 6600k I was running tons of mods in a huge Galaxy with Max ai empires with no stuttering, just slower days than I had liked. My friend using a 6500 is having no framerate issues currently either
@@samtrepac3387 Wait, what do you mean by slower days? Maybe I have used the wrong term, when I said low frame rate I intended just late game lag.
Do you really didn't have any strong lag in late game? And you were even using many mods in a huge galaxy!? I'm a bit jealous, I'll try messing with the settings because the game itself is awesome and it was a pity to abandon it.
“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.
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
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.
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
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.
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.
@@thechloromancer3310 they also improve habitability by 5% for each tier of the clinic, don't know how long they did that as i only started getting into it. It's pretty useful in the colony rush stage as a xenophobic isolationist empire when you need to make the best of colonies that aren't ideal. Too many arguments against just try to use all their math on why the pop growth is a dogsh*t bonus when there's so much more about the clinics that helps you.
"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
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._
#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
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!
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.
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.
Praise the birb
Praise the birb
Purge the birb*
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.
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
u know ur empire sucks when the mushrooms start rebelling (I had to learn this the hard way)
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.
lol after the vid, i checked how many clacks i have, its about the job i have most. i love commercial zones, 5 jobs :)
You know, I don’t think I ever noticed the slave tab in the trade window. Thanks for that and the other tips.
you forgot to say the crim lord deal remove all the crime events that are actually problematic
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.
well you see
trade league with an ecumenopolis
Clerks still shit though.
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
Embrace Profit
Lol I always have way more clerks than is reasonable because I hate micromanaging and only build sectors or buildings when I have unemployment
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). 😏
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.
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
Just when I was struggling in one game. Now, my friends in trouble now.
The Slave market is the best market. - Crying in Egalitarians.
you can actually still buy slaves off the market, you just free them immediately. In others words, you get to be the good guy AND you get extra pops
How the fudge do you get over 500 research by year 50? I've tried countless times, with several different builds, and my economy simply can't handle it. Instead I tend to linger around 200 research well into the 100s, because my economy simply can't keep up. It's obvious I'm missing something here, but I can't for the life of me figure out what.
This is odd. You say that clerks are a waste. Not if you design for trade. Racial of +25%, plus a ton of bonuses to trade(got mine to +125%) means that each clerk produces more than double what is listed. Add in the additional bonuses for high stability means EVERYTHING is producing +30% more. Be in a trade federation and you get half of that as goods and half as Unity and you scream through the traditions tree and never need to build a goods/unity building ever. That means more people free to research/alloys at +30%. I made a Litho race(yeah slow pop growth) Trade Federation. I don't deal with Unity, Food, Goods, or energy because my income is so high. I have focused on minerals(which I sell, 1k/month) and research. I buy through trade(10% market fee) all the alloys I need. Very little of this is from pops in unity/alloy/goods/food/energy buildings which frees up all these building spaces for things I choose to focus on. More research, more alloys, more admin. You can buy all other resources with enough trade. Only research/admin can you not buy. But you can buy the resources for research/admin. Clerks for a base, non-focused race is a waste. Build your race around the idea of trade. Just like you build your race around any single concept can be almost game breaking. Focus on trade, or pop growth, utopian, machine, immigration, Raiding, etc. Build a race that focuses on one thing and do it well can allow you to win. It depends on how the race is designed and how it is played. Which makes this game interesting. Hell even Gene Clinics are useful if it gives you that extra umph!! you are looking for. This game is not about big bonuses(which are nice, no doubt) but stacking all of the little bonuses. Each one may not do much. But taken all together will fundamentally change how a game is played.
Sorry for the wall of text. I find designing races almost more fun than the game itself. Testing ideas and seeing them work is great.
Building around trade is pretty irrelevant since anyone can have a good economy, even tech rushers.
Hint, they don't use clerks. You absolute hairy dingleberry.
@@samithonjames370 There are three strata of jobs.
Ruler which can be merchants or executives if you are mercantile. Neither of these can you control the quantity.
Specialist. Only one job exists that provides trade and it provides the same trade as a clerk for the cost of goods. Which is Managers if you are mercantile, and not spiritualist.
Plus the third only way to have a job that provides trade which is clerk.
Otherwise your trade income is based on pop quantity and trade stations. If that is your view on trade being irrelevant then you are right.
But I am talking about having trade be your primary resource which means triple or more the amount of trade than your regular empire obtains. How do you produce so much trade unless you have pop actually working jobs that you assign over and above what a regular empire's trade can produce.
Trade for a regular empire is meh. The same for other empires and therefore there is nothing special about it. Focused trade on the other hand can produce all an empires goods, unity, energy in surplus by focusing. So I am not talking about just a good economy. I am talking about a insane economy where you do not have any goods buildings/unity buildings/minimal mineral districts/no energy districts. Saving all that space/buildings space for research/alloys and others. An empires limits are districts and buildings. Being able to remove buildings needed to focus more on others is a huge difference. While a regular empire needs goods and minerals(plus the pop/district/buildings etc to maintian) to create those goods and spread out their bonuses(mineral bonus, goods bonus, etc) a race that focuses on trade can focus all bonuses on one subject and stack the effects.
All other ways of producing goods/unity requires creation of minerals for those goods/unity/research. Why fiddle with that when all trade is free(except Managers) and do not require anything other than a building and a pop to create. No minerals, no extra districts, no maintenance on those extra production. Oh and trade(goods) pays for the people producing the trade(upkeep).
All I am saying is that focusing on one thing to the extreme will net big returns compared to jack of all trades empires. Trade is another option for focus, same as military, tech, etc.
Ahh. Wall of text. lol. explaining things is difficult. lol
miss typed. Please replace mercantile with Megacorp in my previous wall of text.
