stellaris commercial zones. Buildings, for the most part, provide specialist jobs, though there are some exceptions - for example, the Commercial Zones building provides five clerk jobs. stellaris commercial zones

 
 Buildings, for the most part, provide specialist jobs, though there are some exceptions - for example, the Commercial Zones building provides five clerk jobsstellaris commercial zones 66 light-years away from Earth, and has a surface temperature of about 2,566 kelvins (2,290 degrees Celsius; 4,160 degrees Fahrenheit)

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. The Italian Buffett. 101. " So a basic 4 habitat ring world turns into 8. 5 EC) by virtue of the branch office belonging to my subsidiary. Never taking the commercial. . Crossposted by 3 months ago. 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). You do not seem to understand how trade and troude routes work in Stellaris. Are Commercial Zones worth it on habitats? Giving just the 1 Merchant job, disabling the clerk jobs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Unless you are using a bunch of stuff to boost trade, running clerks will hurt you pretty bad. Commercial Zones have clerks, but to traders. They give very few jobs, and the jobs they do provide are low-value. Mines represent production, whether that's raw resources, industry, etc. Habitats have trade districts, on top of the commercial zones buildings you can get, AND exclusive Trade station designation. Regarding commercial zones, you shouldn't be making the comparison with technician jobs, but rather with other buildings you can build - specifically, things like consumer goods / alloys / research. Thread starter Jularbo Kizn; Start date Oct 23,. Build a habitat with 8 trade districts, and as many commercial zones as you can (plus a galactic stock exchange) Disable the clerks and just employ the merchants. Before players can build their first Orbital Ring Megastructure in Stellaris, they'll first need to discover and research the Orbital Rings tech. r/worldbuilding • Does this seem like a plausible way for a civilisation to go about conquest? r/Stellaris • Commercial segments without clerks are awesome. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. Last edited: Jan 15, 2019. . Once I got the Dyson Sphere, though (which now provides 4000 energy/month) it made more sense to use my planetside districts for food and minerals (whose sources are less flexible) than. Say Empire A have 100 Trade Value and Empire B have 10. Commercial Megaplexes. Small planets where you plan to build a couple of districts only, plus maybe a resource boosting building. For ressource heavy planets i build a Ressource bonus building. Good timing ) For example you can get 15 Stability per fortress and therefore can reach 100% stability without care about amenities and housing. Translated into pure Trade Value thats 16 Trade Value for Level 1 and 38 Trade Value for Level 2. 0 unless otherwise noted. They may be cheap, but being able to have extra resources is never a vital component of Stellaris. Gestalt Consciousness empires do not have civilian trade and cannot build these buildings. All C-R uses shall be conducted wholly within a totally enclosed building, with the exception of outdoor dining. 2 ft) long, the nursehound has a. Table 1-1 (see page 5 of these Highlights), and include commercial, residential, industrial, educational, healthcare, critical facilities, and. 1. 3 Habitat capitals 3. 0, if there is one thing consistent about the galaxy it is the entirety of the galaxy gets colonized. A place to share content, ask questions and/or talk about the 4X grand strategy…This Stellaris build revolves around capitalizing on the Merchant Guilds civic, leveraging the potential trade value buffs from leaders and Cybernetics, and. Also, Energy in Stellaris is money. SIGNED WALLPAPERPay your respects to the pioneers who ventured forth into the unknown with this desktop wallpaper signed by the Stellaris development. In addition, the Commercial Zones building produces trade value and amenities. Tldr; if you are a megacorp and have a commercial pact, go to the corporate panel of the planet management menu of a planet from the empire you are in the pact with and pay 1000 energy credits and 50 influence to establish a branch office. ago. 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. 6 merchants from stock exchange (+2), branch office (+1), numistic shrine (+2) and merchant guilds (+1). 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 availableStellaris - Commercial Zones say Merchants produce Unity [3. This is a not-so-friendly way to expand and would require you to be strong enough to defeat the enemy. Latest. Joseph, and Columbia extends only 2 miles beyond the city limits. For this reason, they are usually grown as annuals to provide garden color in the cooler months of spring and fall. New York City's Zoning & Land Use Map . (Those are themselves the non-upgraded building with the highest number of jobs available, at 5. 