I am going to try to keep this as simple as possible, but its going to be mathy.
The TL,DR version is, upgraded buildings cost too much to maintain because their special resource costs.
But to help explain the problem I am going to talk about a nice research world.
At first, your world had research labs, and you had a good thing going.
Your 2 scientists could work happily in a 360 material cost building that had 4 energy upkeep, and the science was good.
Scientist job costs = (360/2) 180 mats upfront,
Upkeep per scientist = (4/2) 2 energy per month.
But then the scientists came up with a new technology, the Reseach Complex. Well this was a lot more expensive, but you said, sure, why not, and upgraded them. The upgrade was 540 and 45 exotic gases, with a 5 energy and 1 gas upkeep for 5 scientists.
New Scientist job costs = (540/3) 180 mats amd (45/3) 15 exotic gas upfront.
Average upkeep per scientist = (1/3) 0.333 exotic gas, and (1/3) 0.333 energy per month.
Later, the scientists came along and said, lets go for Advanced Research complexes, which added another 3 jobs, and cost an extra 720 materials and 90 exotic gas to upgrade. This would bring the total cost for the building to 900+720 = 1620 mats, and (90+45) 135 exotic gases, and upkeep would be 6 energy and 2 exotic gases.
New Scientist job costs = (720/3) 240 mats and (90/3) 30 exotic gas upfront.
Average upkeep per new scientist = (1/3) 0.333 exotic gas, and (1/3) 0.333 energy per month.
Now on the surface this doesnt look too bad. after all, who cares about gas, if you need more you could always buy it on the market for 13 energy each. Well, that seems a bit expensive, since that means that each extra scientist job you add is going to be costing you more than 4.5 energy per month. You are going to need a full time technician to pay for that. If you buy a lot off the market you will see prices continue to go up and up.
So obviously, you need to mine some gas. Well if you have a lot of scientists, and you probably do, that wont be enough. You will need to make your own gas, breaking bad style.
And here is the problem.
Every 2 gas you make, Walter White style, will require a chemical plant. These bad boys take up a building slot, so every advanced research lab will basically need to be paired up a chemical plant, which means that its not as space saving as you might think. You could fit 2 normal reseach labs for 4 jobs in the space of 1 advanced research center and a chemical plant which gives 8 scientist jobs and a chemist job. The chemist does nothing but produce gas for the advanced research lab, so he is basically bonus maintence for your advanced research lab.
His lab takes 450 mats to build, and upkeeps 3 energy and 10 mats per month. He personally takes 1 food, .5 consumer goods, and a housing unit to keep happy, so the total upkeep for 1 chemist is:
3 energy 10 mats, 1 food, .5 consumer goods, a housing unit and an anemity,
but to keep things simple, lets translate all that to a "value" of 16. This means that it costs you about 8 "value" to make each exotic gas, i will translate that to mats to make upfront costs easier to see, and energy to make upkeep easier to see.
This means that the real costs of adding 6 jobs to your research lab is = (540 + 900) 1440 mats + (130 exotic gas x 8) 1040 bonus mats + 450 mats (from chemical plant) = 2930 mats total
And the extra upkeep for those 6 jobs is = 2 from building energy + 16 extra energy from chemist = 18
So each new scientist job at an advanced research center will cost you =
(2930/6) 488.3 mats up front and (18/6) 3 extra energy per month.
Compare that to basic research labs which give you scientists jobs which cost you =
180 mats upfront and 2 energy per month.
This, btw, is true of all the max upgraded buildings, they all require the right synthetic production facility to operate, and because it, have much higher upkeep costs than you might think.
Obviously, the extra space does allow you to fit in some productive buildings, reducing 4 basic buildings down to a double upgraded building and attached resource producer gives 2 more spaces, but, just be aware, that unless you really have to, because you have no more room, you should try to avoid upgrading as much as you can.
The TL,DR version is, upgraded buildings cost too much to maintain because their special resource costs.
But to help explain the problem I am going to talk about a nice research world.
At first, your world had research labs, and you had a good thing going.
Your 2 scientists could work happily in a 360 material cost building that had 4 energy upkeep, and the science was good.
Scientist job costs = (360/2) 180 mats upfront,
Upkeep per scientist = (4/2) 2 energy per month.
But then the scientists came up with a new technology, the Reseach Complex. Well this was a lot more expensive, but you said, sure, why not, and upgraded them. The upgrade was 540 and 45 exotic gases, with a 5 energy and 1 gas upkeep for 5 scientists.
New Scientist job costs = (540/3) 180 mats amd (45/3) 15 exotic gas upfront.
Average upkeep per scientist = (1/3) 0.333 exotic gas, and (1/3) 0.333 energy per month.
Later, the scientists came along and said, lets go for Advanced Research complexes, which added another 3 jobs, and cost an extra 720 materials and 90 exotic gas to upgrade. This would bring the total cost for the building to 900+720 = 1620 mats, and (90+45) 135 exotic gases, and upkeep would be 6 energy and 2 exotic gases.
New Scientist job costs = (720/3) 240 mats and (90/3) 30 exotic gas upfront.
Average upkeep per new scientist = (1/3) 0.333 exotic gas, and (1/3) 0.333 energy per month.
Now on the surface this doesnt look too bad. after all, who cares about gas, if you need more you could always buy it on the market for 13 energy each. Well, that seems a bit expensive, since that means that each extra scientist job you add is going to be costing you more than 4.5 energy per month. You are going to need a full time technician to pay for that. If you buy a lot off the market you will see prices continue to go up and up.
So obviously, you need to mine some gas. Well if you have a lot of scientists, and you probably do, that wont be enough. You will need to make your own gas, breaking bad style.
And here is the problem.
Every 2 gas you make, Walter White style, will require a chemical plant. These bad boys take up a building slot, so every advanced research lab will basically need to be paired up a chemical plant, which means that its not as space saving as you might think. You could fit 2 normal reseach labs for 4 jobs in the space of 1 advanced research center and a chemical plant which gives 8 scientist jobs and a chemist job. The chemist does nothing but produce gas for the advanced research lab, so he is basically bonus maintence for your advanced research lab.
His lab takes 450 mats to build, and upkeeps 3 energy and 10 mats per month. He personally takes 1 food, .5 consumer goods, and a housing unit to keep happy, so the total upkeep for 1 chemist is:
3 energy 10 mats, 1 food, .5 consumer goods, a housing unit and an anemity,
but to keep things simple, lets translate all that to a "value" of 16. This means that it costs you about 8 "value" to make each exotic gas, i will translate that to mats to make upfront costs easier to see, and energy to make upkeep easier to see.
This means that the real costs of adding 6 jobs to your research lab is = (540 + 900) 1440 mats + (130 exotic gas x 8) 1040 bonus mats + 450 mats (from chemical plant) = 2930 mats total
And the extra upkeep for those 6 jobs is = 2 from building energy + 16 extra energy from chemist = 18
So each new scientist job at an advanced research center will cost you =
(2930/6) 488.3 mats up front and (18/6) 3 extra energy per month.
Compare that to basic research labs which give you scientists jobs which cost you =
180 mats upfront and 2 energy per month.
This, btw, is true of all the max upgraded buildings, they all require the right synthetic production facility to operate, and because it, have much higher upkeep costs than you might think.
Obviously, the extra space does allow you to fit in some productive buildings, reducing 4 basic buildings down to a double upgraded building and attached resource producer gives 2 more spaces, but, just be aware, that unless you really have to, because you have no more room, you should try to avoid upgrading as much as you can.
Last edited: