Stellaris

Why all the clerk hate

stellaris 5 - Why all the clerk hate
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Why do people hate clerks so much?

I get they are inefficient for producing energy credits compared to technicians; or producing amenities compared to entertainers; or making consumer goods compared to artisans… but isn't the point of clerks/merchants the ability to do produce 4 things (credits, consumer goods, unity and amenities) under one job? (if in trade union minus the unity or consumer goods if not)

1 generator district = 2 housing and 2 jobs … it supports itself, limited to only 2 pops able to work only makes energy, given yes can produce a decent amount with those 2 pops.

1 un-upgraded civilian industry gives 2 jobs = 2 more pops

1 un-upgraded civilian industry gives 2 jobs = 2 more pops

need to get housing? not using housing districts because screw clerks? need to use a 3rd building slot for housing then… oh wait, thats 3 housing un upgraded… still 1 unhoused pop…

1 district used, and 3 planet slots used to produce 6 working pops… no upgrades taken into account…

8 energy credits : 12 consumer goods : 4 unity and 20 amenities…

1 city district = 5 housing +1 clerk job + 1 starting building for clerks = 6 jobs…

12 trade = 6 energy credits : 3 consumer goods : 3 unity : 12 amenities…

1 district used and 1 building slot used, result isn't that much worse, base line… for the building slots saved and the extra district options it opens up…

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Add in the fact that everyone goes prosperity tree sometime near the start… and you get housing and another clerk job from each city district… its just more efficient building wise to swap out your consumer goods and generator districts imo as you get larger planets… and it lightens the micro required to keep a large or tall empire working having those large ecumenopolises pulling in thousands of trade to your home system with 200 pops living comfortably and using those extra alloy districts, while focusing more on research because the trade pulls in more than enough consumer goods to pay for them plus your administrators…

It just has a different type of efficiency and doesn't deserve all the hate imo… and i feel people tend to overlook the fact that it takes less building slots which opens up other options on planets… even your mining planet can benefit from a couple of housing districts to have those spare clerks be able to get rid of your entertainers there so you can add more alloys/rare resources/or research on…
people complain about pirates when you can get rid of pirates so easily with just 1 or 2 defense guns(or use 1 hanger bay for same result) on stations as well spaced out correctly so you can still build your oh so loved anchorages… either that or ppl just dont understand how the trade works in the game… just why all the hate for a different type of efficiency and game play?

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