Stellaris

Stellaris

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Alley Jul 1, 2024 @ 7:37am
Workers or Specialists output?
During an event, I happaned to stumble upon a choice wherthere to increase workers output or specialists output. Which one is better? I think specialist is more of min-max choice, while workers are just only for RP purpouse.
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Showing 1-8 of 8 comments
corisai Jul 1, 2024 @ 7:40am 
You're correct - in general bonuses to specialists output are prefered.
Kalemenos Jul 1, 2024 @ 7:44pm 
Depends also on your empire build. Early game you might need the workers for basic resources. When you have lots of these you can create all you need to get massive amounts of specialists' output a little later on, you just need some patience.
CrUsHeR Jul 1, 2024 @ 11:41pm 
Workers have been less and less incentivized over the years. Two words: Arc Furnace.
The only worker job with a notable importance are now the Clerks, and none of their functions benefit from worker output bonuses.

Rulers as an available stratum have also been nerfed rather severely, most notably the Merchants are no longer a job you can actually create at will (not before lvl3-4 cosmogenesis) and again they don't really benefit from output bonuses.

Specialists have also received one very severe nerf, which was the "tech overhaul" reducing the Researcher output from 4 to 3. Which only means that you need the specialist bonuses more than ever.
Alley Jul 2, 2024 @ 7:17am 
Originally posted by CrUsHeR:
Workers have been less and less incentivized over the years. Two words: Arc Furnace.
The only worker job with a notable importance are now the Clerks, and none of their functions benefit from worker output bonuses.

Rulers as an available stratum have also been nerfed rather severely, most notably the Merchants are no longer a job you can actually create at will (not before lvl3-4 cosmogenesis) and again they don't really benefit from output bonuses.

Specialists have also received one very severe nerf, which was the "tech overhaul" reducing the Researcher output from 4 to 3. Which only means that you need the specialist bonuses more than ever.
Thank you for your answer. It's is sad, that developers don't balance game properly and such choice, where for RP you should shoot yourself in foot, is indeed unfun.
Elitewrecker PT Jul 2, 2024 @ 7:20am 
Worker output bonuses aren't bad because of poor balancing. It's simply that raw resources (other than energy) are low in usefulness unless converted, and conversion is the more expensive step so it's the step you're going to logically want to buff.
If you buff worker output you'll have more resources that need converting by jobs that are expensive.
Last edited by Elitewrecker PT; Jul 2, 2024 @ 7:21am
Seek and Find Jul 2, 2024 @ 7:41am 
Originally posted by CrUsHeR:
Workers have been less and less incentivized over the years. Two words: Arc Furnace.
Ahem: Vassal Spam. Add to that, you squeeze more resources from vassals as the difficulty goes up(?)
corisai Jul 2, 2024 @ 7:41am 
Originally posted by Alley:
It's is sad, that developers don't balance game properly and such choice, where for RP you should shoot yourself in foot, is indeed unfun.
Don't blame the devs.

As I said - USUALLY specialist output is prefered. But for example - you could pick a Galactic Nemesis perk and suddenly all you need is minerals (and naval capacity).
Alley Jul 2, 2024 @ 7:47am 
Originally posted by corisai:
Originally posted by Alley:
It's is sad, that developers don't balance game properly and such choice, where for RP you should shoot yourself in foot, is indeed unfun.
Don't blame the devs.

As I said - USUALLY specialist output is prefered. But for example - you could pick a Galactic Nemesis perk and suddenly all you need is minerals (and naval capacity).
Thank you, it's good that you mentioned the situations where workers ouput actually maters.
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Date Posted: Jul 1, 2024 @ 7:37am
Posts: 8