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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.
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.
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.
This is in the latest beta? I'm playin 2.2.3
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.
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.
If the bonus didn't come with a 10% penalty, I might be more inclined to actually polarize