Building all 3 museum buildings from curator boost entertainers with:
+3 unity from swapping all entertainers to museum curators (still count as entertainers)
+1/1/1 society/engineering/physics, +3 unity and 3 extra consumer upkeep
Archaeoengineers AP doubles this to +2/2/2 society/engineering/physics, +6 unity and extra jobs from museums.
Storm dancer civic building gives 6 physics output and 3 consumer upkeep to entertainers
Megacorp galactic curator civic position gives +1 trade per councillor level
Megacorp pleasure seeker civic position gives +0.8 trade per councillor level (doesn't work for now, tooltip lies, easily fixable via notepad editing tho)
So an entertainer with all bonuses gets 8 physics, 2 society, 2 engineering, 10 unity, 10 trade with level 10 councillor (18 trade if pleasure seekers was fixed)
Pretty nifty? Too bad that non-resort worlds can't build entertainment districts, so you can't mass them on a single planet
RESORT WORKERS SHARE ALL ENTERTAINER BONUSES!!! (except bonus entertainer workforce traits like charismatic for some reason)
Resort world main district gives 400 resort workers
Resort world gains access to 100 resort worker specialization (150 with mercantilism tradition)
So resort worlds gain 700 resort workers per district with mercantilism
Resort ecumenopolis aren't normally allowed, but memorialist civic empires can designate relic worlds into resorts and then transform them into Ecumenopolis, which boosts specialization districts to 300 resort workers (450 with mercantilism)
Turning nanite worlds into resorts is much easier, just change out the nanotech colony designation into something else.
Both resort ecumenopolis and nanite worlds with mercantilism get 1300 resort workers per main district.
Since curator museums and resort worlds are limited to 1 per empire, this build potential is limited to tall playthroughs. Although resort workers give empire wide trade value from pop lifestyle.
I'm gonna try this build with synth megacorp (0.5% research per civilian) and maybe exploiting 100% devastation from gravity storm (gives 50% output to entertainers) to get 100% job upkeep reduction (caps at 90% tho I think?).
+3 unity from swapping all entertainers to museum curators (still count as entertainers)
+1/1/1 society/engineering/physics, +3 unity and 3 extra consumer upkeep
Archaeoengineers AP doubles this to +2/2/2 society/engineering/physics, +6 unity and extra jobs from museums.
Storm dancer civic building gives 6 physics output and 3 consumer upkeep to entertainers
Megacorp galactic curator civic position gives +1 trade per councillor level
Megacorp pleasure seeker civic position gives +0.8 trade per councillor level (doesn't work for now, tooltip lies, easily fixable via notepad editing tho)
So an entertainer with all bonuses gets 8 physics, 2 society, 2 engineering, 10 unity, 10 trade with level 10 councillor (18 trade if pleasure seekers was fixed)
Pretty nifty? Too bad that non-resort worlds can't build entertainment districts, so you can't mass them on a single planet
RESORT WORKERS SHARE ALL ENTERTAINER BONUSES!!! (except bonus entertainer workforce traits like charismatic for some reason)
Resort world main district gives 400 resort workers
Resort world gains access to 100 resort worker specialization (150 with mercantilism tradition)
So resort worlds gain 700 resort workers per district with mercantilism
Resort ecumenopolis aren't normally allowed, but memorialist civic empires can designate relic worlds into resorts and then transform them into Ecumenopolis, which boosts specialization districts to 300 resort workers (450 with mercantilism)
Turning nanite worlds into resorts is much easier, just change out the nanotech colony designation into something else.
Both resort ecumenopolis and nanite worlds with mercantilism get 1300 resort workers per main district.
Since curator museums and resort worlds are limited to 1 per empire, this build potential is limited to tall playthroughs. Although resort workers give empire wide trade value from pop lifestyle.
I'm gonna try this build with synth megacorp (0.5% research per civilian) and maybe exploiting 100% devastation from gravity storm (gives 50% output to entertainers) to get 100% job upkeep reduction (caps at 90% tho I think?).
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