stellaris commercial zones. This nerf does not appear under 3. stellaris commercial zones

 
 This nerf does not appear under 3stellaris commercial zones 1 added a +20% trade value

A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Mechanists, Hive Minds, and Robot Empires start with assembly researched, while for most Empires not fanatic spiritualist, robot assembly plants are a top priority for early research. So, clerks produce 0. Food comes from starbases, energy/CGs from trade and commercial pacts, you only need to worry about metallurgists and researchers next to merchants. Gene Clinics. 1 added a +20% trade value boost to the. Each district has a specific focus, like housing or energy production, plus the number of them on a planet is limited by factors special to the planet itself, like size. What are commercial zones and how do I build them?Districts represent large areas of development on a planet dedicated towards a particular purpose, whether that is housing or resource production. Mouse wheel down - zoom out. Each commercial zone can be upgraded into a megaplex that will give 11 jobs for your population. Unyielding lets you support more Starbases, which means more room for Hydroponics buildings, which means more food without needing to devote pops to producing it. Balancing economy is tough in the beginning, the best way to do it by specializing your planets. Switch to CG trade and focuse your industry to alloys. That is the same trade value boost as Urban Worlds, Trade Stations, and Commercial Ring Worlds. High TV amounts are usually either inefficient pop. 1. I like commercial zones, as they produce trade and consumer goods, you can change your trade policy to half energy half consumer goods, holo theaters are good too, move people off the planet to work somewhere else for consumer goods, usually I specialize my planets, there are the consumer goods factories which. Habitats, on the other hand, definitely are overpowered with what mercantile tradition does to commercial zones. Airports, heliports/helipads CUP CUP 9. Gestalt Consciousness empires do not have civilian. All C-R uses shall be conducted wholly within a totally enclosed building, with the exception of outdoor dining. Just like in the real world, the population of each planet. If so, how do I increase Trade Value without building a lot of commercial zones, and how can I keep up with housing needs if city districts gives 4 more housing than the other districts types? Yes I know Stations collect Trade value from systems, I am talking about planet construction only. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. There are two types of specialized buildings in each of the industrial specializations. 1746 § 2 (part), 2013: prior code § 10-3. The trouble is that there's no way to mass-produce ruler jobs. Don't screw that part up. (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. The ACT wins the prize for the most logically-named zoning codes. 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. So with 20% commercial pact efficiency, do you end up with 12% or 30% of the trade value?. 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. Oct 14, 2022. 商业区 - 数据. The. 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. The reduction to army costs isn't a bad idea, maybe army build speed reduced and cost reduced. save. Primitive civilization event chains. Militarist. 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. Housing buildings. Best. 0. A commercial zone adds +1 energy upkeep per trader (+2 energy for +2 Traders = 1 per | you wont/shouldn't be using the Clerks). I don’t think it’s really worth pursuing, and that once it’s settled, one way or another, you ought to replace those capital Commerce Buildings with. It is generally found among rocks or algae at a depth of 20–60 m (66–197 ft). Conquering. New York City's Zoning & Land Use Map . CUP CUP 7. LeGuin added a completely overhauled economic system. ago. Private Research Enterprises +2 Clerk Jobs +6. This command adds the specified building to your currently selected celestial body. 5 CG. Commercial districts don't "boost" trade routes. Despite these guidelines being in place,. gestalt consciousness. Influence, alloys and empire size are critical now. This district is reserved for business (or “commercial”) purposes. With thrifty, they barely pay for their own CG upkeep: 8x1. Once I got the Dyson Sphere, though (which now provides. So I have some questions about the district system in Stellaris. 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). 2. 740 (Large tract. Report. Description Commercial Pact & universal transactions influence cost issue Game Version 2. It is better to build districts than to build these. 11 Jobs. Based on your trade policy, 1 trade value converts into 1 energy (wealth creation policy), or it can give less energy and some consumer goods (consumer benefits policy - 0. 705), 215. 