So I find it odd that the base production of a single farmer is 6, but the base production of a miner and technician is only 4. The main problem with this is *not* that food becomes easier to get (it doesn't because food only exists on colonized planets). The problem with this is that food buys and sells for the same default price on the market. Furthermore, all the resource buffs you can get from species traits and technology are more powerful in the case of food. For example, Agrarian, Industrious and Ingenious may *seem* to give the same level of bonus, namely 15% to the worker's output, as a matter of fact Agrarian gives a larger bonus: 0.9 per pop, compared to 0.6 with the other two. The same applies to all the tech that buffs the productivity of your workers in one of these industries. This means that if you're the kind of player who likes to specialize in one basic resource and trade for deficits on the market, you're better off specialising in food.
Now, I think I understand *why* the devs decided to do this, and I already alluded to this above. There is no food to harvest outside of colonized planets. However, it seems to me that food is also typically less in demand compared to energy and minerals, so it's not obvious that food needs a buff due to its scarcity relative to the other two. If I'm not mistaken farms in 2.1 were not more productive than power plants and mines and there was no issue with that. However, even if there is a need to make up for the fact that food can't be harvested outside of colonized planets, I believe there is a more elegant way of doing that.
Proposal: Farms provide 3 jobs and 3 housing. Base production of 4 food per job.
The reason I prefer this kind of buff to farms over mines and power plants, compared to the current buff, is that any percentage bonus that workers get from traits and tech will apply to the base production of 4 rather than 6. So there is no advantage to taking Agrarian over Industrious or Ingenious, and there is no perverse incentive to specialise in food production rather than minerals or energy. Farms are still better compared to mines and power plants, but farmers are not better than miners or technicians. Note that the extra housing is there to make up for the extra demand on population that farms will create.
I am not at all sure that food needs any kind of buff compared to minerals and energy, but if it does, this buff makes much more sense to me than the way it currently works.
Now, I think I understand *why* the devs decided to do this, and I already alluded to this above. There is no food to harvest outside of colonized planets. However, it seems to me that food is also typically less in demand compared to energy and minerals, so it's not obvious that food needs a buff due to its scarcity relative to the other two. If I'm not mistaken farms in 2.1 were not more productive than power plants and mines and there was no issue with that. However, even if there is a need to make up for the fact that food can't be harvested outside of colonized planets, I believe there is a more elegant way of doing that.
Proposal: Farms provide 3 jobs and 3 housing. Base production of 4 food per job.
The reason I prefer this kind of buff to farms over mines and power plants, compared to the current buff, is that any percentage bonus that workers get from traits and tech will apply to the base production of 4 rather than 6. So there is no advantage to taking Agrarian over Industrious or Ingenious, and there is no perverse incentive to specialise in food production rather than minerals or energy. Farms are still better compared to mines and power plants, but farmers are not better than miners or technicians. Note that the extra housing is there to make up for the extra demand on population that farms will create.
I am not at all sure that food needs any kind of buff compared to minerals and energy, but if it does, this buff makes much more sense to me than the way it currently works.