Should Technicians/Miners Produce 6 like Farmers?

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Amorenkaire

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Just thinking of it more and more. I truly believe that the main issue robots suffer in comparison to hive minds is the difference between technicians and farmers - especially because one of the best ways to overcome the weakness of robots is to not use generator districts and build farms to either sell or convert through their building.

Someone else on the page did the base math to show that at the start of the game the 6 base food produced from a farm gives more energy through trade than a generator district does - before factoring in civic/pop bonuses, technology increases, building support. You can skip technician techs and the energy building and only grab the food ones to go through psychics research faster, and save a building slot by building twice as many food districts with your food processing building on the planet and save a building slot. Heck, you can use that second building slot for a hydroponics farm to get more food to sell/convert (or to put your machine empire converter).

And I think this all extends from the fact that there's a dissonance between food, minerals, and energy in their relative worth in the market, and the production in the jobs. These 'tier one' materials all have the same relative worth before market fee, yet one is 50% better at production, and the rest of the game falls out the way it does because of this fundamental difference. And robots suffer the most because they have higher energy demands, and most people assume that the best way to address it should be building generator districts when its mathematically the wrong course of action.

Personally, I can also speak that as a frequent dry planet player, the time it takes for my (more frequent) generator worlds to begin paying off and boosting my empire rather than draining it in the colonial stage is much longer than it takes for me to get a food world up and going, as well. And despite trying I've never managed to get my energy production to neutral without the use of the market selling food and minerals. And while I do usually use consumer benefits trade policy (which always seems to be worth it for the consumer goods/energy price difference), I've never once thought of producing energy to trade for other goods I've needed... Which should be a way to play the game's economy as well, shouldn't it?

The only problem here is miner jobs. Even without trying I usually find myself swimming in mineral production (unless I over invest into consumer good/alloy production, but by then I have numerous worlds that have bought their 1000+ mineral building upgrades). Minerals also usually sell and buy at high amounts because of demand for investing into the economy, so giving the same treatment to minerals seems like its less needed. But if technicians produce 6 energy and miners 4, I think we'd be looking at the same issue where people would build generators only and not mining districts, because even if the supply/demand curve increases the price, it still might be worth it over making worlds more efficient building/specialization/technology wise. My only thought is that perhaps that buildings/districts might have a mineral cost as well as an energy cost (to reflect the resources required to maintain their structures as well as labor costs). But on the other hand, I'm already flooding in minerals anyway, so it won't exactly be changing much in how I play - and the mid to late game economy is dominated by consumer goods/alloy/technology production buildings anyway.

TL;DR: Technicians and Miners should produce 6 each rather than 4, like farmers, because as is generators are pointless in compared to investing into more farms to sell/convert food 99% of the time. And if technicians are changed, miners might suffer the same treatment because now you won't get double pinged by the trade fee like you would going from food > energy > minerals. And maybe planetary economic buildings should have a mineral upkeep to balance out the larger glut in minerals, if at all.
 

Theter

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I think we'd better make farmers yield 4 foods instead.

I've never run out of food in any of my games, and never built food processing center as a result. I always skip obital farms tech and hydroponic farms are a joke. As a general idea, my complete planets are usually all full on mineral districts, half full on agriculture districts, and the rest on cities. I've had no incentive to make more food because I didn't need more food. Agriculture districts are too strong and should be toned down, instead of buffing the other districts.
 

evilcat

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Why not 5? At least it will not disfavour machine empires, and it will be harder to run your economy on biofuels farmlands.
With 3x4 there was more aoutrage of early game being hard to not collapse.
Moving from total 4+4+6 towards 555 would be a samll early game buff. Maybe it is something players need to finally manage.
 

Amorenkaire

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5/5/5 could work, but the early game economy is already pretty slow (sans when you exploit farms production, seemingly). But somewhere between 5/5/5 and 6/6/6 probably is the best early game pace.
 

AlphaAsh

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I think we'd better make farmers yield 4 foods instead.

I've never run out of food in any of my games, and never built food processing center as a result. I always skip obital farms tech and hydroponic farms are a joke. As a general idea, my complete planets are usually all full on mineral districts, half full on agriculture districts, and the rest on cities. I've had no incentive to make more food because I didn't need more food. Agriculture districts are too strong and should be toned down, instead of buffing the other districts.

Agreed. The majority of my energy income is from a monthly sale of massive food surplus.
 

Amorenkaire

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I don't think balancing around 4 would be a good way to go with it, there's already quite a bit of people complaining that the early game economy, particularly when your starting to colonize your first few planets. It would solve the strength of agriculture districts in comparison to the others, and maybe even fix the issues robots have in comparison, but it'll do so by making all new players struggle to balance their early game economy.
 