1-2 Holo theaters or 1-2 of the trade goods building are enough per planet. Also, since Megaplexes are a lot better than commercial zones (the merchant job makes a huge difference) you generally want to wait until you have that tech, before you start building them. The goal is to eventually have unemployed and homeless pops on the planet, which will boost emigration. City districts can be built anywhere, however, and thus used to produce trade to convert into energy. Technician/Mining districts are always going to be 2 jobs each; urban districts with commercial zones can get to 10 jobs each. 8. Joseph Detailed Commercial Zone; 2021- 2022 Missouri Vehicle Route Map - Entire State View; Missouri Vehicle Route Map - Commercial Zones With Exit Numbers; Federal Weblinks. 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. Using Merchant Guilds to boost Merchant jobs, Functional Architecture for more building slots, and then spamming Commercial Zones. This means that newly colonized planets start at. Which planet types are the best in Stellaris? There are so many different celestial bodies we can colonise; from arid, rocky worlds to giant megastructures t. Stellaris Dev Diary #281 -. So, yeah, it's pretty okay for machines. 7. They helping to fight unemployement problem (actually most efficient way - most jobs per 1 slot). . Jobs screen. 6 billion. ago. Also separated unity and amenities into 2 districts. HERE [stellaris. Districts in Stellaris are like city and rural zones in everyday life. In this case, art imitates life. 25 consumer goods ) or less energy and some unity (marketplace of ideas - 0. I added commercial zones into "Star Mall" to get the most amount of trade value I could while playing as a materialist empire so. MegaCorp Advice. Continue with other colonies one at a time. Its the upgrade of the Commercial Zones. I avoid making these. Subpart A. 0] [0193] Gorehuchi. This is a not-so-friendly way to expand and would require you to be strong enough to defeat the enemy. Baol - restart until you get colonisable planets close, survey only colonisable planets. There are a lot of schools of thought with megacorps. It is estimated to be 7. Up to five players will be able to control the same empire and work together to play the. List includes cheat help and copyable codes. I believe that Industry districts work like City districts, where there isn't a limit on the amount you can build. Fitted average surge traces were generated for each test condition and used to develop an interpolation algorithm to predict transient occlusion break surge events. 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. If you make enough money, you can just buy the difference in alloy cost on your. Since you can only collect in your capital, the trade value in your capital starbase is your total trade value. C2-1 through C2-5. Zone A d_the_zone: Unknown Physics Research from Jobs: +15% Researcher Jobs: +2 Produces: 4 A thirteen-by-thirteen kilometer stretch of land on this planet is a ruin of unknown origin, littered with many bizarre and unique alien artifacts. Professor Hardknocks Apr 1, 2020 @ 8:20am. The panel can easily be found by pressing the icon that looks like stacked green dollars. What are commercial zones and how do I build them? Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Commercial Zone are only for Merchants, and you need the Mercantile tradition for them to grant Merchant jobs so if you don't have the Mercantile tradition don't build Commercial Zones. The game kept me engaged through mid-game more effectively than it has in the past, and some of the AI are actually giving me some trouble when before I was able to ignore them - you can't do. 1 comment. 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. 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. Clerks are shit at producing Energy. Upgrading Commercial Zones into Commercial megaplexes requires the Interstellar Economics technology. Commercial Zone costs 2 Energy Upkeep, and depending on your Economy Stance, the Clerks will consume 10 to 1 CG. With the new system it is easier to build up whole systems, and these habitats are very large. Ensure the administrator jobs are being filled, and build holo-theaters if you need more amenities. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and. You can also choose Commercial Enterprise, giving Commercial Zones 1 additional Merchant Job and Marketplace Ideas which gives a 10% increase in Trade Value. I've noticed this too. LeGuin added a completely overhauled economic system. And if possible 2 Labs as early as possible. That’s 10. I avoid making these. Everything is glorious. Commercial and cities are enough for me. Sep 23, 2021. Each declared Rival gives you an extra half-point of Influence per month. It can be discovered after a planet is colonized and adds an archaeological site blocker to the colony. Uploaded: 08 Jun 2023 . The webpage is a PDF document that contains the Commercial Waste Zone Plan of the New York City Department of Sanitation. Adds 2 more clerks to Commercial Zones and 2 more for Commerce Megaplexes. 0] [0193] Gorehuchi. Since 2. The types of businesses allowed in a commercial zone can be broad or specific. The structure you build on the tile is an abstraction for that city's largest industry. Exemptions. Steps to. merchants are absolutely cracked for earlygame energy income. -Will be able to afford the minerals for commercial zone/urban district cycle to get to 10 jobs on any gravity worlds. 