Content of the article: "Industry standards"
The latest dev dairy talked about changes to jobs and pops to reduce late game lag. They have released news of new upgrades that increase both job upkeep and output, together creating a upgrade to throughput. These additive increases in production however don't work well with how multipliers currently work in stellaris so i have been thinking about a different system of pop productivity: Industry standards
The idea revolves around increasing the basic amount of yields for a jobs by increasing the resources it consumes. Let's look at a farmer to see an example. Your basic farmer at the start of the game produces 6 food without modifiers. The job has no upkeep (the pop still has upkeep tough just like the district).
We unlock a technology and allow farmers to work at industry standard 2.0. The job now produces 7.5 food as base yield with a upkeep of 1 mineral and 1 energy. This trade of 1 mineral and 1 energy for 1.5 food per farmer isn't worth it and actually costs the player resources. (it can beat the market tough if you have troubles balancing your economy)
Because we are around 2025 now we have 2 farming technologies that increase our yields by 20% the farmer now produces 10.5 food. The 1.5 food that was added to the base yield now becomes 1.5*1.4=2.1 food for 1 mineral and 1 energy. Implementing the industry standard now yields resources if you value food equal to energy and minerals. Otherwise you can wait till you have some more modifiers to make the exchange worth it.
There will be 5 tiers of industry standards available throughout the game for every empire. Tier 1 being the base job we have now, tier 2 produces 1.25 times base output, tier 3 1.5, tier 4 1.75 and tier 5 2 times the resources of the base job. psionically ascended empires get a 6th tier standard, producing 2.5 times the yield of the base job.
This is an example of a technician base output and upkeep from tier 1 to 6.
Tier 1 4 energy : no upkeep
Tier 2 5 energy : 1 food, 1 mineral.
Tier 3 6 energy : 1 food, 1 mineral, 1 consumer good, 0.5 alloy
Tier 4 7 energy : 1 food, 1 mineral, 1 consumer good, 0.5 alloy, 4 physics research.
Tier 5 8 energy : 1 food, 1 mineral, 1 consumer good, 0.5 alloy, 4 physics research, 0.5 crystal
Tier 6 10 energy: 1 food, 1 mineral, 1 consumer good, 0.5 alloy, 4 physics research, 0.5 crystal, 0.1 zro.
Just because a industry standard is available doesn't mean you want to run it. They cost more than what they yield. You need modifiers to make them worth it.
They will be available for: farmers, miners, technicians, artisans, metallurgists, researchers and gas, motes, crystal miners and refiners.
The choice of what industry standard you want to run for each industry will be found under the policy tab. You can only increase or decrease 1 level at a time. With the standard wait times for switching policy.
Farmers and miners will look similar to table of technicians. With resources changed around in a way that makes sense, miners would use motes instead of crystals.
artisans and metallurgists would use something like this:
Tier 1 3 alloys: 6 minerals
Tier 2 3.75 alloys: 6 minerals, 2 energy
Tier 3 4.5 alloys: 6 minerals, 2 energy, 2 consumer goods
Tier 4 5.25 alloys: 6 minerals, 2 energy, 2 consumer goods, 2 physics, 2 society, 4 engineering
Tier 5 6 alloys: 6 minerals, 2 energy, 2 consumer goods, 2 physics, 2 society, 4 engineering, 0.2 nanites (?)
Tier 6 7.5 alloys: 6 minerals, 2 energy, 2 consumer goods, 2 physics, 2 society, 4 engineering, 0.2 nanites (?), 0.2 zro
Tier 1 4 science: 2 consumer goods
Tier 2 5 science: 2 consumer goods, 3 energy
Tier 3 6 science: 2 consumer goods, 3 energy, 2 physics, 2 society, 2 engineering
Tier 4 7 science: 2 consumer goods, 3 energy, 2 physics, 2 society, 2 engineering, 0.1 gas, 0.1 motes, 0.1 crystals
Tier 5 8 science: 2 consumer goods, 3 energy, 2 physics, 2 society, 2 engineering, 0.1 gas, 0.1 motes, 0.1 crystals, 0.1 dark matter
Tier 6 10 science: 2 consumer goods, 3 energy, 2 physics, 2 society, 2 engineering, 0.1 gas, 0.1 motes, 0.1 crystals, 0.1 dark matter, 0.2 zro
To make up for the zro consumption on jobs psionic pops might produce 0.01 zro per month just like how the lithoid traits produce gas/motes/crystals.
Psionics ascended empires will be better able to keep up with Synthetic ascended ones. 1 zro could keep upto 8 metallurgists working. Increasing the output of those 8 metallurgist by 1.5 each for 12 extra alloys at base output and with endgame use of additive modifiers a 100% increase in alloys is normal. Turing 1 zro into 24 alloys.
Tall empires that quickly develop productive worlds can outperform wide empires easier that focused resources on settling as many planets as possible for maximum pop growth.
Specialized worlds become more important as they reduce upkeep/provide a modifier. Small planets with a few districts or building become less valuable.
Makes having high quality pops more important than having many pops.
Taller empires will find it easier to run tier 4 and 5 industry standards without crashing their economy. Wide empires can run into problems where the science cost of tier 3 and the strategic resource cost of tier 4 can stop their empire for developing while using those industry standards. Allowing empires with half the population to compete with empires with higher population if they can run higher industry standards.
The end result i want these changes to bring is that they make highly developed tall planets able to outperform multiple planets that are less developed. So that 1 planet with 80 pops outperforms 4 planets with 40.
Sorry for the wall of text. A lot of tweaking might need to happen to get all values to the right spots. What do you guys think about this?
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