And this would put a balance pressure on giving them higher bonuses on higher difficulties, to match the relative shift in potential player output.
When you raise a median that is a median by definition, all other values increase to reflect it. Rising tides lift all boats, not just the small ones, and all that.
Given those modifiers are still not enoguh by some metrics...they mgiht not be the appropriate tool to "balance" the game.
This is only a good choice to make if the geothermal plant building allows more energy output a pop to make up for a difference in building slot cost. Ergo, an economic output and efficiency modifier.
Why does it have to be a good choice? It can be a neutral choice.
Building slot cost is an opportunity cost and the relevant questions is what alternatives are available.
This is, again, an economic output and efficiency modifier. Moreover, it's a bad one, because no one who understands the nature of the game's pop-efficiency meta will choose more of a bad job instead of using pops on other planets to provide food without a penalty and using pops on this planet to provide something without a 30% modifier. Pops, not jobs, are the limiting factor in Stellaris economics.
At the moment. Stellaris has had a long lifetime where resource per pop was not the dominating factor. And it is not that popular of a meta either.
This is an economic output and efficiency modifier.
You lsoe the resource and industrial output of the planet in question. Is it a worthwhile trade?
Straight production bonuses are economic output and efficiency modifiers.
Yes, I didn't contradict that, I said they can still provide interesting gameplay choices.
One of the most well received developments in Stellaris in the last few years has been the Custodian team, who have been re-balancing old things as much as making anything new. Including many generally recognized as appropriate nerfs.
I frankyl do not know how that is a response to the quoted section.