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. 1 (bbf4) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. com Commercial zones don't use any resources other then energy and Clerks are lower class citizens so they have lower consumer goods needs. Stellaris 50325 Bug Reports 30658 Suggestions 19053 Tech Support 2876. The maximum size a Commercial Zone can reach is based purely on Land Value. Enter the name of a building to filter the entries in the table. Stellaris is a sci-fi grand strategy game set 200 years into the future. Zoning Details In real life, we do not see all the zones so ideally separated out. Aruba Marriott offers access to a stunning 10 restaurants on-site, with everything from a Starbucks in the lobby to fine dinning and bountiful buffetts. If you don't have a dedicated Forge world build a alloy foundry in capital. Most Jobs are created by Districts and Buildings and thus limited in number. building_imperial_concession_port. Results: During occlusion. So, yeah, it's pretty okay for machines. Autochthon Monument, what for? Consider this a building like the research institute. Let your pops spill over to newly built habs. Members Online What do you guys like to do with the Prikki after your wars with the Prikkiki-Ti?I mostly liked the way species interacted in ME's universe so when I play stellaris I try to go mostly for xenophilic federations and I kind of imagine life to be like it was in ME's universe. When a basic ring world is completed it has 4 segments. Most real estate properties, other than single-family lots and homes, are commercial real estate. At this point build a small commercial zone - probably just 6-12 spaces. EXCLUSIVE AVATAR AND GALAXY FORUM ICONShow your love for Stellaris on the Paradox Forums and other social networks. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. Commercial zones could gainfully employ a gaggle of unemployed and effectively have them pay for the trouble, keeping the planet happy. To answer the question, urban world is from city districts, not commercial zones. Is 2 housing / 2 resource districts still the way to go on habitats in 3. Exemptions, Commercial Zones, and Terminal Areas. You do not seem to understand how trade and troude routes work in Stellaris. By contrast, Repugnant- amenities -20%- is actually surprisingly viable. One is a pure trade build. However, a number of games have come out throughout time to bring their micro-management goodness to living room accessible formats, especially when it comes to. 6 merchants from stock exchange (+2), branch office (+1), numistic shrine (+2) and merchant guilds (+1). 0 I believe. Unless excepted, motor carriers transporting passengers in commercial motor vehicles must comply with FMCSA’s safety regulations. Make sure you are the only megacorp (by force if necessary) and make a trade federation or hegemony (depends on what you want to accomplish) become custodian (not emperor. "Both empires will gain the economic bonuses of 10% of each other's Trade Value" from the wiki. I didn't understand the joke at all. -Vassals donate fleet cap to you, they follow you into any war. Around 2300 tho, when my planets start settling, my energy production. Besides it is fine to use on habitats. Special Purpose Subdistricts. stellaris has finally allowed us to create off-shore tax havens. Reply. They give very few jobs, and the jobs they do provide are low-value. 25%/2. Gestalt Consciousness empires do not have civilian trade and cannot build these buildings. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. Your last memories are seeing the evil Curiosity Inc. The big exceptions are hydroponics farms and commercial zones. Go to Stellaris r/Stellaris • by Kuraetor. Posted on May 16, 2022 by Jason Somers. This makes 3 energy, 2 food, & 2 minerals via Mutual Aid. Getting a Merchant job per trade district or Commercial Zones building is huge, and the trade policy is also excellent and lets you tech up without needing CG production, which means you can specialize all your industry for alloys. Jump to latest Follow Reply. In the population tab, the tooltips read +2 trade value and +2 amenities. It lies in the constellation Aquarius about 40. 4 size each. 3 Patch Notes In Dev Diary #238 so it might be unintentional. Requirements. 6 energy and 1 Amenity compared to 1 unity, a fairly balanced trade. ) Should I build districts that match the buildings or the types that assist in producing resources I lack, e. Stellaris. . 5 CG, 0. #7. 125 with the diplomacy opener, but the default one holding a fresh released vassal gets can be spent on a Ministry of Truth. 5 miners produce 20 minerals baseline. Clerks and trade I think could be improved with some number changes. 0 comments. Rather than going from 10% trade value to 30% trade value from a commercial agreement, it's 10% to 12%. Balancing and Fixes. 