Resource Upkeep at Max for each building upgrade - guide?

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Theta

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I am looking for a guide that shows how many resources are consumed by each tier of building. For instance, I know that research buildings increase output when you upgrade them, but I am often finding myself dramatically short resources after I upgrade a building.

Can someone clarify if the resources consumed are per population and is there a handy guide that shows me how many minerals/consumer goods/etc I need to run a fully occupied building for each of the buildings and all of the building tiers?

At the end of the day, I am looking to be able to back into the number of mineral districts I need to generate the volume of resources my empire requires.
 

Ramiel

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Wiki should have all the information you need. With the exception of energy/rare resources for maintenance, buildings generally don't produce or consume resources themselves. It's all in the jobs. So your input/output is simply how many jobs are created/filled times the input/output per job. Plus modifiers of course.
 

Bryartuck

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I'm pretty sure the strategic resource upkeep (motes, gases, crystals) is just for the building itself. The POPs input minerals or CG and turn them into whatever, and that is per job.
 

Theta

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Wiki should have all the information you need. With the exception of energy/rare resources for maintenance, buildings generally don't produce or consume resources themselves. It's all in the jobs. So your input/output is simply how many jobs are created/filled times the input/output per job. Plus modifiers of course.

Thank you for the clarification on the per pop resource usage. I will check the wiki again, but I did not see the building inputs and outputs last time I visited.
 

Ramiel

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The buildings don't have inputs or outputs though. The wiki will show what jobs they give, and the jobs page in turn will show what the input/output of each job is.
 

AlanC9

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Buildings have maintenance, pops have inputs.

This all shows on the building and the pops. Probably better to look there than to go to the wiki, since the modifiers will already be calculated for you.
 

Theta

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The buildings don't have inputs or outputs though. The wiki will show what jobs they give, and the jobs page in turn will show what the input/output of each job is.

Reviewing the buildings last night, it appeared that the output per job varies by building tier - not only did higher tier buildings produce more in total, but they also produced more for each population and resource input.
 

Dan_Daniel2000

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Reviewing the buildings last night, it appeared that the output per job varies by building tier - not only did higher tier buildings produce more in total, but they also produced more for each population and resource input.
No, thats not how it works. Upgraded Buildings cost rare ressources, but give more Jobs. Unless specified, they dont make their Jobs more efficient.
 

AlanC9

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Note that for a lot of the game you're better off building more low-level buildings rather than upgrading. Once you've used up all the rares from space mining, think carefully about whether to upgrade instead of just building another low-level building.
 

Less2

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Keep in mind that when you upgrade a building, the newly created jobs have to be filled by promoted pops.

Say you are upgrading an alloy factory from T1 to T2. This creates 3 new metallurgist jobs, which require 6 minerals each (18 total) to produce 3 alloys. But it requires 3 pops to fill them, which means 3 pops working lower strata jobs have to be moved up. This means you may end up with 3 less pops producing minerals. Those pops produce at least 4 each (12 total), and you probably had bonuses on them, so maybe they produced up to 21 minerals. So that upgrade might have said it only costs 18 more minerals yet in reality you lost from 30 to 40 minerals thanks to temporarily unfilled jobs.

And yes, as previous posters said: Don't upgrade most buildings before you've filled all your slots. It doesn't make the jobs more efficient, it actually makes things less efficient since you need additional rare resources.
 

Theta

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Keep in mind that when you upgrade a building, the newly created jobs have to be filled by promoted pops.

Say you are upgrading an alloy factory from T1 to T2. This creates 3 new metallurgist jobs, which require 6 minerals each (18 total) to produce 3 alloys. But it requires 3 pops to fill them, which means 3 pops working lower strata jobs have to be moved up. This means you may end up with 3 less pops producing minerals. Those pops produce at least 4 each (12 total), and you probably had bonuses on them, so maybe they produced up to 21 minerals. So that upgrade might have said it only costs 18 more minerals yet in reality you lost from 30 to 40 minerals thanks to temporarily unfilled jobs.

And yes, as previous posters said: Don't upgrade most buildings before you've filled all your slots. It doesn't make the jobs more efficient, it actually makes things less efficient since you need additional rare resources.

I've started to build resource specific worlds for exactly this reason. My mining worlds will have miners, housing, and buildings that do not consume minerals. I have a planet dedicated to consumer goods, another to alloy production, etc. I am trying to figure out how many "mining only" districts/planets I need to run my space empire.