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suppa Dec 22, 2018 @ 6:41am
Trade goods and civilian fabricators
As non-gestalt how do you deal with trade goods demand?

I'm having a real problem across all my starts where I just can't get civilian fabricators fast enough and they're critical to meeting demand.

Running a mixed trade policy isn't a sure fix since I depend on trade value for energy.
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Showing 1-13 of 13 comments
Ryika Dec 22, 2018 @ 7:21am 
Mixed Trade Policy is the cheapest and most efficient way to get your consumer goods, so if you can't afford to run it, then that's what you should work on.

Any other solution will have a much bigger impact on your overall productivity.

/edit: And of course on top of that, you can also sell any consumer goods that you don't need to make up for the reduced energy production from direct trade. Unless the consumer goods market has completely crashed - which I have never seen - you will actually end up with more energy if you use Mixed Trade Policy and then just sell those consumer goods.
Last edited by Ryika; Dec 22, 2018 @ 7:25am
Evilgenius Dec 22, 2018 @ 7:32am 
only way to get consumer goods is through trade policy (consumer benefit policy), civilian factories and the galactic market.

If you have trouble producing them, just switch to the consumer benefit trade policy, because running a energy deficit is alot easier to solve then running a consumer goods deficit.
Mistfox Dec 22, 2018 @ 7:36am 
Originally posted by suppa:
As non-gestalt how do you deal with trade goods demand?

I'm having a real problem across all my starts where I just can't get civilian fabricators fast enough and they're critical to meeting demand.

Running a mixed trade policy isn't a sure fix since I depend on trade value for energy.

One "bug" in the new patch is that when you start a new game, it sets your living standards to some weird value that sucks up a lot of goods. When you start a game, one of the first things that you need to do is manually go to species rights/default rights and set it back to the "proper" level. It helps a lot when your pop is not guzzling goods like a 3rd World dictator. It makes your start more reasonable. I had a similar problem to yours until I found the problem.
Last edited by Mistfox; Dec 22, 2018 @ 7:37am
suppa Dec 22, 2018 @ 7:38am 
Originally posted by Mistfox:
Originally posted by suppa:
As non-gestalt how do you deal with trade goods demand?

I'm having a real problem across all my starts where I just can't get civilian fabricators fast enough and they're critical to meeting demand.

Running a mixed trade policy isn't a sure fix since I depend on trade value for energy.

One "bug" in the new patch is that when you start a new game, it sets your living standards to some weird value that sucks up a lot of goods. When you start a game, one of the first things that you need to do is manually go to species rights/default rights and set it back to the "proper" level. It helps a lot when your pop is not guzzling goods like a 3rd World dictator.

This is in the latest beta? I'm playin 2.2.3
Evilgenius Dec 22, 2018 @ 7:40am 
Originally posted by Mistfox:
One "bug" in the new patch is that when you start a new game, it sets your living standards to some weird value that sucks up a lot of goods. When you start a game, one of the first things that you need to do is manually go to species rights/default rights and set it back to the "proper" level. It helps a lot when your pop is not guzzling goods like a 3rd World dictator.

I have not seen this "bug". My new games just start with decent conditions or stratified economy (depending if i go egalitarian or authoritarian).
Mistfox Dec 22, 2018 @ 7:43am 
Originally posted by evilgenius:
Originally posted by Mistfox:
One "bug" in the new patch is that when you start a new game, it sets your living standards to some weird value that sucks up a lot of goods. When you start a game, one of the first things that you need to do is manually go to species rights/default rights and set it back to the "proper" level. It helps a lot when your pop is not guzzling goods like a 3rd World dictator.

I have not seen this "bug". My new games just start with decent conditions or stratified economy (depending if i go egalitarian or authoritarian).