2. Among the latter is La Vista restaurant which offers mouthwatering Italian entrees and desserts. paradoxwikis. ago. I'm taking a pause from Stellaris, waiting for the v3. Besides it is fine to use on habitats. Description [2. Branch Office. Merchants are strong. The theory probably holds if you're just trying to maximise output X from your habs, but something I've been doing in my recent game is putting special resource buildings on habs and making them refinery habs, since they only produce 1 job and so don't strain the population capacity too much (plus when they're on planets the low job count means. u/KlingonAdmiral and u/Kaleopolitus (who both had this answer posted well before me) are entirely correct. Go to Stellaris r/Stellaris. Entertainers cost consumer goods to run, which in turn require minerals to create. Legacy Wikis. The next update looks to refine this system and make it more useful in the long run. 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. Cities typically want people who live in residential neighborhoods to be relatively undisturbed. Having couple commercial zones and fabrics of consumer goods in system with starbase with. Sure. Compare this to the permanent employment civic, where you get the posthumous employment centre (1 job) in addition to the commercial zone. unless, you are really into micro (and depending on the race you are playing), build a holo theatre (or equivalent) and at least 1 luxury residence or commercial zone per planet. Pretty sure the only way to produce energy output on a knight habitat is an energy grid, which will only give you 2 technician jobs (not enough to. Here's a stellaris ball of my empire Home Reclemation Goverment. . 5 CG, 0. Then you go down mercantile and spam trade districts and commercial zones. Within each group land use was further defined or limited by specific zones. Of course, if you are running trade, you want a huge number of commercial zones to get those juicy merchant jobs. Just get to the bonus that gives +1 Merchant job to Commercial Zones and start spamming them in every free building slot you have. Motor vehicles employed solely in transporting. Stellaris, the Sci-Fi 4X space strategy game on your mobile! The universe has barely survived an inter-dimensional invasion that devastated vast swaths of the galaxy. This mod adds an "Ecumenopolis Commercial" colony designation that boosts the build-speed of commercial buildings and commercial arcologies by 25% and overall trade. nopedotavi69 Fanatic Materialist •. I've made a new city in the game, I wanted to do a small one since the last one I tried to make too big and started to bug out too much. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. 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 CG (Trade), 2 Amenity, 1 Energy. Naturally you'll want to choose your Rivals carefully, but if another empire has irreconcilable differences. ) a 12 district planet with mastery of nature will end with a perfect 6/3/3/3. To make a long story short, in order for you to avoid City: Skylines'”not enough buyers” issue, you need to look over your industries and make sure they have proper connections and make sure you have enough commercial zones. Thread starter Jularbo Kizn; Start date Oct 23,. 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). 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. Made modifiers from. LEM commercial zone and clerk trade feedback. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. 65 sprawl per 10 pops (14. Go. 6 Machine Intelligence capitals 4. With the new system you get all resources in the star system. Have a Commercial Zone and all its jobs filled, without using a job focus, then demolish that commercial zone. 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). Zorro May 2, 2020 @ 6:17am. After some years of establishment build a complete education system,. Hotels. 75 consumer goods, and the upkeep for a merchant is only 2. The Whispering Penis Dec 17, 2018 @ 7:11am. The buildings themselves have 2 and 5 EC upkeep respectively. 105 Badges. • The commercial zone for Kansas City extends 12 miles beyond the city limits and includes the city of Harrisonville. 303. #1. Cooperative political stance. Go to Stellaris r/Stellaris. 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. With maximum discounts, Districts costs 0,9 empire size each and pops will cost about 0. To create a district, click the Districts and Areas button located to the right of the zoning button. View mod page; View image gallery; Vassal Antispam. . What I discovered in such a situation was that switching out generator districts for city districts and placing commercial hubs on these planets generated insane amounts of trade value. If you have no negatives, odds are you are Fanatic Xenophile with the complete diplomacy tree. You could make your own mod to eliminate Commercial Zones, Research Labs, Fortresses, and Admin Buildings. I usually build 2 Commercial Zones on all early habitats, especially after getting Voidborne perk for extra building slots. 7. Just taking a generator district only costs 1 district slot, leaving the building slot available for something else. 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. I am working to try to make a mod that reverts the recent trade rework in 3. Further investing into the mercantile tradition tree lets you produces a couple of extra merchants from commercial zones but that's still not great. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. (+3 stability per 10 pops outweighs what stability impact 10 slaves can have in a properly setup economy by a good bit. 5-4. Oct 8, 2021. Research. 