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2. Lowering matket tax to a noticable amount is a too long-term goal (not to mention, unreliable one). Want profit? Build a fleet and start conquering your neighbours as early as 2215: will give you best production boost there is. By 2240-2250 you can easily have 3-4 neighbouring capital planets with both perfect habitability and past initial unrest stage (read: fully productive), putting you at a ~200 pops.
3. Clerks only work early game, with trifty trait, fanatic xenophile, authoritatian living standards, and 10% trade civic. All that (along with high stability) will make clerks produce ~4 trade each (2EC + 1CG or 4 EC) at a cost of 0.1CG and 1 food.
Basically, results in (per pop*):
0.73 CG
1.42 EC
1.6 AM
*including farmers and structures upkeep
In order to run CG factory you'll need about:
3 miners
1.5 farmers
1 technician
2 artisans
1 entertainer
This results in ~1.125CG/pop
Technicans initially sit at ~2.18EC/pop (considering food and CG needs).
Entertainers are at ~3.33/pop
So, while you do get ~30-40% ahead in EC+CG production per pop initially, it only lasts until the first production boosting techs, and goes downhill from there. Also, it only works for authoritarian living standards: worker CG costs skyrocket otherwise, while extra production from slaves (especially slaver guilds) puts clerks at more even footing.
Thing is: you don't need CG, sine authoritarian standards allow you to sustain homeworld pops on base 10 CG, while running 6 foundries. Slaver guilds also makes you independent from mineral-rich systems (although, not everyone is into that).
The only possibility I see here is that clerks might be initially more efficient than foundries (alloys being 5.2EC with 30% tax, putting clerks to ~0.61 alloys/pop), but that's where militarized economy comes into play, making things even. Lowering tax at that point seems less efficient than investing traditions into fleet.
Unless you heavily invest into them, clerks are a filler job you should get rid of the first opportunity you get. If you do invest heavily, they are only good for a couple decades, and mostly for getting something out of those low-habitability worlds.
1) First of all I calculated that Food is not 5% better than EC, at least it is 51% better at 30 % tax rate. And latter food districts gets even better at lower Tax Fee up to 100% max. I need to calculate price flactuations, but it might be still better than EC even if food price drops to (0.8 or 0.7), but it is quite hard to tell on estimations.
2) Tax rate, reduction is actually great for your economy, maybe focusing as secondary objective after building huge fleet and having lots resource trading, not only selling food, but also minerals and excess CG
3) Clerks work for all civics, I calculated on default production all these profits, no bonuses were included. With a default living standarts. You can get more profits with lower living standarts, or you can make less profits if you make higher living standarts. Stability isn't very rewarding, so it might be optimal to have a bit higher stability than 50%.
4) Mineral production on planets is totally ♥♥♥♥♥♥♥♥♥, total waste of resources. Especially when you waste civics to get extra 1 mineral production is double ♥♥♥♥♥♥♥♥♥. EC is at least 3 times better than mines and FOOD is 5 times better then mines (on defaults) with 30% market fee. Just getting space stations is more than enough, you will want soon to sell all your minerals and keep something about more 30 production than consuming, when you have 2-3 k of supply, later you might need a bit higher production with more planets,
5) I didn;t calculate entertainers or scientist profit/loss, but Instantly identified them as a loss. Basically scientists are really good for their price, but entertainers are crap as hell, you waste lots of resources and get almost 0 benefits. In my view it is a total black hole. Union is not a technology, you cannot create better laser beams with union :)
6) Finally I calculate not per pops*, but per buildings*. It's more easier to calculate, due to lower numbers involved (and less mistakes made) and buildings are giving you the profit, not pops - they are input, they cannot produce any profits themselves unless they use buildings. And then you reconvert back *per pops into *buildings profits, back and forward so and so again - which is confusing. It is like comparing apples to oranges, they are similar yet different. I also again didn;t calculate any bonuses at all everything is on default. I was halfly talking about defaults numbers without any civics or bonuses, and before that halfly about authoritarians. Might not have been clear from my side, so I am sorry if I was confusing too ;)
Well I can confirm, that food is really good up to 150 monthly sell, so are the minerals if you have huge production from mining stations. The exact number of monthly sell it is yet unknown, i still need some trial and error, prices might get lower for some days, but they restore back after 30 to initial default price, before a new monthly trade. Unless you do a bulk sell and prices will take lots of time to restore back, it will harm your economy for quite a long time.
Playing game with Fanatic militarist and authoritarian:
Rushing for an early strong fleet I would do: Build Max Farmer districts, Build 1 trade center with CG, 3 Research Centers, then 1, 2, up to 3 alloys. Destroy not used districts, except for cities. Invest unity in science tree and get that alternative research, and maybe lowering scientists CG costs. Buy several science ships, have 1 in assist research planet. Get a particle scientist, voidcraft scientist if possible, your civics also has to be fanatic militarist, and little bit authoritarian (to get a higher chance of cannon drops) for extra production and make slaves. Get those laser cannons, missiles and gauss cannons, armor, shields etc.. or if lucky even extra hullpoints, and you can skip building destroyers, or until you get destroyers with extra hullpoints research. Trying not to expand too much star systems, only enough to block access. Alloys will thank you for that. Sell 100 food on monthly trade, buy at least 6 alloys (I don't know exact max number for alloys yet, so prices would not start jumping, need some testing, but 6 is safe).
