stellaris commercial zones. Lastly, build a generous light residential area. stellaris commercial zones

 
 Lastly, build a generous light residential areastellaris commercial zones  It held a lot of promise,

Oct 14, 2022. 5 energy + 0. Go. The trouble is that there's no way to mass-produce ruler jobs. La mise en orbite est bien meilleure que le simple fait d’être inactive, car vous bénéficiez d’une remise de 25% sur l’entretien. Community Hub. An amazing starting area with great habitable planets, a perfect choke point, no nearby powerhouses to threaten you. Fuel dealer and service stations CUP P 8. It feels wrong though to waste a building slot like that on what is supposed to be a specialized world though. What are commercial zones and how do I build them?What are commercial zones and how do I build them? ログイン ストア ホーム ディスカバリーキュー ウィッシュリスト ポイントショップ ニュース データGoing for a trade+tech run,. They also have more housing, which allows you to house specialists and other workers who would otherwise be without housing (unless you use the luxury housing building, which I consider to be a bit of in-game wank). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. So there might be something. I could use some advice on orbital habitats since districts came around I never can seem to get them going. A few buildings provide leader jobs - mainly, your capital building, though again, there are a few exceptions. This district is reserved for business (or “commercial”) purposes. Upkeep - 1 Food, 1 Amenity, 0. That destroys federations) remove term limit. Like Commercial zones add happiness and just some improvements to trade. Fortress Zone (3 slots):2x Strongho. 10 Clerks, +1 Merchant. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Don't forget that you can have the Corporate Embassy and the Imperial Concession Port at the same time on a same branch office, meaning that you indeed can have +10% diplomatic weight from each branch office. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. Clerks and trade I think could be improved with some number changes. A Commercial Segment is dedicated to commerce and trade while a Generator District focuses on. It is developed by Paradoxical Development Group and. the same concept applies to civilian industries, which baseline 4 pops produce 24, on a specialized world produce 25. 18. Commerce Megaplexes: Repeatable. Stellaris. Trade value for days. 5 Hive Mind capitals 3. The guaranteed strategic resources is helpful if you end up not having any in your corner of space (plus it gives higher chances of researching those techs for extraction). Stellaris. Report. Two-dimensional heat maps were generated. 2. Farms are agriculture and food distribution. The logic behind this you are "building over a ringworld support segment to upgrade it into a ringworld habitat. Good timing ) For example you can get 15 Stability per fortress and therefore can reach 100% stability without care about amenities and housing. I didn't understand the joke at all. As for ascension path, I personally would go biological, as then you could engineer other races to settle the planets. Commercial Zones have clerks, but to traders. With maximum discounts, Districts costs 0,9 empire size each and pops will cost about 0. Continue with other colonies one at a time. Private Research Enterprises +2 Clerk Jobs +6. While a Protectorate, their Overlord gets a slight bonus to Influence. Subscribe to download. Use habitation, and leisure district for housing and amenities, and fill all building slots for the purpose. Vehicles who enter the cul-de-sac are forced to immediately exit, the circular bulge allowing easy U-Turns. Resource Silos. There are two types of urban districts on a normal planet: city districts and industrial districts, as well as a special trade district for the Shattered Ring World. Stellaris Wiki Active Wikis. Orbital Habitat tips. Void dweller merchant guilds is bonkers with the new mercantile tradition. May 28, 2018 67 20. Generator district produces 2 technician jobs which gives you 8 energy and 2 housing. 1 energy- it will grow eventually and you prevent your competitors from takin this planet for themselfs. ships hovering blocking the sun, which usually would have blinded you as you left the mine to get a couple hours of sleep before the next sleep. This nerf does not appear under 3. Translated into pure Trade Value thats 16 Trade Value for Level 1 and 38 Trade Value for Level 2. (+3 stability per 10 pops outweighs what stability impact 10 slaves can have in a properly setup economy by a good bit. ago. Stellaris. So if it is 4 research node, 8 mineral node, and 4 energy node, then you get all of these as one district each. 33/5. 10 Energy and 5 CG. So it would at least have some use for a non-Fanatic Xenophile. 