65 sprawl per 10 pops (14. ago. 117. 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,. World 2 and 3. The trouble is that there's no way to mass-produce ruler jobs. Research. 6 Machine Intelligence capitals 4. Add in a bunch of trade bonuses + thrifty on top of that and there we go. There are a lot of schools of thought with megacorps. I change my economic. 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. Subscribe to download. LEM commercial zone and clerk trade feedback. Mercantile tradition gives +1 Merchant job to Commercial Zones, meaning you can stack up a lot of Merchants even on small colonies. Jobs are divided into different strata, with one higher than the other. It is developed by Paradoxical Development Group and. 58A, Incentive Provisions. You can use Generic industrial zones in small clusters to satisfy the requirement of Generic Goods without imports. Buildings, for the most part, provide specialist jobs, though there are some exceptions - for example, the Commercial Zones building provides five clerk jobs. Ringworlds and void dwellers are about to recieve some sizeable. This makes them especially. 66 light-years away from Earth, and has a surface temperature of about 2,566 kelvins (2,290 degrees Celsius; 4,160 degrees Fahrenheit). 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. This is something that. You should fill out your districts now, you should have 6+ city districts the remaining filled out as evenly as possible (3/3/3, 4/4/4, etc. Description [2. Your last memories are seeing the evil Curiosity Inc. 4. . • 1 yr. The biggest use of clerks (or rather Megaplexes) is to create a lot of jobs. )Going for a trade+tech run,. 5 CG. make trade federation to get consumer goods and unity from your trade value too. yy0b • 5 yr. I specialize a planet, build the resource districts to the max, build the as many city districts as to provide just enough housing, I build the resource. Of course, if you are running trade, you want a huge number of commercial zones to get those juicy merchant jobs. And remember. I am a Megacorporation, and I am using “Expanded Stellaris Traditions” and some other mods. 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. But wait, those CG need to come from somewhere. g. A searchable list of all Stellaris Building IDs for use in console commands on Windows, Mac and Linux (Steam). I guess the Baol were holding a grudge all this time. But the true power lies in habitats. 0 I believe. I believe that Industry districts work like City districts, where there isn't a limit on the amount you can build. Never taking the commercial districts though. That should keep you going for a while. Let's take a look. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. There, the player has 3 choices of brush size, and by using the "Paint District" brush, one simply has to draw the district over the area they wish to cover while holding the left mouse button. Columbia Detailed Commercial Zone; St. agricultural, residential, recreational, commercial, industrial, and. Civics are Meritocracy and Citizen Service. They helping to fight unemployement problem (actually most efficient way - most jobs per 1 slot). share. You can also choose Commercial Enterprise, giving Commercial Zones 1 additional Merchant Job and Marketplace Ideas which gives a 10% increase in Trade Value. 4. I have a world spammed with commercial zones (aside from a capital complex, energy nexus, precinct houses, and a holo theatre, all other buildings are commercial zones) and when I tried to replace the zones to civilian industries, I can only do one while I can’t even find the industries option when I tried to replace the second one (can’t find it on the “construct building” menu). 3; Reactions: Reply. 6 m (5. Content is available under Attribution-ShareAlike 3. Extra trade value is nice, but pops can do a lot more working other jobs. So I have some questions about the district system in Stellaris. You have 1 Merchant per habitat and 1 merchant per commercial building/district. We need some sort of mechanic to let us fight over branch office spaces. So, yeah, it's pretty okay for machines. build habitats, put trade on habitats, get shitloads of unity and consumer goods, use consumer goods to tech up and unity. In V zones, wave heights are larger than 3 feet. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Commercial Zone tapes 3 (satire of Calzone Tapes 3) 1/2. Up to five players will be able to control the same empire and work together to play the. (1. Firebaugh Zoning Ordinance Chapter 29: Industrial Zones (M-1, M-2) 29-4 Zone Use M-1 Zone M-2 zone materials, sand and gravel storage 6. 