Build 2 full sized fleets with latest tech. If you can get slave army tech, build a invasion fleet with them, it will be your third fleet or cheap meatshields in space battle, use them first to approach the enemy fleet.
I also tried to build as much foundries as possible, but it didn't work well for me, power is negative production, fleet power halves into 2 on critical battle, they get swarmed and soon I lose the game. Overproducing alloys is great for fleet size, but it will bite your economy, unless you are lucky enough to overpower your opponent get that 2nd homeworld.
Offcourse if you lose your fleet, you might want to change your homeworld into a fortress, just to survive the war. And later on peace - rebuild... But it is almost a lost game... Unless you love to strugle...
My Commercial Ringworld with thousands of Trade Value per section says "hi, you're argument is invalid."
I am also starting to think about trade wars. Someone gathers huge supply of resources, and then plummets it into huge huge sell, hurting economy of the empire that dependend on high prices of said resource. Or if you have the credit, buy out and make resource even more expensive, if empires are fixed on monthly trade buying, the prices will skyrocket for them and harm their economy, giving very little time to adjust to new price.
I think AI might be very stupid to buy alloys at double or more price at same never changing quantities, you could buy out alloys before galactic market coming into play ("cheapest alloys" will be before galactic opening, even if is higher than default prices). Later you can sell all these alloys after galactic market is opened, making huge huge profit if prices jump twice, but sell it on monthly trade, not chunk trade for even more benefit. Later buy out huge chunks of alloys even at double or triple price - price doesn't matter at all, what matters is prices will start to rise again. Make a very brutal buy spend all your resources on buying, and later do a monthly sell to retrieve your money back, if you are succesfull - prices will be in new heights forever. And later repeat these chunk buy attacks on the market, and see if sky is the limit. If AI is stupid to buy same resource at 4 or 5 times at same quantities, than you will win by bancrupting the galaxy... It might be different with players, but if there are many AI in the game, than trade war strategy could be quite effective... But if you are against players and no one is trading, than you can just buy/sell all their "limits" (limit - prices are not changing until you reach the magic number of monthly trade) after galactic market is introduced and rip benefits on their behalf of not trading.
I am also trying out game with Utopian Living Standard with profit maximisation. You kind of need to have those CG factories around instead of demolishing them, and demolish science buildings instead. Unless you have enough power just simply to buy out CG from market, until prices will start changing.
(of course, I neglected to factor in colonies and productivity hit from happiness, but it's marginal)
Food is the better in the beginning, and can be great later on if food on the market is worth more (depending on how the market goes).
Generally however it's not reliable, as if someone is built around selling food for their energy.. the price will eventually go down unless enough people are buying.
The second your food is useless for a number of years.. you'll find yourself with a bunch of food and starved on energy.
Decent conditions is far better than strict rationing in the beginning for what you get, food plentitude might not be worth it until food is no longer worth the money but decent is the superior to strict.
Wow this is pretty good. I also noticed few more insights about food. Food is easily tradable with other AI, to get increased approval. So basically when empire is expanding, and soon you will start to border another empire, before relationships take a hit, give food for 100+ approval. And later they won't make your rival empire. For some time at least... Later strike consumer good trade deal to improve even more relationships. Later the empire, which has the most consumer trade deal with others will get galactic market free of charge in random planet of yours... I don't know why the option even exist to buy a nomination, when it's so expensive and still it is a chance, while alternative method is almost for free and secured.
I am also constantly updating my excel spreadsheet. And decided not to go trough binary path for optimal calculation as order isn't important, which makes a bit simpler to go trough. I completed, that outputs will become inputs to artificially lower the tax and get more options for a better profit.
I am also trying to figure out price changes in the market. I also made some little mistakes in calculations. I even forgot to check out how pop itself is creating a trading value, so basically all buildings have a bit more profit.
I tried out some optimisation simulations. So basically you want to rush to have at least 20 farming districts (on tax 30%) or 22 farming districts (on tax 5-0%). If you want to sell food I mean, but if you want also stockpile food to use them on planets and trade with other empires you might want then some more (don't know yet exactly yet, but +100 more production might not be so bad). Than after that you maximise all power districts. You might not even need mining districts at all if you have enough mineral: +150 Monthly mineral is all what you need. Sometimes you sell the mineral on monthly basis, sometimes you stockpile it for your buildings.
The spreadsheet is becoming really complicated, first it was linear, now it become non-linear calculation, due to that output becomes input, which means you use global tax (30-5%) and 0% tax at the same time instead of using global tax only (you buy all inputs and sell outputs market, which is a quite inneficient, and a bit misleading for seeking better profits). Offcourse when your empire's global taxe changes, optimal building, district mix also changes somewhat.
Yes you are right about food somewhat. Food has it's limits. 22 food districts might be the golden number here, at least for now until I make more insights.