The Aquatic trait does boost food, energy, and mineral output from jobs, but it doesn't boost other worker outputs like gas extractors or mote harvesters. the wiki being wrong doesn't nerf the game itself, per se, because nothing is actually changing a nerf would be if the game was one way before, and then a patch changes it to reduce something's power. Slaver guilds also won't boost trade value or amenities output from jobs.Īlso for u/thelandsman55 trade value output wouldn't be affected with either phrasing. Egalitarian's specialist output bonus won't boost amenities from entertainers or admin cap from bureaucrats. This is also true for amenities and administrative cap.įor example, authoritarian's worker output bonus won't boost trade value or amenities from clerks, and neither will the very strong trait. Only bonuses that specifically say they boost trade value will boost trade value. Job output bonuses don't affect trade value from jobs, because it's considered a modifier instead of a resource. Sorry that your pet gimmick strategy got slightly nerfed for it, but just because you argue authoritatively doesn't make you right. Trying to argue that any hyperfocused build takes on risks is talking around the fact that they had more problems for less gain, and many of those problems were fundamental flaws with the necro+hive design. What matters is if there's better ways to do it. When it comes to meta discussions - in any game, not just Stellaris - it doesn't matter if a build can do something. A +5% to alloys (or research, but hive research is expensive) is too insignificant in comparison, especially when they have to deal with the burdens of -10% worker economy and all the problems that come with using the worst food job in the game. There are other builds that do military rush better, with less fragility, and fewer long-term problems. That being the only thing they could do doesn't automatically make it a good thing to do, or even make them good at it. if necro-hives were actually good at a military rush.
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