![]() It was decided to send machines on ahead to begin the process of terraforming new planets. An FTL drive was invented, but FTL travel was fatal to cell-based organisms. ![]() War and disease do tend to drive down housing prices, don't they? Colonization of other planets seemed like the only solution. You can get a total specialist economy by year 20-25, but it's a constant race to ensure youre trade deals are up and running nad you're managing opinions.Seems mankind finally got their act together in the 21st century. If you want a recommendation for a fun game- not in a meta-chasing sense, but a 'my typical priorities have totally changed'- try a Rogue Servitor CG-economy build. Fail to maintain access, and you crumble faster than the First League. You're basically betting not just on having positive trade relations, but being able to maintain those relations, and protect those trade relations from a dangerous neighborhood that might not be so winning. Leaning into a CG-trade good community is definitely a high-risk/high-reward model for a fun and different game dynamic. (On the Captain scale, at year 15-20, they will usually trade energy-for-CG at better rates than year 35-40, whereas minerals increase- that suggests a lower energy income from developing more infrastructure). Autarky isn't an optimal economic model IRL for a reason, and while Stellaris might be bad at moddling international trade, I'm fairly sure it basis it's ratios on what its current surpluses are. Exploitable, but a lot of the Stellaris systems can be. This has risks- strategic auturky has its place in a self-sufficient economy, and if your allies fall through on supplying the resources and you can't replace the deals you'll have issues- but if you're in the mid-game the AI will probably not crash their economy on a resource-level, and as the galactic market comes online you can always resort to the uncapped nature of the market as a substitute. That is extremely efficient on a per-pop level, equivalent to a miner with a tier-2 booster building and 50% output on a 100% habitaiblity world, and doesn't factor in CG-boosting techs or buildings. 8 minerals, then a base 6-CG artisan can really be generating almost 15 minerals in trade per pop, or a net of 9 minerals per pop working. (Read- ideology-warred neighbors and federation allies, plus diplomatic favors.) If you can trade 1 CG for 3 minerals, but a factory-designated world can create 1 CG per. At even Cordial relations in the early game you can trade CG at up to 1-to-3 energy rate depending on the partner's economy, and as the AI's overall resource economy and opinion improves you can get better ratios, especially if you invoke diplomatic favors or a subject's relative military-power disrepancy for loyal subjects.Įspecially for Egalitarian empires (and Rogue Servitors), there can be a point earlier in the game than you might think that pure-CG worlds are as good generating minerals than actual mineral worlds, if you have the good relations and allies to trade them to. CG are exceptionally good trade goods if you have the allies to trade them with.Īt positive relations, the AI will typically trade for resources at better-than-market rates, and CG as a base-2 resource can be exceptionally value as a trade good for base-1 energy/food/minerals, depending on your partner's economy. Sometimes RNJesus abandons you, but I think you might have had a stronger hand than you realized. i can use building slots for anything that i don't have room for elsewhere and don't need many workers, e. With 15 districts and a specialization building I can employ 32 farmers. When I have enough pops, I will start building industry districts and switch the planet designation to CG or alloy production.ī) Planet size 13, 3 energy, 6 mineral, 6 farming districts: I start with mining districts (I always have more trouble getting enough minerals compared to food, YMMV), and later specialice this as a tech worldĬ) Planet size 22, 4 energy, 9 mineral and 15 food districts: I turn this planet into a farming world. If however there are enough districts of one specific type to make it worthwhile specializing on that, I may just turn this into a base resource production world and ignore industrial districts and not build research buildings.Ī) Planet size 20, 7 energy, 5 mineral, 6 farming districts: I start this planet with generator districts. If not, I will develop this planet to t tech world later and leave those districts unused. If after deducting worker and city districts there remain a notable number of free districts, I may also use the industrial districts and specialize the planet for CG or alloy production. I typically only use at most one of the worker district types (mines, generators, farms), and normally the one type which gives me the most districts.
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