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Habitats can be built at any planet (not moon) without an existing station. So to build at a science/mining/energy planet to get that district, you first need to deconstruct any existing mining/research station.
So if you build above a mineral planet for example, you lose the small stations, but gain powerful districts. I focused on the value 2 bonus planets first, particularily for mining cause alloys are so vital to the voidborne.
Star type doesnt matter. Broken planet at black hole? can habitat there too!
if you need energy/minerals/science - look for a planet with smallest bonus, no reason to secrifice 20 minerals planet if 1 mineral planet will give same amount of resources.
if you need rare resources like crystals/gases/motes - look for planet with hightest amount, it will allow you to build, it will allow you to build same amount of factories on habitat, so planet with 5 motes will allow you to build 5 mote factories and effectively double your motes income.
Planets WITH resources are pretty rare to begin with - So yes... but also no.
Did not know about that with strategics. My god... This changes everything...
An ideal place actually to build trade planets since dont need many housing ones for strategics.
I'm not sure what you're trying to say, but it sounds like you don't realize you can built habitats above colonized planets (forgive me if I'm wrong).
Whelp, that math for when I get home the per station yield, will update to compare a trade station with a mining/alloy/commercial.
Minerals convert to Consumer Goods at a 1:1 ratio, so essentially, Clerks produce 1.5 basic resources plus some minor amount of happiness, while Miners produce 4 basic resources.
You get some extra amenities, and you save an Artisan job for every 6 Clerks that you run, but I think it's pretty obvious that Miner Districts are the stronger option if we just consider the baseline yields.
There may be some specific setups where you can make Clerks the preferred option, but unless an empire is specifically designed for that, the special districts are very desirable.
The trade district is 5 clerks, the mining district is 3 miners. 10 trade and 10 amenities, vs 12 minerals.
Converting the trade to to consumer goods, and getting the amenities from the district, saves you building slots and rare crystals. Having a lot of extra amenities can also boost a planet's yields by like 30% IIRC.
But it does bear consideration on your empire and start. An economic focus gives versatility where you want your resources to go with wartime/mixed/consumer economy plus the living standards. Whelp, this is too much for brain math on mobile... Need the modifers that give all boosts as there are techs now that increase alloy and goods return.
I'm not actually sure what you mean here. Clerks are workers not specialists, they don't have any extra energy cost, both districts have an upkeep of 2 energy.
Pop efficiency on the other hand is one of the most important aspects of the economy in Stellaris, right after raw pop growth.
Plus the trade district does not offer enough housing for all 5 jobs, so you have to build some housing districts to compensate - so it's not actually 5 clerks per district slot.
Yes, but the amount that you save is minimal compared to the raw extra production per pop.
Plus, production modifiers for Miners/Engineers/Farmers are SO easy to come by. Realistically, just by researching the generic +yield techs, by the time you unlock habitats, you'll already be at 180%+ Miner efficiency, so each miner actually produces 7 Minerals instead of 4. Trade Value pretty much doesn't get any generic bonuses, other than the 20% from the habitat specialization and the minor bonus from stability.
Amenities don't boost planet yields, they boost stability, to a max of 20% if you have TWICE the amount of amenities required. High Stability then increases resource production by up to 30%.
This is, as you can imagine, an extremely inefficient conversion. Stacking Amenities hasn't been a thing for ages, it's and sometimes it's even most efficient to let them go negative if that doesn't put you below 50 stability.
Doesn't help you get a Habitat with say... Mining districts, if the planet didn't have a resource bonus to begin with. Planets - With - Resources bonuses - Are - Not - Common.
I don't know how to spell that out any simpler :D