Oh, definitely! Even if i play Humans i still pick the elf-looking ones just to have more variety in hair colors to choose from. Also liking the Toxoids 3 name pool.
Technocracy increases the odds of getting Rare techs, so i usually try and pair it up with Spark of Genius (also increases odds for rare techs) or Maniacal (increases odds of rolling dangerous tech) and the research boost of Materialists works into this too since rares and up tend to be more costly than their normal counterparts.
Unity wise i try to set it to Marketplace of Ideas so every 4 Trade converts into 2 energy and 1 Unity, which i try to make up the difference with. Utopian Abundance helps with this as well, since it's +.5 trade value per pop and a 20% happiness increase across the board so you can generate a decent chuck of Unity from that.
But yeah, any form of Materialist gets a x0 modifier to psionic tech, meaning you can't get them unless that x0 is overridden by having a Psionics Expertise scientist working on triggering it. Under the old system that could happen by RNG leveling the scientist up, or there were two very specific anomalies you needed to chain on one guy to get them to become Psionic Expert, but Spiritualists have it easier, agreed.
And yeah, Utopian Abundance will run up quite a bill in the early game in terms of Consumer Goods so you'll have to use the market there, but once it's up and running (and you don't need 200 CG to get a Colony ship if you picked Corporate Dominion) i've found it's actually quite easy to manage simply because every 4 pops will get you 1 consumer good naturally.
Consider this: Without any modifiers, a Merchant produces 12 Trade and 3 Amenities for 2 consumer goods. However, that 12 Trade will produce 3 consumer goods with Consumer Benefits. Merchants also don't require habitability (or at least it doesn't affect their work) so you can colonize a low hab large planet, build it up for trade and have a nice pop count when you can start terraforming it. Pays for itself.
Hell, they'll even be happy: +20% happiness from Utopian Abundance, +20% from having Amenities out the wazoo.
quote:
Numbers:
Clerk: +4 Trade value, +2 Amenities. Upkeep: None
Merchant: +12 Trade value, +3 Amenities. Upkeep: 2 consumer goods
Commercial Zone: 3 Clerks, no Merchants (Total 12 Trade, 6 Amenities)
Full x11: 33 Clerks, 11 Merchants (Total 132 Trade, 66 Amenities)
Consumer Benefits generates (132 / 4) 33 Consumer Goods (or Unity)
With full Mercantile Tradition:
Clerk: +5 Trade value, +2 Amenities. Upkeep: None
Merchant: +12 Trade value, +3 Amenities. Upkeep: 2 consumer goods
Commercial Zone: 3 Clerks, 1 Merchant (Total 27 Trade, 9 Amenities. Upkeep: 2 consumer goods)
Full x11: 33 Clerks, 11 Merchants (Total 297 Trade, 99 Amenities. Upkeep: 22 consumer goods)
+40% Trade value bonus (2x +10% from Tradition, +20% from Urban Colony Designation), so 297 --> 415.8 (416) Trade
Consumer Benefits generates (416 / 4) 104 Consumer Goods
And that is without even building for Trade. Mercantile also lowers the Market fee by 10% so you're buying everything cheaper, and the ability to convert trade into consumer goods (or Unity) is Empire wide.
So with Mercantile, the planet can produce 416 Energy, 208 Energy and 104 consumer goods or 208 Energy and 104 Unity and swapping is as easy as changing Trade Policy.
Give it a try, even with just the Tradition completed it'd already mitigate a ton of your consumer goods problems (even with Utopian Abundance), and once you stop having those you can have your monthly Unity skyrocket.
You could also upgrade the Commercial Zones to Commercial Megaplexes and basically double the trade they're pushing out (6 Clerks and 2 Merchants apiece with Mercantile), but the buildings would run you 11 Rare Crystals (while generating over 200 consumer goods).
Haven't tried it with DLC of course, but it should work for you just as well. :)
This message was last edited by the player at 18:57, Sun 21 May 2023.