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That is not necessarily a good thing, since it prevents you from specializing worlds and specializing worlds are very efficient in this game (Since there is no world designation that would give a buff to food production, trade value and consumer goods production all in one).
True, but that's a one-time thing compared to the negative scaling occurring every time you build a district.
No you don't. That's from the aquatic trait, which is required for anglers, not anglers is not required for the aquatic trait. You can choose aquatic and then not take anglers, which is probably a much better setup.
I'm not, you've combined both trade effects into a clerk, and I've addressed this, as well as trade in general. It's not nothing, but it's also not much.
That's just silly. Pop efficiency is highly important in Stellaris, and you're giving up a +66% productivity boost, which is also an efficiency boost, since upkeep only goes up by 50%.
If you're producing too many Consumer Goods, you're better off closing a few Pearl Diver jobs. The fact that you can't do this without ruining your strategy just perfectly demonstrates the problem with what you're trying to do.
...you can't even convert into Unity without having taken the trade-focused tradition tree. But the point is that if you don't focus on trade, then the 2 trade value are worth even less than they'd otherwise be, because they're just sitting there as 2 trade value, not get modified to 3.5 or something similar.
No, but they do provide meaningful bonuses. This combination requires 2 civics, and you still barely come out ahead.
Then angler is pretty amazing isn't it. If you wanted to build the consumer buildings then pearl divers catch up pretty quickly to artisans and counters even more of the loss of efficiency of angler with the food processing center. 5 consumer goods compared to 8, and with the bonus of anglers being better farmers you are getting more than a 50% bonus on job output from the civic. It's just that job is a clerk's 4 base trade, which you think is bad because reasons.
Most of your argument in this thread is "it's bad because I say so," but you expect other people to provide an argument to satisfy you? "Clerks are bad because they are widely considered to be bad. Hi, I'm widely." Your judgement of balance doesn't really hold up against 3+ years of player feedback and developer decision making on balance.
I mean yes angler is pretty bad if you do nothing with trade. It's a trade focused civic, the bonus is extra trade, that's kind of common sense. You mentioned a trade focused empire not needing consumer goods, but that's only if again they take that trade tradition and choose to convert their trade to consumer goods, but this civic means they don't have to convert to consumer goods.
It comes out on top, angler is a very good civic, probably leaning toward one of the best ones in the game, and catalytic processing is an amazing synergy with it.
Their trade output was doubled, and I don't believe it was that recently but probably after whatever person did whatever math you are talking about.
I've done pure trade runs, clerks are very effective at what they do. Most people who tell you clerks are bad don't understand how Commercial Pacts work.
Fishers are always 2 food ahead, 8/10 instead of 6/8. That's better, but still not good, since again you need both specialization buildings and cannot run farming + consumer goods planet specializations at the same time.
No, my argument is: "People in general believe them to be bad and have made plenty of analyses to show why. If you want to claim otherwise, you better make a good case for it."
Yeah no, developer decision making has brought us merchant focused trade strategies, and even THEY, with all their massive base yields, cannot hold their ground against non-trade based strategies in the late game. Clerks are nothing in comparison.
Anglers is not a trade-focused civic, it's a mixed civic that gives you all kinds of bonuses. Trade-focused strategies use merchants for massive yields, and anglers with its 2 trade value per job is nothing in comparison.
No, you form a trade federation and gain both benefits. You know not what you're talking about.
I guess the one thing we can both agree on is that the Anglers Civic is about as good as your knowledge about the game, and the arguments you make to support your opinion.
Every job got boosted since they wanted less jobs overall, clerks got a slightly higher boost then the norm making them just a tad less useless. So in effect they just got a slight boost.
But Clerks are still subpar, just as a example: Even with "trickle up economics" a clerk produces 5 trade value as a base, if we use energy as a example that is 5 trade value translated into 5 energy. Admittedly you can boost this value quite a bit with your empire type, ethics, civics, traits, leaders and traditions.
While a technician makes 6 energy as a base so the base value is already higher, but you also boost a technician way more then you can boost a clerk's trade output with traits, the building and the tech's.
The same is true no matter what trade policy you use, when comparing clerks with other jobs using the other jobs to generate the same resources will be more efficient.
That is why clerks are considered bad.
Now jobs that generate way more trade like merchants are another thing entirely.
Since you mentioned commercial pacts: If we are playing with another player that we are in a alliance with or if you care about boosting AI, then sure, i suppose clerks could be more useful then normal jobs since 10% of the trade value generated would also go to the other player. I haven't done the math on that one and i admit that i don't really know.
There's not much math to do, it's effectively a 10% more bonus on trade output from clerks per commercial pact. If your clerks output 7 trade each because of various bonuses then with 10 commercial pacts that becomes 14 each effectively. That extra output doesn't go to you of course, it goes to your allies, but then you get 10% of the output of their clerks and other trade jobs. Playing with just AI it is less ideal, you are mostly helping your allies stay relevant, which is still somewhat useful. In multiplayer when working together with your allies clerks can easily become incredibly strong. Even just a few commercial pacts put them easily ahead of Technicians for energy output.
That's the trade part of a trade focus, it involves working together with other empires and boosting each other through trade.