5 if a mega-corp), while a 4 clerk commercial-zone urban district is 4. Add a comment. Gestalt Consciousness empires do not have civilian. Build commercial zone 1st turn off colonist jobs. 1][bbf4] Ai immediately destroys Commercial Zone and builds multiple Precincts Game Version Le Guin v2. Politicians still only produce 9-10 unity and planetary stability isn't any higher or lower than usual in the 60-70% range. Raw oscilloscope data were converted to volumetric and pressure measurements. if I have a lot of Food Processing plants, should I make the planet an Agricultural District, or a Generator District if I'm losing Energy Credits, but I don't have a lot of. Early ones usually a 2/2 split with housing/resources districts. Fortress Zone (3 slots):2x Strongho. 103. Else, build one commercial center (upgraded) then build three utopian domes, should keep you alway at enough housing and jobs. The event chain offers two mutually exclusive paths which both have eventual rewards and drawbacks. Trade value for days. It makes habitat trade districts give 1 Merchant job/district (on top of the 3 clerks), same as commercial zones. Site. Motor vehicles employed solely in transporting. They are known as “Zones” in the game. Generator district produces 2 technician jobs which gives you 8 energy and 2 housing. 对该项目的细节说明请添加至相关页面. (Industrial zones are often separated from the city areas) For bigger cities, forced separation between the three brings major inconvenience to citizens. This mod adds an "Ecumenopolis Commercial" colony designation that boosts the build-speed of commercial buildings and commercial arcologies by 25% and overall trade. A commercial zone adds +1 energy upkeep per trader (+2 energy for +2 Traders = 1 per | you wont/shouldn't be using the Clerks). If it's really bad you can find a random planet to drop commercial zones on for energy credits (assuming your empire supports it), thought it's difficult to optimize for in the early game unless you're setup for it. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. merchants are absolutely cracked for earlygame energy income. (just for aesthetics ffs). I've had trade worlds, they're usually ones with a lot of clerk jobs, so Commercial zones or what have you. 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. Combined with a few city districts that should be enough Amenities to support a planet. • 3 yr. When playing as Rogue Servitor, most planets tend to get two Drone Storage Buildings for the Amenities (Housing is ridinkulously abundant - Amenities ain’t), and I’ll upgrade one of them, except on major planets I’ll upgrade both of them. From my understanding, it seems like the Goods in these Commercial buildings are selling out too quickly, and not being replenished fast enough. Avoid wherever you can. 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. JoshGamboa • 3 yr. However these are one colony each still. ago. Maybe some armies need particular buildings, so powerful units require a building or something. All of the other worker jobs have techs that improve their output, clerks don't. 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. Commercial segments without clerks are awesome. thaduck3 •. 1001) A. or. Oct 14, 2022. 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. In the Late Game you can trade it for the Galatic Stock Change that gives you +2 Merchants & +20% trade value. Is 2 housing / 2 resource districts still the way to go on habitats in 3. That's not really a "thing" anymore. effect add_building = Command Help. With adjacent C-5 High, it is possible to get a CTOP (1960). The building that provides the most jobs is the Tier 2 commercial zone with 10 clerks. nopedotavi69 Fanatic Materialist • 3 yr. 710 (High-value farmland description for ORS 215. Orbital Habitat tips. ) a 12 district planet with mastery of nature will end with a perfect 6/3/3/3. Quick request for the Stellaris team. Planet 3. Or, ten planets with 100 lithoids each can upgrade ten commercial zones on your capital, which itself can upgrade one or two more. 5 miners produce 20 minerals baseline. In the “Commercial Enterprise” aspect of the Mercantile tree from the new Lem update, it says commercial zone buildings are supposed to add +1 ‘Merchant’ job, but when I look at the building it doesn’t add any new jobs other than Clerks?. So it would at least have some use for a non-Fanatic Xenophile. Zone a 6x15 residential area, and surround it with a road. (I'm an older player, Just never ever seen this thing before. A searchable list of all Stellaris Building IDs for use. stellaris has finally allowed us to create off-shore tax havens. This page was last edited on 9 November 2021, at 22:59. Form Commercial Agreement costs 0. Pretty sure your energy produced will still show up as negative tho because the trade to energy conversion isn't tracked in your planetary production overview. Resource Silos. First off, I want to say overall I am happy with LEM. § 372. Watch out for piracy, pray your planets are close together and build stargates asap. Then this Stellaris civ is the build for you! Disclaimer Do not get hung up on the political branding here, regardless of whether you are a Rothbard fan or a phobe. 