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For bureaucrats on a 30% habitability planet that would be 6,5 admin cap for 3,4 consumer goods. Not quite the exchange rate i would consider good. It might still be possible to utilize such planets for pop production. Just keep the amount of jobs as low as possible and put a transit hub on your starbase in that system.
And if you've got the Baol-precursor-storyline, then you can also just convert red planets into Gaia worlds, so it's not a bad idea to already build the planet up a littlebit, even when the artifact is still on cooldown^^
- migration treaties
- robots
Oh wait, your serious.
Except Bureaucrats Admin Capacity (and Clerks Trade Value incidentally, even if the Clerk job has the worst efficiency in the game) aren't affected by the job output reduction. They also aren't affected by the culture shock modifier for Primitives for that matter.
heh, penal.
You should, unless you're absolutely short for energy, CG, or admin cap. Even the last one is questionable.
So quoting the wiki:
Every reduction of 1% of Habitability below 100% increases the Pop Upkeep and Amenity Usage by 1%, reduce their job output and Pop Growth by 0.5%. It caps at 0% Habitability, giving +100% Pop Upkeep and Amenity Usage, -50% Job Output and Pop Growth.
At 20% you get a 37.5 malus to production (That's what im seeing in my game, 37,5 or 40 is almost the same)
Anyways, the Initial drain on your economy is going to be -5 energy and -5 on admin cap. And whatever the pops use, but that is minutia.
By using the planet designation you gain an inmediate 25% to whatever resource fits the designation. So that 40% already went down to something like 15%
However both resource techs and edicts will add to that porcentage. If you already got field modulation level 1 (a very early tech you'll get anyway) , you're adding 20%. If you've got it on level 2, thats a 40%. Now you're completely offseting the penalty on the energy world.
what's more. if you have enacted the capacity subsidies (An extremely common opener), thats another big 50% added. So in theory you could just colonize everything and match it with whatever edict you're running.
Now if you look at it from a pop growth angle:
The best logistical growth bonus that you can get in the capital is 1.5. that's on top of base.
On your new planet at 20% habitability it is going to be 3.0 * 0.6 to account for the 40% malus. So, 1.8 growth in the worst conditions. You won't get the logistical bonus until you hit 15 or so pops, so we won't factor that in.
If you started with the expansion tree for traditions, you have one that's 10% pop growth. there's also the tier 1 genome mapping biology tech, to boost that another 10%.
So in reality you're going to be growing at 2.4 unless you haven't gotten these very basic techs.
overall is not a bad deal, for 5 energy and 5 admin cap.
if you've got robots, that's another planet to install a robot building facility and get another 2.0 pop asslemby. Furthermore, the robots will work with no habitability Penalty. So you can just send all the robots you produce there.
You can also just put a bureocrat office in the colony. The output is not affected by the habitability. It will cost you a bit more maintenance on CG.
After you upgrade at 10 pops, you'll get admin jobs which will help your empire with unity.
The only problem is that you're going to need your holo-theater relatively early on these worlds, but thats it. You can also just let any pop growing there ressetle, and not have to worry about it.
I woulnt do it if under extreme pressure, or on MP (Altought I have 0 idea about MP), but otherwise I'd colonize.
If you can somehow afford 5000 credits, and you've got the tech, you might wanna wait. Otherwise you'll need another tech to terraform worlds that have people. Personally I don't think the oportunity cost is worth the wait of terraforming.
all 3 jobs have their respective techs to boost their output by 20 % and then 40 % (and more later, but that's more expensive). It is something you are going to be researching relatively early. So I'd say go for it.
Your what?