Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I do wish i could reorganize buildings too, makes my OCD feel better and utility wise i can set my most important buildings to be destroyed last in whatever event.
Its a good idea to specialise your worlds. On a forge/factory world go with an industrial district. On a research world go with a research lab. On a mining/generator/agri world its a bit less obvious what a good specialist building would be.
Refineries or a noble estate isn't a bad choice since those worlds don't really need building slots, as long as you need the refined goods. Otherwise keep the colonists as they take far too long to demote and probably they'll promote to rulers before they do, and build e.g. an energy grid if its a generator world.
No clone vats in the early game.
And those are obvious first builds if possible. Think OP's talking more about what to build other than that.
Robot factories are absolutely worth it, if you're going synthetic/cybernetic ascension (and mandatory for machine empires, as you won't get new pops otherwise). Gene clinics are more debatable.
Its probably not most efficient, but it works on any planet and also adds 2 specialist jobs so you can immediately deprioritize colonists (and new pops get to mine minerals or whatever your actual early buildings will be).
Entertainers give double the amenities. If you get enough modifiers for amenity production/usage reduction, gene clinics will be better, but otherwise I'd go with holo-theaters.
Please sit down, this may be quite a shock, I also upgrade them...
Any and all pop growth is critical and it also provides amenities. what is not to like...
Is that worth it? I'd say probably not, in almost all circumstances. The time it takes for 10% Pop Growth (0.3 Growth per Month, 0.45 with +1.5 base growth) to get you back the pop that you're employing is extremely high. If you're at 150 Growth required, that's 500 months, or 41.67 years (or 333.33 months, 27.78 years) to gain a full extra pop from the job.
Well, a bit less on average since the habitability will also contribute to growth in many situations, but there are better ways to solve habitability, too.
It's not a terrible building anymore, but is it "good"? I don't think so. Certainly not for the first slot, since you won't even need the amenities on a fresh colony, and you won't have a bonus to base growth either, so the pop growth is the least efficient there.
So you are either stuck with 7-9 pop colony that's running low on amenites before you can upgrade capital building, or reserve a building slot for just one active job.
So yeah, clinic is more of a "I don't want to think about it too hard" building, it helps you breach into 10 pop colonies and you can just plop and forget it anywhere.
need more stuff? take more wOrLds. Each marble gives you passive growth that as a meddling dictator no longer have to watch, just sit back, wait for the unemployment symbol, and let the planets do all the work.
It is the planet that produces the pops right, Right !? lol
I bet the planets even move the pops, whoa.