101 – 372. If a private colony ship colonizes in the neutral zone, the planet does not go to either party and is treated like a pre-space civilization planet that can be annexed. ; 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. For strictly organic, non-hivemind, no-trade empires, consider gene clinics. You'd still prefer them working other jobs, but the key reason to go for commercial zones is to save on minerals. Maybe some armies need particular buildings, so powerful units require a building or something. Within each group land use was further defined or limited by specific zones. In addition to the relic itself, completing the event chain and finding the Gurnur homeworld gets you a nifty size 20 tomb world with a whole lot of mineral districts without anything wasted on agriculture districts. Creating districts. 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. 4 Energy (building upkeep) Output - 0. If you remove 1 pop from 5. To create a district, click the Districts and Areas button located to the right of the zoning button. 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. 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. Try to be simple. Remove all zone blockers and use mastery of nature. The big exceptions are hydroponics farms and commercial zones. 6. The goal is to eventually have unemployed and homeless pops on the planet, which will boost emigration. Mining lasers are now classified as Brawling weapons. This effect is most noticeable on hive planets because of uncapped resource districts. Interact with diverse alien races, discover strange. Land use and zoning laws involve the regulation of the use and development of real estate. 3 Patch Notes In Dev Diary #238 so it might be unintentional. RZ4 – Medium Density Residential Zone. New York City's Zoning & Land Use Map. snuttypie. Since New York City adopted the first zoning ordinance in 1916. That is the same trade value boost as Urban Worlds, Trade Stations, and Commercial Ring Worlds. 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. Professor Hardknocks Apr 1, 2020 @ 8:20am. So with 20% commercial pact efficiency, do you end up with 12% or 30% of the trade value?. You have 1 Merchant per habitat and 1 merchant per commercial building/district. Key traditions: Adaptability, Mercantile, Unyielding. The tooltips for the Commercial Zone say clerks produce +10 trade value and +10 amenities. Yagisan's Better Stellaris is an AI and Gameplay overhaul. At this point, you should be making first contacts and be able to afford a. That means building districts. SGT_Sergey Sep 15 @ 7:14am This mod is absolutely broken now. 7. And if possible 2 Labs as early as possible. Forum list Trending. Reply. Stellaris was released 7 years ago, but the AI for managing planets still looks like it’s in an alpha state. Members Online. Steps to. Like Commercial zones add happiness and just some improvements to trade. It is generally found among rocks or algae at a depth of 20–60 m (66–197 ft). 8 is wasn't uncommon to see 10+. Keep hearing about expanding commercial zone to get more merchants but I can't find any info on how to construct it. paradoxwikis. Changed my ring worlds to be commerce rings, build multiple commercial zones on every planet, galactic stock exchanges, even changed some species traits to be more thrifty and to reproduce faster. 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. Basically you want mercantile, and spam commercial zones for the merchant jobs, disable the clerk jobs and preferably get into a trade federation for the trade policy. 2 Standard capitals 3. They may be cheap, but being able to have extra resources is never a vital component of Stellaris. Here are the ways in which a Commercial building can. ) [deleted] • 5 yr. 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. DO NOT life-seed this one, though. Every 5 pop give 1 extra building space. But snapdragons prefer cooler temperatures and are at their best when nighttime temperatures are in the low 40s F and daytime temperatures in the low 70s F. It can be discovered after a planet is colonized and adds an archaeological site blocker to the colony. Food comes from starbases, energy/CGs from trade and commercial pacts, you only need to worry about metallurgists and researchers next to merchants. Having couple commercial zones and fabrics of consumer goods in system with starbase with. Since 2. As Designed Stellaris - HiveMind Buildings that only the player can build. Trade districts for trade value which converts to energy or generator districts if you are gestait consciousness. Planet 3. Militarist. 1-2 Holo theaters or 1-2 of the trade goods building are enough per planet. Commercial Zoning District. 1. 