A few ideas I'm kicking around as I explore 2.2. Not sure how correct any of them are; appreciate discussion and correction
1 All hail Keynes. The more valuable energy (ie the cheaper everything else is) is in the long run the worse off you'll be. Because a super strong energy price means you effectively can't sell whatever surpluses you have. I learned this the hard way when I sold so much stuff to finance a distant war the galaxy wide market froze and everyone went bankrupt. So basically you want money to be cheap. Have some standing orders for minerals and food. You're basically stimulating the galactic economy, including your own, by spending. The extra resources are nice too
1a UNLESS you're a mega corp. Then your size cap means your entire life blood will be energy from trade. That means you want the currency as strong as possible to maximize your power and reduce everyone else's. (Not coincidentally a certain class of IRL bond trader is always obsessed over inflation). So you sell the SHIT out of everything you can. You're aiming to be so rich you can buy your way out of any fight and also economically cripple your rivals (and also allies but hey, capitalism)
2 All else being equal you will generally be more efficient at producing things than the market, ie producing your own consumer goods/rare elements will be more cost effective in the long term. For my own organization I'm specializing planets in production- one for alloys, one for consumer goods and so forth. So once you're running a moderate trade deficit for a resource start building up to produce it. I'm trying to buy minerals, which are cheap, and produce alloys and consumer goods, which are expensive.
3 It doesn't matter if, say, you're building alloy plants on a farm planet. But it does matter how many people will be building stuff and therefore needing housing. For that reason LOW job industries (research, rare element synthesis) should go on small planets. You're not getting many districts out of that anyway so just make city districts for housing and stack labs/etc. Vice versa also applies: you want extra building space for housing for alloy and consumer plants.
4 I still am not sure whether arcologies are worth it? I get that they are super producers of trade and unity but I've already been three traditions deep when the option became available. Maybe if it comes up super early. And also a super mine planet should have it since arcologies can't produce energy anyway. But that might mean rearranging the trade routes which could be a pain in the ass
5 I feel like it's good to keep a solid production line of consumer goods, selling them depresses the price so when you grab a bunch more planets it won't be that painful to buy them for a while.
© Post "Economic theories for 2.2" for game Stellaris.
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