点击进入 Item. If you make enough money, you can just buy the difference in alloy cost on your. Mercantile will put merchant's in the commercial zones. Imperial Concession Port. Giving just the 1 Merchant job, disabling the clerk jobs. They also cannot be built on Thrall-Worlds. I'd say you'd want Thrifty and Fanatic Xenophile on this for best results. After you introduce production bonuses, clerks get better faster than unemployment, as they start to produce net gains of Consumer Goods,freeing. Commercial Zones - These go straight to C-1 (160 citizens) without that small housing stage like with Residential Zones. Commercial and cities are enough for me. With adjacent C-5 High, it is possible to get a CTOP (1960). paradoxwikis. thaduck3 •. But the true power lies in habitats. 4 Energy (building upkeep) Output - 0. So, yeah, it's pretty okay for machines. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. Commercial districts don't "boost" trade routes. When you start scaling that for Merchant spam- where instead of 2 commercial zones 2 Merchants and 8 clerks (from the zones + urban district), you build 10 commercial zones and 10 urban districts- you start reaching into 8000 minerals for 8 jobs worth, roughly, 24 energy a month more, and possibly fewer CG. Clerks aren't bad. save. (Industrial zones are often separated from the city areas) For bigger cities, forced separation between the three brings major inconvenience to citizens. 5 sprawl per 10 pops at worst, as in no extra merchant jobs from trade build tradition or building upgrade for 10 pops a district. Clerks are shit at producing Energy. It makes habitat trade districts give 1 Merchant job/district (on top of the 3 clerks), same as commercial zones. I've seen plenty of size 20+ planets but rarely do they have more than 5-6 of any given resource district when in 2. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. 5 EC) by virtue of the branch office belonging to my subsidiary. I believe there should be a limit placed on how many pops can grow. Wouldn't call ring start overpowered in it's current state. In the Late Game you can trade it for the Galatic Stock Change that gives you +2 Merchants & +20% trade value. Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader. Baol - restart until you get colonisable planets close, survey only colonisable planets. R5: Marketplace of Ideas Unity production nerfed by half. It’s also known as RCI (Residential, Commercial, and Industrial) – as shown by the three bars seen in the game. And one of the biggest problems is unemployment. Original post on the Paradox forums. Civics are Meritocracy and Citizen Service. Before players can build their first Orbital Ring Megastructure in Stellaris, they'll first need to discover and research the Orbital Rings tech. share. It's supposed to inspire competition I get that, but that's impossible when it's not designed as a competition, it's designed so the first one gets everything. A few weeks ago I had posted the results of a run trying out commercial zones instead of holotheaters to deal with amenities with a merchant guild empire. I see many say that Clerks are the worse job on the game. Maybe some armies need particular buildings, so powerful units require a building or something. If you see a planet with a lot of energy district and maybe even a planet modifier. Since 2. LeGuin added a completely overhauled economic system. Please fix :(I really am getting annoyed by the non-stop growing of pops on planets. If you fill the entire building section of a planet with a singular building (sans Capital building) such as the Commerical Zones then it will stack so if you had 10 CZ and 100 pops you would get about 120 clerk jobs available Think @Wiz did an example in the design corner of a planet filled with Foundries which did something similar Stellaris - Commercial Zones say Merchants produce Unity [3. Site. But wait, those CG need to come from somewhere. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. They are terrible! The AI has tons of resources and unemployed pops on most planets, but they don’t upgrade their buildings. Download and read on epub, mobi (Kindle) and PDF. Though not the actual. CUP CUP 7. 2 Standard capitals 3. The zoo used to come with 1 or 2 cultural worker jobs in addition, not sure why those needed to be removed because it's a rare feature anyway. It works. Add a comment. Combined with a few city districts that should be enough Amenities to support a planet. That's not really a "thing" anymore. Turn it into another lab world or Forge world. That destroys federations) remove term limit. 