3 update of Stellaris fundamentally reworked this mechanic. The Sentinels. C1-1 through C1-5. Thank you. Original post on the Paradox forums. Another option for late game is to dump excess population into ringworlds, habitats, or ecumenopolis worlds. For strictly organic, non-hivemind, no-trade empires, consider gene clinics. I'm taking a pause from Stellaris, waiting for the v3. You can save money by placing a power line every second space. 这些商业区中有不少高大的办公楼和商业楼。. Make your main species Thrifty at the very least, I'd recommend adding Intelligent and Unruly as well. 5% chance on clearing one of the following tile blockers. Most Jobs are created by Districts and Buildings and thus limited in number. . It would be interesting to have a pre space Stellaris race debating which empire to submit to if they were in a neutral zone. Stellaris Wiki Active Wikis. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Non adaptive is. That is the same trade value boost as Urban Worlds, Trade Stations, and Commercial Ring Worlds. 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. 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. Being able to dump new colonies into a sector and let your governors take care of it is a good system,. Jump to latest Follow Reply. LEM commercial zone and clerk trade feedback. 372. Pushed button with mouse movement - changing the position of the camera (by default, the map of the system is displayed in the central area of the camera) Mouse wheel up - zoom in. Please fix :(I really am getting annoyed by the non-stop growing of pops on planets. Other good tradition trees for Void Dwellers include Domination (more influence and housing), Prosperity (more minerals, more specialist output, another building slot). Here are the highlights: Residential Zones (from lower to higher density): RZ1 – Suburban Zone. I don't disagree with the general point, but the commercial pact efficiency as-is seems to suck. 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. Jun 4, 2019; Add bookmark #1 More in regards to how many special districts are generated. 1. ago. I'm in no way an expert player but and try and give you my thoughts. ST New Horizons is an award-winning total conversion mod for Stellaris offering players the ability to select from a large number of civilizations in the Star Trek universe. 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". I do play with a lot of mods which, among other things, add a great deal more buildings, some of which are geared towards trade (for. 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. Despite these guidelines being in place,. 0 and Habitat spam was the name of the game for well positioned empires starting in the mid game stages. Show only dev responses Lord Backael Sergeant. Throw Energy. Content Creator Pack: Shopping Malls is a CCP DLC for Cities: Skylines that was announced on 2023-03-15. 33/5. One is a pure trade build. Description Commercial Pact & universal transactions influence cost issue Game Version 2. 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. Stellaris is a sci-fi grand strategy game set 200 years into the future. Adds 2 more clerks to Commercial Zones and 2 more for Commerce Megaplexes. What are commercial zones and how do I build them? Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. And one of the biggest problems is unemployment. Extractors grow on specialized industrial zones that are on top of a natural resource. (3) Adaptive Economic Policies: Can. Each commercial zone can be upgraded into a megaplex that will give 11 jobs for your population. Commercial Zone costs 2 Energy Upkeep, and depending on your Economy Stance, the Clerks will consume 10 to 1 CG. 5 CG (Trade), 2 Amenity, 1 Energy. If you have the 1 Trade Value = 1 EC Policy active, thats a net-gain of 6 or 28 Energy in comparison to Generator Districts, PLUS you get Ammenities and Housing for City Districts. They are also your main source of trade, which is also very useful depending on your trade policy, and usually my energy income relies on the +450/ month or so that you get by. 2. You can fairly easily get a few hundred extra energy early game with, by mid-late it turns into multiple thousands pretty easily. . tar Signature Pro, and Stellaris PC. So if it is 4 research node, 8 mineral node, and 4 energy node, then you get all of these as one district each. The upkeep on the Trader consumes both food produced, and 2. ago. Which makes the Universal Transactions perk basically useless. Go to Stellaris r/Stellaris. 5 CG (Trade), 2 Amenity, 1 Energy. Besides it is fine to use on habitats. 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. 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. ago. Use habitation, and leisure district for housing and amenities, and fill all building slots for the purpose. 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. Just taking a generator district only costs 1 district slot, leaving the building slot available for something else.