Farmers shouldn't be more productive than miners and technicians

  • 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.

MK1980

Lt. General
72 Badges
Oct 4, 2017
1.607
1.680
  • BATTLETECH
  • Age of Wonders: Planetfall
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • BATTLETECH: Heavy Metal
  • Crusader Kings II: Conclave
  • Surviving Mars
  • BATTLETECH: Season pass
  • Age of Wonders III
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Cradle of Civilization
  • Shadowrun: Dragonfall
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Europa Universalis IV: Call to arms event
  • Crusader Kings III
  • Age of Wonders: Planetfall - Revelations
  • Imperator: Rome
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Surviving Mars: First Colony Edition
  • Warlock: Master of the Arcane
  • Stellaris: Federations
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
Indeed, modern developed countries have no more than 2% of their population as farmers. Even if the farming job is supposed to cover everyone who works with food (including logistics, retail and preparation), each farmer job should be supplying more like 15-20 food, not 6. And that's before we start adding sci-fi farming tech.

It would probably make more sense to just drop food as a resource - assume that the food people need to eat is coming out of consumer goods, and that mining includes all primary industries, including farming.

was going to post something but you pretty much summed it up already. imo they could have cut food as a resource altogether
 

evilcat

General
Jul 24, 2015
2.050
1.270
OMG if all base workers was producing base 6 resource.... the change would be real.
Currently there is a state of glass economy. You can live in balance, but if you get random pirates or build specialist facility too soon everything could shatter.
Since if you want alloys you need minerals, energy, you need pops for that but they use food and goods, but goods need more minerals more energy, more pops.
 

glee8e

First Lieutenant
28 Badges
Dec 6, 2018
240
275
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Victoria 2: A House Divided
Suggestion 1: Add Photosynthesis Districts, which replaces agricultural district for Machine Empires and a fully sythetically ascended (both APs picked) empire. Photosynthesis Districts gives 2 standard technician jobs (or their ME counterpart). On planet transfer between empires that use Photosynthesis Districts and empires that use agricultural district, a special project that cost some engineering points to finish will be enabled to transform the legacy into something one can use. This should bring ME back on par with biological pops. For normal empires that uses robots... well, that's a more complex problem. I'm not certain how to cope with that.

Suggestion 2: Change food base price to 0.8.
 

Zergor

Major
19 Badges
Jun 12, 2017
580
0
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka
If the problem is that food is worth more the easiest solution is a 33% decrease in value at the galactic market.
That way yes food production is 50% higher than the rest but it's worth 50% less.

I would not change the quantity though because as you said food is only produced on planet plus the margin is a bit lower in reality because farmers also consume food.
 

Madzai

Lt. General
73 Badges
Mar 30, 2007
1.670
1.979
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Impire
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • 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
  • A Game of Dwarves
  • Europa Universalis III Complete
  • King Arthur II
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
this is irrelevant since robots start with low pop growth... like this is cool and all, but they're slow on all their planets, so ignoring pop habitability isn't that great still. (or do gestalts just get more food and housing upkeep from hab problems?) either way, okay you have all the planets? the organics will still end up with more pops than you. :/
It doesn't really work for normal Empires, but Hive Minds can use low hab. planets as Hatcheries and just resettle Drones from those planets. One District (to get +POP growth building) isn't that punishing with low droid cost. Later, just terraform those planets and you're good to go.
 

Kent_Lang

Legendary Space Dwarf Cheese Maker
88 Badges
Jan 27, 2011
100
76
  • Pillars of Eternity
  • Lead and Gold
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Magicka 2
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron III: Their Finest Hour
  • Arsenal of Democracy
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Magicka 2: Ice, Death and Fury
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
I think it's kinda BS that metallurgists only produce 2 alloys per 6 minerals meaning you gotta pump out those alloy factories to sustain your fleets and starbases and it's gonna cost a ton of minerals. It's probably responsible for most instances of a tanking economy. This is kinda annoying since it limits the effectiveness of the production focus ethic. Putting it on militarized economy does quite a little to boost you.

Also the price for food balances itself so if you flood the market with food, it's value will also sink drastically. I've done that plenty of times!
 

bobucles

Captain
Jun 29, 2018
425
3
I wonder if it's a mistake to consider food as strictly things that people eat. There's an enormous amount of organic industry in the world today and materials range from lumber to linen to medicine and even to fuel. Missing out on the organic element can leave people out of houses or prone to disease and the consequences are usually more severe than running out of ipads. As the future advances the reliance on organic materials will only grow because the idea of manufacturing an unlimited supply of resources is good business.
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.623
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Robots are still fine for me as a little bit added growth with Machinist. So my bio pop grows at 6 plus 2.15 growth on some planets (early I might not have factory on all planets) for the robots. So I can use those robots (modded with +speed and -upkeep and -housing) strategically on lower hab/housing planets and also they are only a low percentage of my total pop which consist of my own pop plus lots of slaves.

Of course I agree that its bad if you go full robot.
 

evilcat

General
Jul 24, 2015
2.050
1.270
What could help is adding like multi tier technologies with +10% effectivness of alloy, and civic goods production in similar manner as farmers have.
That way over the time there will be growing surplus of alloys/goods which could be used on more complex stuff.
Maybe there is a beauty that early on you need to struggle with everything.
But later in the game there need to more freedom to do interesting things like war or wonders.
 

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
If the buyers and sellers on the market are rational, wouldn't the asymmetrical nature of food resource production get baked into the price naturally?

Definitely, but the market is not based upon supply&demand, but upon "fixed price that is modified by active transactions simulation supply&demand".
To be fair, it does things really well... unless the base price is off and the good isn't traded too much.

Pretty sure you couldn't do the 'mass produce food to sell at profit' if multiple player empires were doing it.
 

LeonOfOddecca

First Lieutenant
45 Badges
Jun 13, 2012
257
108
  • Crusader Kings II: Charlemagne
  • Commander: Conquest of the Americas
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Apocalypse
  • Victoria 3 Sign Up
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II: Jade Dragon
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Cities: Skylines
  • Crusader Kings II: Rajas of India
I see no reason to turn Stellaris into pre-industrialization in space. Reduce the amount of energy you can buy with food rather than reducing production. That would be way more realistic, since nowadays it's not really cost-effective to grown food and farmers are struggling economically.

Who cares whether or not it's realistic? Stellaris is a highly abstracted game. I care about balance, lack of exploits, and interesting decision making.

Having said that, I'm not opposed to changing the base market price for buying and selling food as a means of addressing this problem. Given the issue raised by Peter Ebbesen, this might be the best solution for game balance.
 

artemis667

Field Marshal
63 Badges
Apr 30, 2002
3.428
703
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • 500k Club
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Heir to the Throne
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Cities in Motion
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
I've thought hard about all this. If the design intention is that food should be plentiful and easy, then maybe are a couple of simple adjustments that won't disrupt other aspects of balance, but will make the economy marginally easier for machines in relative terms.

1) Lower market price for food since it is the cheapest commodity to produce.
2) Lower the base upkeep requirements for robots to somewhere between 0.60 and 0.75 energy per pop instead of 1 per pop.