Local Production

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Author: starchitec

Last revision: 14 Mar, 2023 at 17:52 UTC (10)

File size: 224.26 KB

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Description:
Production Efficiency for Local Jobs

Ever wonder why the best way to produce food is to make one giant farming world and ship everything across the galaxy? Want your pops to eat fresher green apples? This mod adds an incentive to diversify planet production by adding a small planet-wide bonus for maintaining a planetary surplus, and a small penalty for running a deficit. Location matters! Build your factories on worlds where you have minerals to supply them, Have bigger population centers where you have food to support them, and keep your power grid running smoothly anywhere you need to rely on it.

Features

Each planet will gain modifiers (tucked away in a planetary feature) that update dynamically for the local balance of food, minerals, energy, and consumer goods. A Surplus of 10 goods triggers an efficiency bonus, a Deficit of 10 goods triggers an import penalty:

  • Food: +/-5% Biological Growth Speed
  • Minerals: +/-10% Alloy/Consumer Goods Output
  • Energy: +/-5% Specialist/Complex or Robot Output (Machine Empires only)
  • Consumer Goods: +/-5% Happiness

This is a flat modifier, it does not scale for each multiple of 10 goods. (That would just encourage specialization again). However, maintaining a surplus of at least 50 goods of a type triggers an additional bonus:

  • Food: +10% Unity
  • Minerals: +10% Worker Output
  • Energy: +20% Amenities
  • Consumer Goods: +20% Trade Value

This means that if you build alloy foundries on a world with lots of mines, your metallurgists will be more efficient since they can use local minerals. If you can feed your population with fresh food they grow faster, If you can supply cheap reliable energy your workers will be more productive, and if you can provide easy access to the latest toaster model, everyone will be content.

Starbase Buildings can mitigate some penalties to local production, (but they will not grant you a bonus). A Hydroponics Bay will negate the penalty from a food deficit, a Transit Hub will negate the penalty for a Consumer Goods deficit, and a Hyperlane Registry will negate penalties from mineral deficits (Added a version of this building for Hives and Robots). Energy deficits can be mitigated by trade value (every 50 trade value allows a deficit of -10 more energy before the specialist penalty applies, to a maximum of -50 energy from 250 trade.

These bonuses only apply to planets. Habitats (and Ringworlds) have have easy access to space transport networks, so the local effects are not as strong. (also its nearly impossible to maintain positive balances in everything on habitats).

The balance shown in the GUI for your capital world includes the base production- this is not included for the production bonuses.

Chinese Localisation by MyresMkG

Compatibility

This should be universally compatible. Catalytic empires have alloy boosts applied for food production instead of minerals. Gestalts also get minor impact to research for minerals balance since they do not use consumer goods. Machine empires get universal robot production instead of complex drone output for an energy surplus.

Can be installed mid save, the Local Production planetary feature should appear on all planets on the yearly tick. If the local production modifier is removed accidentally by another mod, it should also reappear on the yearly tick.

Try out some of my other Mods

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