Walk through this with me.
Here's the up-to-date, in game tooltip for Resort Workers:
OK, not great, but we can figure this out. Presumably this is all per 100 workers, not per worker, but I want you to take note of the "Trade from Jobs: +2%" modifier; we'll see it again in just a minute. Now, the tooltip doesn't say this, but I happen to already know that Pop Amenities reduction is global. We'll see that in a second, too, but it would be the BARE MINIMUM if the tooltip deigned to mention whether these modifier are local or global. We're already looking at the tooltip, it should explain the scope of the modifier if it varies from the default of "everything is local." Lets check the detail view to see what my 13.5K Resort Workers are actually doing for me:
Huh, OK, local yields that're fine, in addition to 2.5x of the amenity usage cap, and a whopping +448.72% Trade from Jobs. . We can clearly see that, unlike pre-4.0 Clerks, Resort Workers don't feed into themseleves, I'll just have to suffer throught with my measly +199.6% Trade on this planet. Just off the cuff, I could swap the scientist for an governor with eg Trade Focused II:
That'd be another ~225 trade right there. Then I could... wait. Wait, hold on. Do you see that? It still says "Trade from Jobs," but the "Trade" is white, not yellow, and now there's a little Job nerd in there. Oh well, I'm sure its fine. Anyway, lets head to the Capital to see how the Resort World is affecting my Empire.
Wow, OK, now we're talking! This is the next best thing to 1 trade per trader! Between the +835.42% trade value and the 112 efficency, you probably didn't even notice that fully half of those Traders are actually an Optimization Building! Let me turn that off, move some leaders around, put the Trade designation on the Capital, lets see what we're dealing with:
OK, +1376%! A cool 100K Trade Value from a single planet, and it's not even optimized! That 1063% from the BO could easily be 1200+ if a human was driving. I could add another 3.6K traders just from the orbital ring. I could go full degen and fill my outlying arcologies with Commercial zones for another 2.7K I have a size 30 planet I could move the capital to, for another 8.9K. I didn't take Mastery of Nature, free 1800 traders left on the table. No Fractal Seeds this run. This experimental "can I unemploy literally everyone" build could trivially get up to 90 thousand traders, which would push the BO bonus to 2000% easy. If someone with indepth knowledge of the game and all its various systems tried to make biggest trade capital they could... Maybe a Ringworld with more clerks would be better, I don't know how many traders I could cram into a Ringworld.
Back on topic! One thing you might notice is the distinct LACK of a +448.72% from Pop Jobs. I absolutely do NOT need it, but the tooltip says "Trade from Jobs." No, I get "+3.32% from Jobs," which come from the BO Clerks:
"Trade" and a nerd, not "Trade" with no nerd.
Not much, but with everything else going on, that measly 3.32% comes out to almost 500 trade value. But where did the Resort Workers go? What could "Trade from Jobs" possibly mean?
Oh, I see, incredibly obvious in hindsight. Clearly, "Trade from Jobs" means "Trade from Living Standard." Because it's yellow, you see.
It's not that I don't get another 450% trade value. It would be beyond broken if a good resort world just gave you 5x trade value to your empire, especially in the game's current state. I also, demonstrably, don't need it. I LIKE that you have to learn about the game by playing it to find more ways to squeeze the most out of your empire, and I like that you can get stupid broken yeild while only mildly leaning into the mechanics. This is more like a lie. Resort Workers have a global effect, and the only way to know that is to either read about it somewhere other than the game, or dig deep into tooltips and notice that yes, every pop is getting the reduction. They also do not in any way give Trade from Jobs, but they do have a global "Trade to Living Standard." 4.0 needs a ton of polish and bug fixes. This partiuclar niggle, which I admittedly may have blown a bit out of proportion, is just the last straw for me. I'm really frustrated by the ad hoc design Stellaris and Paradox games in general go through, where dev teams are expected to just keep bolting features onto existing games. How can we reasonably expect them to deliver a coherent product? Why, for example, do Nanite Transducers still exist? Blue Lava? Why can my Crystal Plant, cranking out over 1000 Rare Crystals a month, "upgrade" to instead having 200 transducer jobs? Just wipe the slate clean, get 4.0 polished and bugfixed, and release Stellaris 2.
