A Yardstick - Comparative Value in Stellaris

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

James_K

First Lieutenant
20 Badges
Mar 15, 2016
238
313
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Pillars of Eternity
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
This is a very complicated question - basically what you would need to do is work out the production functions for different jobs, basically what it costs to make various resources in terms of resources per job, including housing and amenities and then solve the various functions simultaneously to get the cost of each resource per pop-month.

It’s the sort of thing I could see myself doing if I had a spare weeeknd, but I’m not sure if I have that sort of free time right now.
 

DeadEyeTucker

Captain
69 Badges
Dec 21, 2016
303
319
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Colonel
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Necroids
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Victoria 2
  • Hearts of Iron IV: No Step Back
  • Crusader Kings III
  • Age of Wonders: Planetfall
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Battle for Bosporus
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Nemesis
  • Stellaris: Lithoids
  • Crusader Kings II: Reapers Due
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Ancient Relics
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Sons of Abraham
My entire post was taking all upkeep for the basic jobs into account. The first paragraph was nothing more than an argument on why farms should produce more than the other districts. Though I didn’t factor in amenities. I ignored housing because it’s a capital cost and the basic districts are self sufficient in housing.
 

Stars_and_Bars

Viscount
88 Badges
Dec 22, 2012
1.905
1.035
  • Crusader Kings II
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Divine Wind
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome - Magna Graecia
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Federations
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Rule Britannia
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
Actually, it is a lot worse then that.

Food trades for the same base price as minerals.

The miner's base upkeep is 2U so he is making +2 a turn of "profit". The farmer has the same upkeep (2U) so he is making +4 a turn of "profit". If we are looking at it per worker it is important to observe that if we factor in % bonuses to production the gap between 4 per miner and 6 per farmer gets bigger - because upkeep stays the same yet you are adding % bonuses.

If both get +50% bonuses, miner is making 6 per turn (so 4 after upkeep) and the farmer is making 9 per turn (so 7 after upkeep) and it doesn't get better for the miner as we get deeper in the game.

With either Agrarian as a trait or the Galactic Trading Hub, making food and selling it is just as efficient as making energy and you can do things with it you can't do with energy. If you have both, you can pretty much make food, sell it, and buy minerals and be as efficient as mining, or very close. On the other hand, selling minerals to buy food is silly. It also usually bribes AI's better then minerals and energy in early game. There is also no Dyson Sphere or Matter Compressor for food or way to "trade" it into existence.

If we just go by production per worker, your right. If we go by "what can I trade it for or make it into" it is very unclear.

You can also directly trade food for population, which is rare with energy and impossible with minerals.

How about I put .5 - 1.5 in for food and put a * next to it and leave a note that it is a bit messy?
I think this is because Food can only be grown by pops on planets. There is no way to grow food from any mega-structures, and you can't get food from mining stations like you can get energy and minerals. In a galaxy with a high planet to system ratio, this makes food OP, but with a low planet to system ratio, it's absolutely necessary.
 

Blurb

Major
36 Badges
Feb 22, 2018
700
70
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Leviathan: Warships
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II
I think this is because Food can only be grown by pops on planets. There is no way to grow food from any mega-structures, and you can't get food from mining stations like you can get energy and minerals. In a galaxy with a high planet to system ratio, this makes food OP, but with a low planet to system ratio, it's absolutely necessary.
Aside from hive mind campaigns and machine empire bioreactors, pops are the only consumers of food, and as you well know pops are strictly found on planets (habitats and ringworlds being considered planets).
The system to planet ratio is completely irrelevant, as systems simply do not factor into the food equation. They do not produce and they do not have significant consumption.
 

strangebloke

Second Lieutenant
27 Badges
Jan 13, 2019
118
9
  • Europa Universalis IV: Rights of Man
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Why xenophile? I get slaver -- I'm getting way too many slaves in my current game.
Xenophile gives a bonus to trade production. Up to 20% if you're a fanatic.

One of my favorite builds right now is a xenophile authortarian run with syncretic evolution to make an ideal clerk species. Since the syncretics can't take other jobs, they always fill the worker-level jobs first, and even when you have 2-4 races per planet the syncretics are still filling the majority of those jobs. If you're willing to piss off your factions a bit, you can enslave the syncretics and make them hyper-efificient.

Even if you don't do that, since you have stratified living conditions and forced labor, the clerks are very cheap indeed.
 

Stars_and_Bars

Viscount
88 Badges
Dec 22, 2012
1.905
1.035
  • Crusader Kings II
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Divine Wind
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome - Magna Graecia
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Federations
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Rule Britannia
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
Aside from hive mind campaigns and machine empire bioreactors, pops are the only consumers of food, and as you well know pops are strictly found on planets (habitats and ringworlds being considered planets).
The system to planet ratio is completely irrelevant, as systems simply do not factor into the food equation. They do not produce and they do not have significant consumption.
Did you even read my post? The reason farmers produce 12 food, while miners produce 8 minerals, and technicians produce 8 energy, is because there are other ways to produce minerals and energy than through planets. Planets are the only way to grow food, while minerals and energy can be produced via systems and mega-structures like the dyson sphere and the matter decompressor. I wasn't comparing food production to food consumption, I was comparing food production to energy and mineral production, which was my entire point, that in a galaxy with a high planet ratio, food production is more abundant than energy or mineral production far more so than in a galaxy with a low planet ratio, and since the market tends to return to the base price which does not change with planet ratio, food production becomes more OP in a galaxy with a high planet ratio, because you can exchange food for energy with the same ratio that you can exchange minerals for energy.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
Some of us don't have access to dyson spheres and matter decompressors.
 

Stars_and_Bars

Viscount
88 Badges
Dec 22, 2012
1.905
1.035
  • Crusader Kings II
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Divine Wind
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome - Magna Graecia
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Federations
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Rule Britannia
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
Some of us don't have access to dyson spheres and matter decompressors.
I assume this is a response to my post, because I'm the only who mentions dyson spheres and matter decompressors.

Also, that's not really important to my point, because mega-structures are late game things. Minerals and energy can be produced by stations in systems. The same is not true of food. Consider two different galaxies. Both have 1000 stars, but one has 200 planets and one has 100 planets. In the galaxy with only 100 planets, the minerals and energy produced by stations in systems will be a more significant proportion of an empire's total mineral and energy production than in the galaxy with 200 planets.

Farmers produce 12 food, while miners produce 8 minerals and technicians produce 8 energy. The 4 food differential is supposed to make up for the fact that food can only be produced on planets and not in systems or in mega-structures, but it's also supposed to make up for the fact that food can consumed more to increase the species growth rate, both via nutritional plenitude and the encourage growth decision.