Odd, I start on 2.2 and when I go egalitarian it's blank and I have to set it to decent or welfare. The income goes from -4 to 15 when I do that so it's a fairly significant hit. I can only assume it sets mine to things like Utopia living standards.
Last edited by Mistfox; Dec 22, 2018 @ 7:46am
galadon3 Dec 22, 2018 @ 8:36am 
I usually don't build any of the theatres that are specilized on amenities and go with a trade-building early on, it delivers the ameninities and generates trade wich can be turned into energy and consumer goods (or, since I usually manage to get a consumer good industry running) into unity, wich makes the first trads usually rather fast.
Shinzor Dec 22, 2018 @ 8:52am 
Habitats make most of mine I make two per habitat at least and make one crystal fabricator to supply them making extras here and there as needed and it seems to work really well and they sell for a lot on the market they actually kept me afloat more than a few times when I needed to buy alloys, also just thought I should say I never run mixed trade I find you lose out on way to much energy and I run with at least one of each building that uses it on most if not all my worlds
Last edited by Shinzor; Dec 22, 2018 @ 8:55am
Shinzor Dec 22, 2018 @ 9:04am 
Originally posted by evilgenius:
Originally posted by Mistfox:
One "bug" in the new patch is that when you start a new game, it sets your living standards to some weird value that sucks up a lot of goods. When you start a game, one of the first things that you need to do is manually go to species rights/default rights and set it back to the "proper" level. It helps a lot when your pop is not guzzling goods like a 3rd World dictator.

I have not seen this "bug". My new games just start with decent conditions or stratified economy (depending if i go egalitarian or authoritarian).
I have not noticed it my self as well I turn it to the best one(whatever that science one is for materialists) right away to make my people happy as soon as I start and grow my economy to always be able to pay for it my people will never go without and in return they produce more
Last edited by Shinzor; Dec 22, 2018 @ 9:04am
Evilgenius Dec 22, 2018 @ 9:07am 
Originally posted by Shinzor:
Habitats make most of mine I make two per habitat at least and make one crystal fabricator to supply them making extras here and there as needed and it seems to work really well and they sell for a lot on the market they actually kept me afloat more than a few times when I needed to buy alloys, also just thought I should say I never run mixed trade I find you lose out on way to much energy and I run with at least one of each building that uses it on most if not all my worlds

think you are confusing 2 policies, mixed economy: which give no bonus or penaly to consumer goods and alloy production. It is a economic policy, I almost always pick Militarized Economy here: -25% consumer good production, +15% Alloy production.

and the Trade Policies, that do effect energy production from trade value. And consumer benefits: which gives 0.5 energy and 0.25 consumer goods per trade value.

That is a really good deal, because you effectively pay 2 energt for 1 consumer good, and that is a much better price then what you would get on the galactic market. Plus it gives you consumer goods without spending minerals or working pops. which could then be used to make more alloys that get the +15% boost from your Militarized Economy.
Crim Dec 22, 2018 @ 8:40pm 
Originally posted by evilgenius:
Originally posted by Shinzor:
Habitats make most of mine I make two per habitat at least and make one crystal fabricator to supply them making extras here and there as needed and it seems to work really well and they sell for a lot on the market they actually kept me afloat more than a few times when I needed to buy alloys, also just thought I should say I never run mixed trade I find you lose out on way to much energy and I run with at least one of each building that uses it on most if not all my worlds

think you are confusing 2 policies, mixed economy: which give no bonus or penaly to consumer goods and alloy production. It is a economic policy, I almost always pick Militarized Economy here: -25% consumer good production, +15% Alloy production.

and the Trade Policies, that do effect energy production from trade value. And consumer benefits: which gives 0.5 energy and 0.25 consumer goods per trade value.

That is a really good deal, because you effectively pay 2 energt for 1 consumer good, and that is a much better price then what you would get on the galactic market. Plus it gives you consumer goods without spending minerals or working pops. which could then be used to make more alloys that get the +15% boost from your Militarized Economy.
I'm a big fan of just setting both to Neutral
If the bonus didn't come with a 10% penalty, I might be more inclined to actually polarize
Cian Dec 22, 2018 @ 9:31pm 
I like to get 100% of my consumer goods from trade and use militarized economy for bonus alloy production.
Ryika Dec 22, 2018 @ 11:53pm 
Originally posted by Talamare:
I'm a big fan of just setting both to Neutral
If the bonus didn't come with a 10% penalty, I might be more inclined to actually polarize
It actually comes with a 25% penalty, but that penalty is not applied to the consumer goods that are produced from trade. Because of that, Militarized Economy is simply a +15% Alloy modifier as long as you don't have to manually produce consumer goods (which you probably shouldn't be doing anyway if you care about efficiency).
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Date Posted: Dec 22, 2018 @ 6:41am
Posts: 13