7. Building based: such as refinery, or fortress habitat. Interchangeably with mouse movement - moving the camera through the galaxy/system map. 100% habitability is nice for migration treaties with other species that have desirable traits, and increases the chances of refugees in the lategame for more pop growth. Void Dwellers are also very easy to screw up. Zone VE and V – Called “V zones”, these are areas where waves and fast-moving water can cause extensive damage during the base flood event. Then build a few commercial zones. Trade system in Stellaris is just very easy. 25 = 3. 31. This command adds the specified building to your currently selected celestial body. In addition to the relic itself, completing the. 0 unless otherwise noted. Many says filling of commercial zone is the best since you get the max profit without piracy , but also using it as a forge world isn't that bad, seems like that alloy. Each commercial zone can be upgraded into a megaplex that will give 11 jobs for your population. They generate trade value, which is then taken by Starbases, and transported via trade routes to your capital, and then turned into whatever your trade policy turns trade value into (always at least 0. 101 – 372. 100% habitability is nice for migration treaties with other species that have desirable traits, and increases the chances of refugees in the lategame for more pop growth. Unless you are using a bunch of stuff to boost trade, running clerks will hurt you pretty bad. 6 energy and 1 Amenity compared to 1 unity, a fairly balanced trade. As a result, the vast majority of residential zones in various cities are zoned for relatively low floor area ratios, while the vast majority of office and commercial uses permitted in the core area have higher floor area ratios. If you don't have a dedicated Forge world build a alloy foundry in capital. To make a new sector, navigate your galaxy view to a planet that you’d like to. Both species can colonize on the private colony by default. so I had a lot of commercial zones. Since the max population needed to construct all buildings in available planetary slots is 75, pops should be set to stop growing when 75 pops are already present on a planet. By covering an entire planet in nothing but upgraded commercial zones you can get as much as 400 trade value from buildings alone, plus the trade from additional city district clerks, and not counting the. Despite these guidelines being in place,. The next update looks to refine this system and make it more useful in the long run. 4. Sure. Add in a bunch of trade bonuses + thrifty on top of that and there we go. 101 – 372. . Commercial zones. Growth is slow due to the limited districts and I never have enough housing or jobs for them. Extra trade value is nice, but pops can do a lot more working other jobs. For some reason, the option to make a commercial pact is missing when I try to make one with any AI or player. List includes cheat help and copyable codes. I've been wanting this since literally day 1. Maybe some armies need particular buildings, so powerful units require a building or something. Each provides +10 housing. Stardance. 5 energy credits per trade value, 1 if you're using the default policy). Oct 14, 2022. ; About Stellaris Wiki; Mobile viewHere is some background info: I am:Humans (unruly, very adaptable) Fanatic Egaltarian. You have 1 Merchant per habitat and 1 merchant per commercial building/district. Power plants are your commercial zones. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris was released 7 years ago, but the AI for managing planets still looks like it’s in an alpha state. District jobs all provide worker-class jobs. Sometimes if you conquer a habitat that an AI built it won't have any other district options to provide jobs and unlock building slots, but that's the only case you would ever consider them. So if you want to get a specific one: Zroni - restart until you get colonisable planets and nebulae close, survey only colonisable planets. C. Members Online • Yilmetoh . If we spam Trade Districts and / or Commercial Zones we can rock huge numbers. Jobs screen. View mod page; View image gallery; Vassal Antispam. Mines represent production, whether that's raw resources, industry, etc. In theory a city's supply chain can exist in complete isolation from the outside world, but in practice it is. Switch to CG trade and focuse your industry to alloys. So in a way, playing as Crime Syndicate is like playing with additional Espionage options. Tactic is to spam as much commercial zones as it is possible and use consumer benefit and put on war economy. The legislation provides two distinct options for eligibility: one for 100 percent Below Market Rate (BMR) projects located on commercial zoned land, and a second for mixed-income (typically 15 percent BMR) projects located on "commercial corridors. 5? Stellaris is one of the latter games. Extra trade value is nice, but pops can do a lot more working other jobs. