Food, Consumer Goods and Society tech. - the holy trinity of dump stats.
Consumer Goods: A lot like food, it has a core upkeep loop you need to satisfy, and it feeds in to some jobs (mostly amenities, tech and unity producing ones). But, beyond a single planet decision to distribute CGs and the creation of colony ships or trading it away, lacks any real uses beyond that, and can largely be sold for EC and converted in to other goods via the market.
TLDR:
With that out of the way, I wanted to suggest some advanced uses for Food, in particular, that ties in to the other two resources, and get people's opinions on it.
I cant say this is going to be popular with everyone, but I want to get some feedback on a possible mod idea if nothing else.
Below in green are the major existing sources/sinks for Food, CGs and Soc Tech.
In Amber/yellow are new possible resources and sinks for those resources.
Food - was once a planet bound resource (akin to amenities today), so long as you had "enough" it didn't matter, and you had to dumbly build out farms on each world (back in ye olde tile days) to satiate food requirements. Eventually it was made a pan-empire resource, but for a long time you could run at or near total deficit with food - the addition of deficit situations, more recently, killed that strategy, but fundamentally it failed to give food a purpose.
Society - Society techs used to be a bit more numerous early in the games life, early on you had to research each planet type before settling on them, and some of the T0 techs (like the ability to colonise/build colony ships) in the interest of QoL/streamlining. Since then, it's got some uses, but by large plays a backseat in priorities vs engineering techs. Physics too, but it leads to some pretty powerful energy weapons, robotic upgrades and energy harvesting techs, making technicians even more efficient than farmers (a topic I'll skip over for now).
Society - Society techs used to be a bit more numerous early in the games life, early on you had to research each planet type before settling on them, and some of the T0 techs (like the ability to colonise/build colony ships) in the interest of QoL/streamlining. Since then, it's got some uses, but by large plays a backseat in priorities vs engineering techs. Physics too, but it leads to some pretty powerful energy weapons, robotic upgrades and energy harvesting techs, making technicians even more efficient than farmers (a topic I'll skip over for now).
Consumer Goods: A lot like food, it has a core upkeep loop you need to satisfy, and it feeds in to some jobs (mostly amenities, tech and unity producing ones). But, beyond a single planet decision to distribute CGs and the creation of colony ships or trading it away, lacks any real uses beyond that, and can largely be sold for EC and converted in to other goods via the market.
TLDR:
- Food: You need enough to keep your people alive, a bit more if you want them to grow fast, and can mix some in to alloys if you have a catalytic civic, and that's about it.
- Society techs: Its nice to have but increasing society production is not as important - generally - as physics or engineering, as those fields offer more potential upside.
- CGs: a pure upkeep resource. If you have enough, good, sell any overproduction.
With that out of the way, I wanted to suggest some advanced uses for Food, in particular, that ties in to the other two resources, and get people's opinions on it.
I cant say this is going to be popular with everyone, but I want to get some feedback on a possible mod idea if nothing else.
- Resources:
-
- Essentially a kind of programmable biological substance, vitagel - name pending - would be used for all "advanced" forms of biology in the game, which currently get randomly split between energy costs and society costs, usually. It would require the use of society technology, largely to represent the science going in to converting dumb biomatter in to smart biomatter. A (less efficient/higher input cost?) mineral based fallback could exist for lithoid economies that have no food income, for gameplay, if not lore reasons.
- Uses:
- Vitagel
- Terraforming: Long ago this required terraforming liquids and gasses (two specific resources that were cut many patches ago) and since then terraforming only costs energy credits, which adds to the mountain of uses for EC.
- Terraforming could cost upfront Vitagel + (possibly) a running vitagel upkeep cost if terraforming out of the world's original climate zone (eg. wet to cold, continental to arctic) or to a special world type (ex. gaian) if you don't have idylic bloom (or equivs) or the world shaper AP - both would reduce the running cost by either 50% or 100%.
- Special/non organic planets like machine worlds, ecumenopolis wouldn't cost vitagel.
- Bio-Army/Bioships(if we ever get some) upkeep - rather than consuming minerals, In my opinion armies ought to be upkeeping either food or an advanced resource like vitagel, which would cover things like nutrient paste, medicine, combat drugs and other things armies need to survive. Other exotic armies like clones and xenomorphs would consume this as part of their basic existence - and all of the food/society[biology] science that goes in to maintaining that.
- Cloning/pop assembly. This is one of the few areas that does actually use food, beyond just basic sustenance. Using Vitagel here could add an extra society tech sink, whilst preserving the food drain, indirectly, and societies that are highly dependent on the genetic arts would actually have to prioritise society tech over engineers or physicists to sustain that infrastructure.
- Vitagel could be used to enhance hive pops. How? Idk just yet. mostly for equivalence with luxury goods (as gestalts don't get Consumer goods)
- Terraforming: Long ago this required terraforming liquids and gasses (two specific resources that were cut many patches ago) and since then terraforming only costs energy credits, which adds to the mountain of uses for EC.
- Luxury Goods
- Boosting branch office buildings/outputs and other holdings: not sure of the mechanics here but some way to burn luxury goods on worlds that host branch offices to increase "mutual" benefit would be nice, or expend luxury goods via overlord holdings to boost vassal opinion.
- Owning a branch office could let you distribute luxury goods to the pops there, dramatically boosting their happiness and trade value generation.
- Boosting rulers/ruler jobs: Ruler-pop related modifiers are pretty rare. But something like Luxury goods could be a good way to provide these benefits.
- Boosting branch office buildings/outputs and other holdings: not sure of the mechanics here but some way to burn luxury goods on worlds that host branch offices to increase "mutual" benefit would be nice, or expend luxury goods via overlord holdings to boost vassal opinion.
- Vitagel
- This would make Agri worlds and tech worlds good places to drop these, and they'd only take 1 building slot - somewhat similar to the alloy foundry building.
- Luxury goods factories could work in a similar way. But instead scale off farmers and cg workers. Making factory worlds and agri-worlds a good place for luxury goods production.
Below in green are the major existing sources/sinks for Food, CGs and Soc Tech.
In Amber/yellow are new possible resources and sinks for those resources.
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