Here's the up-to-date, in game tooltip for Resort Workers:
OK, not great, but we can figure this out. Presumably this is all per 100 workers, not per worker, but I want you to take note of the "Trade from Jobs: +2%" modifier; we'll see it again in just a minute. Now, the tooltip doesn't say this, but I happen to already know that Pop Amenities reduction is global. We'll see that in a second, too, but it would be the BARE MINIMUM if the tooltip deigned to mention whether these modifier are local or global. We're already looking at the tooltip, it should explain the scope of the modifier if it varies from the default of "everything is local." Lets check the detail view to see what my 13.5K Resort Workers are actually doing for me:
Huh, OK, local yields that're fine, in addition to 2.5x of the amenity usage cap, and a whopping +448.72% Trade from Jobs. . We can clearly see that, unlike pre-4.0 Clerks, Resort Workers don't feed into themseleves, I'll just have to suffer throught with my measly +199.6% Trade on this planet. Just off the cuff, I could swap the scientist for an governor with eg Trade Focused II:
That'd be another ~225 trade right there. Then I could... wait. Wait, hold on. Do you see that? It still says "Trade from Jobs," but the "Trade" is white, not yellow, and now there's a little Job nerd in there. Oh well, I'm sure its fine. Anyway, lets head to the Capital to see how the Resort World is affecting my Empire.
Wow, OK, now we're talking! This is the next best thing to 1 trade per trader! Between the +835.42% trade value and the 112 efficency, you probably didn't even notice that fully half of those Traders are actually an Optimization Building! Let me turn that off, move some leaders around, put the Trade designation on the Capital, lets see what we're dealing with:
OK, +1376%! A cool 100K Trade Value from a single planet, and it's not even optimized! That 1063% from the BO could easily be 1200+ if a human was driving. I could add another 3.6K traders just from the orbital ring. I could go full degen and fill my outlying arcologies with Commercial zones for another 2.7K I have a size 30 planet I could move the capital to, for another 8.9K. I didn't take Mastery of Nature, free 1800 traders left on the table. No Fractal Seeds this run. This experimental "can I unemploy literally everyone" build could trivially get up to 90 thousand traders, which would push the BO bonus to 2000% easy. If someone with indepth knowledge of the game and all its various systems tried to make biggest trade capital they could... Maybe a Ringworld with more clerks would be better, I don't know how many traders I could cram into a Ringworld.
Back on topic! One thing you might notice is the distinct LACK of a +448.72% from Pop Jobs. I absolutely do NOT need it, but the tooltip says "Trade from Jobs." No, I get "+3.32% from Jobs," which come from the BO Clerks:
"Trade" and a nerd, not "Trade" with no nerd.
Not much, but with everything else going on, that measly 3.32% comes out to almost 500 trade value. But where did the Resort Workers go? What could "Trade from Jobs" possibly mean?
Oh, I see, incredibly obvious in hindsight. Clearly, "Trade from Jobs" means "Trade from Living Standard." Because it's yellow, you see.
It's not that I don't get another 450% trade value. It would be beyond broken if a good resort world just gave you 5x trade value to your empire, especially in the game's current state. I also, demonstrably, don't need it. I LIKE that you have to learn about the game by playing it to find more ways to squeeze the most out of your empire, and I like that you can get stupid broken yeild while only mildly leaning into the mechanics. This is more like a lie. Resort Workers have a global effect, and the only way to know that is to either read about it somewhere other than the game, or dig deep into tooltips and notice that yes, every pop is getting the reduction. They also do not in any way give Trade from Jobs, but they do have a global "Trade to Living Standard." 4.0 needs a ton of polish and bug fixes. This partiuclar niggle, which I admittedly may have blown a bit out of proportion, is just the last straw for me. I'm really frustrated by the ad hoc design Stellaris and Paradox games in general go through, where dev teams are expected to just keep bolting features onto existing games. How can we reasonably expect them to deliver a coherent product? Why, for example, do Nanite Transducers still exist? Blue Lava? Why can my Crystal Plant, cranking out over 1000 Rare Crystals a month, "upgrade" to instead having 200 transducer jobs? Just wipe the slate clean, get 4.0 polished and bugfixed, and release Stellaris 2.
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