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. It is better to build districts than to build these. As Designed Stellaris - HiveMind Buildings that only the player can build. Starting with this update, sector management moved to the planet window of each stellar body capable of becoming a capital. Merchants are strong. Clerks produce trade and amenities, but not very much of either. Economy is a menu that shows information about the city's income and expenses and allows the player to adjust taxes and budget and take loans. One regular trade habitat gives around 400-500 trade value, fill whole home system with those and you have no issue with energy, consumer goods or unity. Commercial zones could gainfully employ a gaggle of unemployed and effectively have them pay for the trouble, keeping the planet happy. The reduction to army costs isn't a bad idea, maybe army build speed reduced and cost reduced. What are commercial zones and how do I build them?Best way to generate energy credits is to play as copration and establish branch offices in every single empire that you plan to share victory with. It can only happen once per game. Motor vehicles employed solely in transporting. If you don't have a dedicated Forge world build a alloy foundry in capital. Your capital should focus on research while also using some of its industrial/raw resource districts only to meet the minimum upkeep until you can expand and make proper specialized worlds. In this case, art imitates life. Some land in these zones may be regulated by Subtitle III, Division 3, Overlay Districts, of this Title 23 . Go to Stellaris r/Stellaris. 1001) A. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and. The ideal planet has a bunch of clerk jobs open, and very few of them filled. Requirements. For strictly organic, non-hivemind, no-trade empires, consider gene clinics. Assuming you do the Angler trade build, the world. ago. Going for a trade+tech run,. Jump to latest Follow Reply. Make your main species Thrifty at the very least, I'd recommend adding Intelligent and Unruly as well. Balancing and Fixes. Is this good idea? I am playing tall/wide hybrid build where I am fanatic authoratian/xenophobe that I conquer when I see its a good value (like. There's generally no point in building trade districts. gestalt consciousness. What are commercial zones and how do I build them? Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиFurthermore, you can zone out commercial but still have the highest employment rate in the industrial or office zone. Militarist. r/Stellaris • You have the perfect start. Dont hesitate building branch offices on every single planet, even if its generating like 0. I change my economic policy to mixed, then build an industrial district next on my homeworld to boost CG and alloy production. 5% for mega-corp. Sep 23, 2021. Mercantile (Free) Adopt: Starbase Collection Range +1, Trade Protection +5 (1) Trickle Up Economics: Clerks provide an additional +1 Trade Value(2) Commercial Enterprises: Commercial Zones Building now provides 1 Merchant Job. 2. ago. Small planets where you plan to build a couple of districts only, plus maybe a resource boosting building. Zoning Map Amendments. ; About Stellaris Wiki; Mobile view Merchant spamming is possible due to the Mercantile tradition Commercial Enterprise, which makes Commercial Zones provide 1 Merchant Job each. Large amounts of minerals are needed for each activity related to the development of infrastructure and army so you will want to have a sizable surplus at any time. So, yeah, it's pretty okay for machines. Joseph Detailed Commercial Zone; 2021- 2022 Missouri Vehicle Route Map - Entire State View; Missouri Vehicle Route Map - Commercial Zones With Exit Numbers; Federal Weblinks. Archaeological Site feature to the planet. Commercial Zones can be useful in the late-game if you are very overpopulated (which gets around their downside of requiring excessive amounts of staffing) but Gene Clinics are wholly useless and their pop growth bonus is a trap. Yes we all know machine empires needed a nerf and that they were broken. RZ2 – Suburban Core Zone. The overpopulation stops growth, but that's okay, just keep resettling pops in there until it's full. Balancing economy is tough in the beginning, the best way to do it by specializing your planets. Contrary to how it works for normal planets, life. RZ5 – High Density Residential Zone. Those things can only be produced by buildings - not by districts (excluding special districts in habitats / ring worlds / ecumenopolis). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The ICC/RESNET 380 standard has been included as one of standards that can be used for determining the air leakage rate of a building or dwelling unit. City district + Commercial Zone combo that you're proposing costs both 1 district slot AND 1 building slot. Commercial demand is a combination of two things, the need for new jobs and the need for citizens to have a place to go in their free time (for example, a shopping center). Removed any mention of a 365 day calendar in Stellaris. HERE [stellaris. 