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Worker Cooperative and Mercantile question
How exactly does Worker Cooperative and Mercantile's Adaptive Economic Policies work?

According to the wiki, if you are anything other than Worker Co-op, it unlocks the Consumer Benefits and Marketplace of Ideas trade policies. But if you're in a Trade League, it is replaced by +50% Federation Naval Capacity Contribution (makes sense, as the Trade League policy is basically an upgrade to the base line.) But if you have Worker Co-op, it replaces it with +5% resources from jobs and +5% happiness for anyone with the Employee Ownership living standard.

But to take Worker Co-op you have to be egalitarian, which means you have access to Utopian Abundance. +20% happiness, +1 and +1.5 research from unemployed pops, and +0.5 Trade Value from all pops just floors the Employee Ownership living standard provided you can handle the higher CG cost.

If this works the way I think it does, you are effectively losing a Tradition because you will never use Employee Ownership and Worker Co-op overrides the Federation Naval Cap Contribution.
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Showing 1-5 of 5 comments
Kufesska Oct 3, 2024 @ 11:18pm 
1)+5% resources from all jobs
2)cheaper CG
3)roleplay?
Garatgh Deloi Oct 3, 2024 @ 11:39pm 
You are making the assumption that the player would have a abundance of consumer goods and go with the utopian living standard (its +1 consumer good per pop, in comparison with employee ownership that is +0.5).

Personally i do not always use the a trade policy that generate consumer goods (May have a hard time to form a trade federation, may prefer unity from trade).

Heck as a worker cooperative you may even want to go with the Mutual Aid trade policy since that is their whole unique thing.
Last edited by Garatgh Deloi; Oct 3, 2024 @ 11:56pm
CrUsHeR Oct 4, 2024 @ 5:06am 
Yep seems to be the case. You get something which is a straight downgrade.

But it wouldn't be unusual for traditions to mostly work as fillers, in order to unlock the other stuff you adopted the tradition for.



And there are worse dilemmas. Example you go with Materialist Cybernetic Megacorp, Augmentation Bazaars. And take Corporate Hedonism as 3rd civic.

So now you have to choose between these Scientist council posts:

Impresario +10% cyborg output
Chief Morale Officer +0.8 trade value from entertainers per lvl
Curator Archivist +2% / -2% researcher output / upkeep per lvl

But you can only get 2 extra council posts. Chief Morale Officer is why you took the Hedonism civic, so you need to decide between Curator and Impresario.


You also get the Decadent Lifestyle living standards, but you already have Academic Privileges. So the Decadent one is usually a downgrade because you lose another +10% research production.
mss73055 Oct 4, 2024 @ 5:36am 
Decadent Lifestyle got another issue: Autobuild does not recognise the trade value generated by entertainers. You got to build all them strip clubs by hand.
CrUsHeR Oct 4, 2024 @ 6:07am 
Originally posted by mss73055:
Decadent Lifestyle got another issue: Autobuild does not recognise the trade value generated by entertainers. You got to build all them strip clubs by hand.

It also doesn't work with pop auto-modding, the pops get the amenities traits instead of trade value. Double bummer but then you just mod them without auto-modding (more efficient anyways)
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Date Posted: Oct 3, 2024 @ 8:28pm
Posts: 5