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Stellaris

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n3uva Jul 16, 2021 @ 4:34am
how to make more consumer goods?
I have 377 pops as of posting this. here is a screenshot of my empire: https://steamcommunity.com/sharedfiles/filedetails/?id=2548565835
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Showing 1-15 of 25 comments
Elitewrecker PT Jul 16, 2021 @ 5:02am 
Industrial districts
mss73055 Jul 16, 2021 @ 5:58am 
Dang dude, that's some overextension. 143 science yet administration 350 over the cap.
Fixing this empire is a challenge on its own.

In a new game you set the economic policy to consumer goods. Now you can build generator districts to output consumer goods!

If you build some industry you need minerals, specialists and you get alloys in the proces.

Or outright build the orange consumer factories, but then you need city districts and building slots.
Last edited by mss73055; Jul 16, 2021 @ 5:59am
galadon3 Jul 16, 2021 @ 6:27am 
1st there is a lack of special ressources if one of the special ressources has alrady run out (cant see that in the screenshot) you would already suffer a -25% modifier to job-production. IF that is the case, getting rid of the deficit could already fix the consumer good deficit (short time buying some of the lacking special ressourcs could fix it)

Another possible quick fix, given that you play an empire that has trade is to set the trade-policy to consumer benefits wich turns trade-points into energy and consumer products instead of turning them just into energy. (ofc it will half the energy income you get from trade, give the small surplus you have in energy, that will most likely turn red)

Long run you need industrial districts, they produce alloys and consumer goods but if you specialize the planet for either of it, the industrial district changes its production to that.
But you also need more minerals to run said industrial districts (they consume minerals)

Originally posted by mss73055:
In a new game you set the economic policy to consumer goods. Now you can build generator districts to output consumer goods!
What are you talking about?
Last edited by galadon3; Jul 16, 2021 @ 6:29am
mss73055 Jul 16, 2021 @ 6:33am 
F7 > Trade Policy > (standard wealth creation - set it to consumer benefits)

also of influence in the same screen:
F7 > production Policy > (standard depends on your ethics)

Last edited by mss73055; Jul 16, 2021 @ 6:36am
galadon3 Jul 16, 2021 @ 8:36am 
You ARE aware that generator districts produce ENERGY not TRADE?
The trade-policy defines what trade-points are turned into (either pure energy or energy and consumer goods or energy and unity).
If you build generator districts you just get energy not trade, that does exactly nothing for consumer good production.
yuzhonglu Jul 16, 2021 @ 8:48am 
He probably mistyped.
yuzhonglu Jul 16, 2021 @ 8:49am 
To OP:

You need minerals. Always have a mineral surplus of 100+ or preferably 200+. Always. That way if something gets imbalanced in your econ, you can immediately fix it by building appropriate districts.

You need minerals for everything, from consumer goods and alloys, to building districts, to restoring ecumenolopolis, to feeding lithoid pops. EVERYTHING.
Last edited by yuzhonglu; Jul 16, 2021 @ 8:50am
n3uva Jul 16, 2021 @ 9:21am 
Originally posted by galadon3:
You ARE aware that generator districts produce ENERGY not TRADE?
The trade-policy defines what trade-points are turned into (either pure energy or energy and consumer goods or energy and unity).
If you build generator districts you just get energy not trade, that does exactly nothing for consumer good production.
yes I know
n3uva Jul 16, 2021 @ 9:21am 
Originally posted by yuzhonglu:
To OP:

You need minerals. Always have a mineral surplus of 100+ or preferably 200+. Always. That way if something gets imbalanced in your econ, you can immediately fix it by building appropriate districts.

You need minerals for everything, from consumer goods and alloys, to building districts, to restoring ecumenolopolis, to feeding lithoid pops. EVERYTHING.
strange. I used to have +104 per month or something.
ScreamCon Jul 16, 2021 @ 9:26am 
Scientists bureaucrats and other specialist jobs can take a large hit from your goods. Another thing is that high living standards can take a lot of goods the more pops you have in utopia living standard for example.

Setting trade value to convert to goods, using slave guilds although grouty massively decrease good need from pops. Setting up large good production worlds.

You still have 11k to burn though so I wouldn't be worried yet.
Last edited by ScreamCon; Jul 16, 2021 @ 9:27am
n3uva Jul 16, 2021 @ 9:28am 
Originally posted by ScreamCon:
Scientists bureaucrats and other specialist jobs can take a large hit from your goods. Another thing is that high living standards can take a lot of goods the more pops you have in utopia living standard for example.

Setting trade value to convert to goods, using slave guilds although grouty massively decrease good need from pops. Setting up large good production worlds.
All the species in my empire have full citizenship and decent living conditions.
also I didn't know that about the specialist jobs
(edit: grammar fixed on my comment)
Last edited by n3uva; Jul 16, 2021 @ 9:28am
ScreamCon Jul 16, 2021 @ 9:31am 
Specialists are generally a big culpret for example they will take their consumer good job upkeep and combine with their normal living standard upkeep. Specialists normally take 0.5 but can be reduced with slave guild where you can have half of them a 0.

The bureaucrats and scientist job takes -2 goods on top of the 0.5. One of the discovery tree tradition reduces scientist good upkeep.

As far as worker pop goods 0.25 versus stratified economies 0.1 doesn't seem worth it, but the happiness loss versus the amount of pops scaling late game could mean large amounts of good savings. If your willing to take the happiness loss.
Last edited by ScreamCon; Jul 16, 2021 @ 9:34am
n3uva Jul 16, 2021 @ 9:34am 
Originally posted by ScreamCon:
Specialists are generally a big culpret for example they will take their consumer good job upkeep and combine with their normal living standard upkeep. Specialists normally take 0.5 but can be reduced with slave guild where you can have half of them a 0.

The bureaucrats and scientist job takes -2 goods on top of the 0.5. One of the discovery tree tradition reduces scientist good upkeep.
okay, will try to put production of consumer goods back to positive
n3uva Jul 16, 2021 @ 9:37am 
also 1 pop is unemployed on my capital world "Tik'y"
Sero Jul 16, 2021 @ 9:44am 
Originally posted by Amcyeet:
also 1 pop is unemployed on my capital world "Tik'y"
That probably means there are more pops than jobs on your capital world.
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Date Posted: Jul 16, 2021 @ 4:34am
Posts: 25