5 CG. Ensure the administrator jobs are being filled, and build holo-theaters if you need more amenities. Just research, a bit of unity, and a commercial governor + mercantile, fanatic xenophile. Latest. 417K subscribers in the Stellaris community. Throughout many campaigns i've noticed that I have quite a lot of spare building slots on my planets. Which makes the Universal Transactions perk basically useless. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. They helping to fight unemployement problem (actually most efficient way - most jobs per 1 slot). 4 size each. But wait, those CG need to come from somewhere. First off, I want to say overall I am happy with LEM. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User. Food comes from starbases, energy/CGs from trade and commercial pacts, you only need to worry about metallurgists and researchers next to merchants. Entertainers cost consumer goods to run, which in turn require. 4 Special designation capitals 3. 1 comment. It's obvious Stellaris is inspired by Star Trek (among many other things), and the concept of a Neutral Zone has been a major part of Star Trek from the beginning. 3 Habitat capitals 3. While commercial zones will also raise amenities, but they aren't very good (they produce half as many amenities than holo-theaters while requiring twice as many workers). With the new system it is easier to build up whole systems, and these habitats are very large. building_commercial_megaplex. 5-4. Because Branch Offices. Stellaris 50325 Bug Reports 30658 Suggestions 19053 Tech Support 2876 Multiplayer 376 User Mods 4624 Stellaris AAR (After Action Reports) Console edition 1210 1 2 Clerks might be useless, but free merchant from commercial zone is not. Pops will automatically fill empty Jobs that they are capable of holding, and will choose the job that will get the most out of their. After some years of establishment build a complete education system,. Unless you are using a bunch of stuff to boost trade, running clerks will hurt you pretty bad. Those things can only be produced by buildings - not by districts (excluding special districts in habitats / ring worlds / ecumenopolis). This makes them especially. Dwelling for a caretaker or security guard on the site of an approved use. Key traditions: Adaptability, Mercantile, Unyielding. If you don't have Industrial areas for Generic, you will not produce Generic goods and your Commercial Zones will be dependent on imports for this; which will clog up roads, giving extra. Mercantile will put merchant's in the commercial zones. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3 Upgrading Commercial Zones into Commercial megaplexes requires the Interstellar Economics technology. ) Let me list all the nerfs first: 1- No amenities from replicator jobs anymore. So with 20% commercial pact efficiency, do you end up with 12% or 30% of the trade value?. Going for a trade+tech run,. Commercial zones are only valuable if you have the mercantile traditions, otherwise your amenities are better served by holo theatres, with technicians being more useful for credit generation. I’ve chased that quarry myself, in a few 2. 9 "Caelum" Release Trailer Hello there. Is 2 housing / 2 resource districts still the way to go on habitats in 3. You don't have Megacorps, you don't have Merchant Guilds, you don't have Trade Leagues, and without those things, Trade builds just aren't very good. Commercial Zone tapes 3 (satire of Calzone Tapes 3) 1/2. A commercial—industrial spine extends the CBD in one direction with offices, shops, high-quality housing, restaurants, theaters, parks, golf courses, Three zones reflect home of majority of residents—(1) the zone of maturity, attractive to middle classes with filtered-down colonial housing and improved self-built dwellings, (2) the zone of. 1. Stellaris. Get the mercantile tradition that gives you +1 merchant job from commercial zones. OneSekk. . 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. And one of the biggest problems is unemployment. There's housing (Residential), amenities (Commercial and parks), building slots (Offices and city services), and then there's Industrial that competes with the Office zones for jobs. yy0b • 5 yr. Just like in the real world, the population of each planet. g. #1. 4. 33 sprawl ever 2 pops, 11. Zoning Map Amendments Toggle Layer Group. 