Should Technicians/Miners Produce 6 like Farmers?

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Spectra Twilight

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Amorenkaire

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I wrote up quick mod for anyone who wishes to test 5/5/5 production:
5/5/5 Raw Resource Production

In addition, I also made one that's compatible with Glavius's Ultimate AI Mod:
5/5/5 Raw Resource Production - Glavius's Ultimate AI Compatible

And just like that, my own half hour of making sure my knowledge of Clausewitz coding logic is accurate for Stellaris is out done. :p (Especially because I don't know off hand how to make it load over Galvius' version of the file).
 

Spectra Twilight

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And just like that, my own half hour of making sure my knowledge of Clausewitz coding logic is accurate for Stellaris is out done. :p (Especially because I don't know off hand how to make it load over Galvius' version of the file).
Mods are loaded in alphabetical order by name, with files under a particular path and name only being loaded on the first find. Glavius specially appended a tilde to the front of his/her Ultimate AI mod, because the tilde equates to ASCII value 126 out of 127 commonly used values (value 127 equates to DEL, which cannot be input by a user normally). Thus, most mods will load before Glavius's Ultimate AI Mod, and thus any files within Glavius's mod that were already found in previous mods will not be loaded. This is how Stellaris mod load order works.

So with Glavius having done the hard part, all I had to do was copy over the files from the Ultimate AI mod that my mod used, and make the necessary modifications. Nothing complicated. Anyone could have done it.

...And yes, I'm aware this isn't very much on topic. I just thought it would help to explain the process, as it was mentioned. I won't pretend that this information was presented very sensibly when I went looking for it.
 

James_K

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Alternatively, why not just reduce the energy upkeep of robot pops? That would address the problem without potentially changing the economic balance in unpredictable ways.
 

Amorenkaire

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Alternatively, why not just reduce the energy upkeep of robot pops? That would address the problem without potentially changing the economic balance in unpredictable ways.

To what? And how would that affect it being better to produce energy from trading food than building generator districts? More importantly, reducing the upkeep of robots would have the same effect of changing the economic balance of them in potentially unpredictable ways.

These various issues come from the fact that food is so efficiently produced so now that you can trade between them (at a better than 50% conversion from the old trade enclaves).
 

evilcat

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The advantages of 555:
No tricks with selling 6 yield food for energy.
+1 resource in the early game. "More" energy for leaders, "more" minerals for mining stations. This more is just 1 over old system, so no big deal.
Food is more limited so Balanced diet is default option. (no nutricious plentitude at start, at least if you want expand a lot)
ME and organics are in similar situation.
Each +10% means 0.5 more resource which is clean.

Small test shows that is better, however it is just 6.6% change so it is not very significant.
 

Amorenkaire

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I found pretty similar, although I didn't test a machine empire with it. It is effectively +2 more energy/minerals per district, +4 for starting economies. Its greatest benefit is for making your colonies yield higher returns faster when it comes to energy. You can still run nutritional plentitude, but it won't be as easy to run that and encourage growth on all your colonies, so there's a bit more of a decision on what to prioritize with your food budget.
 

Tobasco da Gama

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I've never run out of food in any of my games, and never built food processing center as a result.

This is a good point, really. I don't think I've ever needed to use a food policy other than Nutritional Plenitude. I've just always got enough food for massive surpluses, without even trying.

I'd love to see robots in particular generate 5/5/5 out of their jobs.

The whole idea of MEs is supposed to be that they grow slowly but have higher efficiency. The grow slowly part is true, but the efficiency is entirely absent. This would be one way to express that idea.
 

BlackUmbrellas

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This is a good point, really. I don't think I've ever needed to use a food policy other than Nutritional Plenitude. I've just always got enough food for massive surpluses, without even trying.



The whole idea of MEs is supposed to be that they grow slowly but have higher efficiency. The grow slowly part is true, but the efficiency is entirely absent. This would be one way to express that idea.
Yeah. I haven't played them much in 2.2 but the lack of production was REALLY painful. Giving Machine Empires 5/5/5 production would go a long way to making them a bit more playable and giving them a distinct "flavour" (like how hiveminds get 3 workers per resource district instead of 2).

Either that, or make their food districts automatically produce energy somehow.