0 unless otherwise noted. Buildings are constructed in a colony's building slots. Commercial zones take 1 year to build (unimportant), costs 300 minerals (important), and require 2 energy upkeep (important). What are commercial zones and how do I build them? Iniciar sesión Tienda Inicio Lista de descubrimientos Lista de deseados Tienda de puntos Noticias EstadísticasGoing for a trade+tech run,. 002. Zoning districts are divided by how the geographic areas can be broadly used. Interchangeably with mouse movement - moving the camera through the galaxy/system map. This is still true, but state governments in. The most likely reason stability is low is because amenities are low. You don't want to be employing any Clerks, and until you get the bonus to add Merchant jobs you won't be producing enough Trade Value for the Trade Policies to matter anyways. 1. 4 Energy (building upkeep) Output - 0. ago. You can also fulfill. The Original Series had the Klingon Neutral Zone, The Next Generation had the Romulan Neutral Zone, and Deep Space Nine had the Cardassian. 4. ) [deleted] • 5 yr. 0, if there is one thing consistent about the galaxy it is the entirety of the galaxy gets colonized. 58A, Incentive Provisions. Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Zones. They give very few jobs, and the jobs they do provide are low-value. With adjacent C-5 High, it is possible to get a CTOP (1960). 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. A problem regarding civilian industries Question I have a world spammed with commercial zones (aside from a capital complex, energy nexus, precinct houses, and a holo theatre, all. 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. Stardance. 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). The theory probably holds if you're just trying to maximise output X from your habs, but something I've been doing in my recent game is putting special resource buildings on habs and making them refinery habs, since they only produce 1 job and so don't strain the population capacity too much (plus when they're on planets the low job count means I can't squeeze as many people on the planet). Get the merchant from trade district tradition, unlist clerk jobs and build habitats with trade districts and research labs. Bafflingly, it also produces sensations of deep contentment in its visitors. Unless you are using a bunch of stuff to boost trade, running clerks will hurt you pretty bad. I figure this is fairly non-optimised but I've never really. If we spam Trade Districts and / or Commercial Zones we can rock huge numbers. The tooltips for the Commercial Zone say clerks produce +10 trade value and +10 amenities. I have way more jobs than I have pops typically, and even if not, because "overcrowding" isn't really a thing, I can almost always use my pops in more efficient ways with. 1. This makes them especially. Commercial Zoning District. Unless you are using a bunch of stuff to boost trade, running clerks will hurt you pretty bad. Dense Jungle. 101 – 372. . Frozen Planet: Frozen planets shares all the useless anomalies as barren planets, but it has two good potential anomalies: "Cold, Hard Potential" (also possible on cold barren planets), and "Life Signs". (Industrial zones are often separated from the city areas) For bigger cities, forced separation between the three brings major inconvenience to citizens. snuttypie. Content Creator Pack: Shopping Malls is a CCP DLC for Cities: Skylines that was announced on 2023-03-15. The branch office is worth around 150 EC, of which I get a 25% cut (37. With the exception of significant exceptions and misguided attempts, best Xbox one adventure games were originally essentially nonexistent on PC controllers. LeGuin added a completely overhauled economic system. Its just a zone where no one of either side has to have any military or territorial demands so that both powers dont have to struggle about it and/or there. 1 Capital tiers 3. Remove starting Commercial Zone. 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. Having too many Commercial Zones when you got too many slaves . ago. It makes habitat trade districts give 1 Merchant job/district (on top of the 3 clerks), same as commercial zones. It overcomes the cap, if I am not mistaken. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. therefor commercial zones are also bad, unless you play a trade empire, as they provide merchant jobs with the mercantile tradition. You can stack them in a basic habitat. 5 Trade Value depending on the pre-FTL civilization's age. The event chain offers two mutually exclusive paths which both have eventual rewards and drawbacks. Stellaris. Stellaris: Bug Reports. For this reason, they are usually grown as annuals to provide garden color in the cooler months of spring and fall. Jobs are divided into different strata, with one higher than the other. Clerks produce trade and amenities, but not very much of either. But the branch office system also lets you do some goofy shit like. if you're playing a megacorp or have the "merchant guild" civic you can get other jobs to increase trade value, but forin general it's clerks.