Hey, Could you speak a bit slowly ? I'm not fluent in english language and there is so much information. Or put some subtitles please xD
You can change the playback speed of the video to 0.75x on your end to make it easier for you.
@@postron5649 wtf how i didn't think to it. Thanks bro
@@bakounine2427 Glad to be of help :)
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
Tried something with the trade worth now I make bout 600 consumer goods because of trade and upgraded Civil industry
Fantastic guide, unlike most Stellaris Tutorials it wasn't 2 hours long, great job!
Unemployed robots dont matter... right? As long as its only robots?
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
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.
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...
The crime lord deal should enforce a base level crime at about 20 or 30 which you cannot go lower in any way.
*laughs in a planet full of clerks just to make coruscant from star wars*
Where is the 4th empire build Stefan
This is helpful and all, but what if you are a trade based economy? Any tips for those?
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.
look at you go. Big UA-camr now. Thx for the video I'm back in the game and struggling with economy lol
'500 tech' could use some explanation.
The tip about clerks is just plain wrong.
Forgetting trade value they produce and what that means depending on trade policy.
Game I'm playing now am have trade policy as Social Development, so each trade point is .25 unity, consumer goods, and society research base and that gets modded up further by other stuff
like race, civics, edict buffs, likewise buffed down are costs. My home planet clerk cost for my race are .9 food - .1 consumer goods - .9 Amenities - .9 housing to produce 2.5 amenities and 2.5 trade, so thats producing - under social development trade policy, net: 1.6 amenities, .5 consumer goods, .6 unity, and .6 society research.
Agree on gene clinics verses robots - what kills their utility is for early colonies they suck up all the initial available workers. Best early buildings are the 1 worker ones like minerals purification, energy grid, and always get the Autochthon/temple buildings early.
@Vampiresoap no arguement there, but I was commenting on the blanket nature of the comment. They perform different function than base jobs. What can be said is don't build any more city districts than necessary, clerks+empire sprawl+cost to build.
@@KG-1 They're still shit get over it.
I don't want my friends to know, so I have to dislike the video. Sorry.
lul
"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
Wait what about trade value from clerks
How unexpected.
"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.
I would be willing to buy merchandise purely because I think it's hilarious that you asked during the video on economics 🤣🤣🤣
best tip was about the gene clinics... I learned about how useless those were the hard way and I didn't realize how useless clerks were.
Am I trippin or does everyone say 13 alloys for the price to not move, but I swear I think it’s 12
Does the 30% market fee hurt you worse with smaller trades ? I would think so...
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 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
UNEMPLOYEMENT IS WORST THING EVER, doesn't explain how to manage it.
Agreed Clerks suck but higher Amenities = increased stability and bonus resource production.
You should add. To do trades with A.I. players. Like buying alloys for food works great for me ;)
I think clerks should produce a bit of everything rather than not enough of two resources you already have plenty of
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
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.
hell, that crime lord tip still works 1 year later. I guess no one reported this exploit as a "bug".
Will we get an update on this video after the upcoming beurocrat...buff?
I only recently found out how to actually use the automatic trade in the market
i think if the developers will make stability on the plannets more hard to maintain psionic essantion could be much more useful and playable...
Avoid clerks... So keep the bureaucracy at bay. Just like real life.
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
Literally do the exact opposite and you’ll have a better economy.
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,
the main thing of crime lord deal is that it removes negative events, isnt it? You can use 100% crime planets with no problems.
But having crime more than 25 means you lose stability, a very big deal
@@durnel2001 Social welfare for happiness. Ammenities with gene clinics (with is must have, because pop growth). Deep space black site for governing ethics attraction and free stability. High faction approval will give you happiness as well. So, to summarize, it will give you a lot of stability + stability from crime lord deal. Idk how can you get low. Also you can use byzantine Bureaucracy for free stability and unity in late game.
@@deviansee the cost for higher living standard are higher then the stab bonuses.
@@durnel2001 Actually crime Lord deal removes the negative events from crime hence being a deal with the crime lords so there is no reason not to get it
@@EliteSpectre32 Crime has a negative modifier in addition to the events, crime lord doesn't solve the drop in happiness and stability fron high crime, that's why you still have to manage it
#1) No clerks.... my rogue servitors beg to differ.
Stonks
clerks are fine if you have a lot of trade buddies around your empire
If your going down the genetic route clone vats are really good
Tall tech rush focused build for 2.8+ ?
Why do you have so many building slots in your planets?
clercs also provide trade value? is that value so insignificant that it's not even worth mentioning?
I like the take on amenities, everyone I have watched keeps saying never let it go below 0 but I just don't see the reasoning behind it. The penalties are for doing so are laughable unless there are hidden reasons.
Yeah, the trade value is basically negligible, especially later on. There are no techs to increase clerk production, while miners and technicians become significantly more productive quite quickly.
Just realized I can sell minerals for energy credits 😂
Will you ever be doing a tech guide?
Your wrong about clinics bc u use them for the amenities
I like to pick void dweller and set habitable planes to 0.25 spawn rate.... good luck earthies 😂
Lmao dude evil 😭😭 .But realistic , a species that doesnt have to rely on habitable planets would have an advtange
The first one is wrong. Clerks produce Trade Value wich you can use to get Energy, unity and consumer goods if you have a Trading federation ( 0,5 Energy, 0,25 Unity and 0,25 Consumer goods for 1 Trade value) wich makes them really powerfull especially bc you can have 15 clerks in one Building.
i feel like this gets missed
Haha, not me over here with tons of clerk jobs
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.
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.
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
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...
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.
#1 arcology project and alot of slaves
Arn't Clercs useful to decrease the sprawl of your empire? which also affects the economy and research negatively on both the income and expenditures side..... They add administrative capability... Looks at the empire sprawl on the empire in the video...
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