1 added a +20% trade value. Do that on absolutely every planets (you'll be drowning in influence and energy anyway), even the unprofitable ones, and see you diplomatic. Again, to determine whether your bus or van is a commercial motor vehicle, it is necessary to consider vehicle size, passenger capacity, and in some cases whether the operations are for-hire. Everything is glorious. )Going for a trade+tech run,. Buildings are constructed in a colony's building slots. I've noticed this too. Adds an. A searchable list of all building codes from Stellaris. I added commercial zones into "Star Mall" to get the most amount of trade value I could while playing as a materialist empire so. 6. The buildings that grow in this specialization are not able to level up; they have only a single level. The supply chain in Cities:Skylines involves the production, processing and selling of various forms of "stuff" and the necessary transportation to allow this to occur. (In the upcoming LEM update, two of the first new traditions will be a buff to clerks and commercial zones: +1 trade from clerks, and the next one +1 Merchant job from. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The new gameplay trailer shows Stinfinite to very much be in Stellaris’ ‘Civ in Space’ wheelhouse, with quick looks at a mission tree that resembles a tech tree, the ability to construct ships at a shipyard and the chance to scan planets to open up communications with other species and factions across the ‘verse. 12 Things to Know About The Aruba Marriott and Stellaris Casino. 这个攻略不够好?. I've been looking for a generator world since 2250, because my clerks kept getting promoted to specialists (to support my consumer goods and alloys and whatnot). Commerce megaplexes, filled with robot clerks and sapient merchants. This makes 3 energy, 2 food, & 2 minerals via Mutual Aid. Most real estate properties, other than single-family lots and homes, are commercial real estate. RICO stands for Residential, Industrial, Commercial, and Office in Cities: Skylines and refers to the needs for each zone in the gameplay. 8 ‘Gemini’ update is the addition of two cooperative gameplay modes. Stellaris Real-time strategy Strategy video game Gaming. The thing is, I made quite a lot of commercial area in aspect ratio to the residential ones, and while the latter is growing rather fast, the commercial areas just refuse to. Ringworlds and void dwellers are about to recieve some sizeable. It held a lot of promise,. The Need for Neutral Zones. Watch out for piracy, pray your planets are close together and build stargates asap. Sometimes if you conquer a habitat that an AI built it won't have any other district options to provide jobs and unlock building slots, but that's the only case you would ever consider them. 1. Fitted average surge traces were generated for each test condition and used to develop an interpolation algorithm to predict transient occlusion break surge events. 002. Financial. 3 update of Stellaris fundamentally reworked this mechanic. 25=15, 15x0. What are commercial zones and how do I build them? Zaloguj się Sklep Strona główna Kolejka odkryć Lista życzeń Sklep punktów Aktualności StatystykiOn tier2 habitat you can build luxury houses for housing. Commercial zones. Put a commercial zone down but it's only fir the 1 merchant. • 1 yr. The guaranteed strategic resources is helpful if you end up not having any in your corner of space (plus it gives higher chances of researching those techs for extraction). Despite being a sci-fi game filled with aliens and spaceships, this game forces you to tackle a number of realistic problems on behalf of your planets’ populations. 9 but I am a absolute beginner at modding. com Commercial zones don't use any resources other then energy and Clerks are lower class citizens so they have lower consumer goods needs. Commercial pacts confusion. #7. Currently president of a Military Alliance. If you have no negatives, odds are you are Fanatic Xenophile with the complete diplomacy tree. Thread starter Zombiefied; Start date Mar 27, 2021; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. So much that it needed multiple starbases for protection. 5 CG, 0. mainly clerks from either commercial zones or city-districts. Subterranean Civilization is a colony event chain that has a very small chance to trigger 2 or 3 years after any colony has been founded. This means those 2 Technician jobs are costing a total of 1. One is a pure trade build. A searchable list of all Stellaris Building IDs for use. Say Empire A have 100 Trade Value and Empire B have 10. If that isn't an option, okay maybe a holo-theater, though potentially I'd build a commerce zone instead. 0, if there is one thing consistent about the galaxy it is the entirety of the galaxy gets colonized. Put a commercial zone down but it's only fir the 1 merchant. In trade builds, the Merchant amenities compensate, and your Aquatic habitability buff of 10-20% habitability on ocean worlds (depending on non-adaptive) is 10-20% fewer amenities needed in avoided inflation costs.