The Boz

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5/5/5 is the way to go, it's an overall boost to the early game econ (unless you're hive, or exploiting the 4/4/6 by selling food), and makes generator and mining district upkeep less of a pain, while accelerating CG and alloy production in the first few years.
 

Amorenkaire

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I'm going to make a mod to test a 6/6/6 and 5/5/5 game and see how that goes. Either way should work, or at worse if 6/6 is too much for energy and minerals, perhaps 5/5/5 with biologicals getting +1 food from farms and machiens +1 energy from generators.
 

evilcat

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I support 555 yield for basic resources.
If the food would be too tight - would it? it seems that now there is pleant of food - PDX can just food policy "Empty shelfs" with massive -50% food consumption -30% pop growth and -15% happiness. Brutal. But if your empire is in crisis there are ways to fix it. Also we should not threat food pleantitude as base food policy.
 

Aleriez

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I'm going to make a mod to test a 6/6/6 and 5/5/5 game and see how that goes. Either way should work, or at worse if 6/6 is too much for energy and minerals, perhaps 5/5/5 with biologicals getting +1 food from farms and machiens +1 energy from generators.

Would be nice if you could publish the 555 version in the workshop ;)
 

Amorenkaire

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Would be nice if you could publish the 555 version in the workshop ;)

I will after I test, likely doing so on stream to see if it feels nice.

The only issue is that I don't think it would work with other mods that use the worker_pop file (Galvius, for example), unless I want to pull a bit of a hack and add a 'new' farmer/miner/technician job, change the districts and buildings which add those jobs to use jobs, but that's changing 2 files for 1. I'd likely just have to make a compatibility patch for those mods I'd like to use as well.
 

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I disagree that there is necessarily a problem with farms.
Just because you dont run out of food, that does not mean that food processing has no value, it just means that you might be wasting district space on a bunch of inefficient farms that could be city tiles instead. Depends how you want to do things.
I do agree that Orbital farms are appallingly bad, or at least I havent found a use for them so far.
 

Amorenkaire

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I disagree that there is necessarily a problem with farms.
Just because you dont run out of food, that does not mean that food processing has no value, it just means that you might be wasting district space on a bunch of inefficient farms that could be city tiles instead. Depends how you want to do things.
I do agree that Orbital farms are appallingly bad, or at least I havent found a use for them so far.

Most of that comes from the fact that I'll have one or two agriculture worlds, and I build farm districts to accommodate worker demands on those planets. This rather tame farm focus usually leads to me being comfortably swimming in food even after encouraging growth and nutritional plenitude.

But that's a minor issue compared to the fact that food production is SO good for its cost that energy districts fall out of favor in the meta.
 

Zenopath

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i think you are right. i have previously argued that machine empires need a boost to their technician output to make them viable. if hive minds get 3 workers per district, machine empires should get 6 energy per technician as thier unique ability. Donno about minerals though, maybe just access to a +1 mineral per district civic like normal empires
 

Urza1234

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Most of that comes from the fact that I'll have one or two agriculture worlds, and I build farm districts to accommodate worker demands on those planets. This rather tame farm focus usually leads to me being comfortably swimming in food even after encouraging growth and nutritional plenitude.

But that's a minor issue compared to the fact that food production is SO good for its cost that energy districts fall out of favor in the meta.
Is the argument the market value of food then?

I see 3 potential arguments for nerfing farms:
1. Market value.
2. Disproportionately low cost for EPG
3. Meaningless overabundance of food

If there is too much food available then I dont see the market value of food being the issue, especially with the changes to the market in 2.2.3, and vice versa.
 

Ryika

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I've been running 4/4/4 for a while now in my personal mod, and I find that it's a lot of fun. The economy is tight, but manageable.

5/5/5 already feels a bit too strong for me, especially in the early game. It's not that different from 4/4/6 where you focus on food and then trade it away, but the stacks just fill up a bit quicker and you end up having resources for everything without having to make any decisions.
 

Zenopath

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Reading through the comments i see lots of people see 4/4/4 or 5/5/5 as better.

In general, i think i agree. My only comment would be to say that if you go in that direction, clerks would need to be adjusted to 3 trade 1 amenity to keep them at least semi viable. This would actually be a good thing, because removing 1 amenity from clerks would make amenities a resource that actually matters, while adding 1 trade would make them viable even without the farm bonus.
 

Wolfgang I

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Right now purging seems to be far superior to farming and generator districts in general though. So if you are min/maxing you focus on that asap anyway.
Only livestock slavery /grid amalgamation seems competitive to me in tiny galaxies because you will run out of undesirables too soon.
 
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