Mineral: $3 (I import) Food: $2 (I did not export) Alloy: $12-17 (depending on aggressiveness)Side note: Federation is somewhat overpowered as it creates demand for alloys (AI will build fleets to federation fleet cap and Federations = More wars = Profit) and federation fleet count towards the president"s (your) fleet power which deters (or allows) aggression. Consumer goods: $5-6 Rare resources (RR): $13-17Side note: AI does not seem to purchase RR from the market, which keeps RR prices low. Moreover, AI purchases RR from players at $30-40, which means free credits. Market fee is 5% (Founding the market + Diplomacy tree + Trader proxy office / Ruler traits) Prices for raw resources are relatively stable, but my tall empire (Sprawl = 270, Cap ~= 120, Planets = 14, tech reaches repeatables) influences alloy prices significantly

Exploiting these prices should be a key part of min-maxing. In 2.2.3, I can found the market in two decades by trading communications with AI Empires. (Unfortunately they nerf it in 2.2.4) Some observations:

Refineries are unnecessary (10M = $30 = 2RR) Militarized economy + Selling alloys = Infinite credits Wars are really expensiveSide note: Bastions at choke points w/ non-aggression pacts or association status with neighbors = Peace = Economic growth from alloy sales, even at Grand Admiral without scaling. Upkeep for free pops is substantial (1.25F + 0.25CG + 1 Amenity + 1 Housing / worker)Enslaved synths (additional +10% production from tech, w/ Flesh is Weak to prevent AI rebellion plus other buffs) or droids (+5% from efficient processors) are the best pops in game. ($1 + 1 Amenity + 0.5 Housing / specialist) Plus they have no PP or happiness unlike slaves, which means high stability and high resource output. Taking synthetic evolution ironically downgrades their usefulness as upkeep is substantially higher. In fact, droids are preferable to enslaved synths, and IMO the synthetic path is somewhat weak. Slaves are the next best pops in game. (1.25F + 0.05CG + 0.75 Amenity)Even at low habitability slaves are still pretty good as increase in CG upkeep is minimal. I find sending some slaves to low habitability worlds where their growth will be limited quite useful as it allows for more pops of primary species. Plus less xenos = less xenophile attraction. Domestic servants (0.75 Housing) are never unemployed, can become entertainers (which is specialist), and provide amenities when they are idle. Great for ecumenopoli or habitats. Livestock (0.25 Housing) are great for building slots, and by extension habitats. In fact with livestock 6 districts is enough for housing everyone and it saves you from adopting Master Builders AP. Pop growth is king (More minerals / alloys) Diplomacy tree is great

Essentially, an empire"s strength primarily depends on alloy production owing to absurd levels of inflation. Alloys require

JobsForge arcology districts provide 10 jobs & 10 housing w/ no RR upkeep but 2 sprawl points Forges provide 8 jobs & 0 housing w/ 2 RR upkeep and 1 slot but 0 sprawl points … why not both, esp. on a forge world? 🙂 Generally, one or two ecumenopoli should be more than enough HousingWith enslaved synths or droids, each forge arcology provides extra 5 housing after housing the metallurgists. 16 districts on a size 15 ecumenopolis provide 80 housing extra, which is more than enough for housing the remaining pops. Amenities(Charismatic) Domestic servants are ideal. Enslaved synths or droids are better saved for other purposes. PopsWith sufficient tech, organics grow at 6.0 and robots grow at 2.3-3.0, on every planet including habitats Habitats with 6 Housing can house over 200 livestock, while you need 70 to unlock all building slots. IMO other habitat districts are a waste of sprawl points. Given that arcology districts are insanely strong and refineries are useless and you cannot build labs or commercial complexes on habitats for some odd reason, I find those slots are best for building fortresses (3 housing, 3 soldiers = 18 naval cap, 1RR) and resource silos (2 clerk jobs). In fact if you are into fortresses, those habitats don"t need districts at all LOL. Essentially habitats are great incubators for those playing tall (which means significantly less micromanagement and amazing tech). MineralsMatter decompression (Galactic Wonders AP) Mining districts Mining guilds civic if not corporate Tributaries Or… market Food (too plentiful to be a concern)Livestock Agricultural districts Consumer GoodsThrifty domestic servants as clerks Thrifty executives if corporate Arcology districts which compete with alloy production for minerals

What are your min-maxing strategies?

© Post "Some tips and thoughts on Galactic Market" for game Stellaris.

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