Stellaris

On Free minds, robots, and drones. – A comparison of job output, and pop requirements

stellaris 6 - On Free minds, robots, and drones. – A comparison of job output, and pop requirements
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I got curious as to why my terravore’s were having difficulty with early game recourses, so I decided to compare raw job output to figure out why. This comparison will not consider the regular empires many different unique jobs, trade goods, or specific empire production bonuses, with one exception: rogue servitor unity production. I will also not be going over consumer good or amenities upkeep, with again an exception for rogue servitors. I will be rolling in the consumer goods upkeep of bio-trophies into their unity production chain. All production chains presented will be created such that all intermediate products will be fully consumed by the finished product.

(x1) = 1 population

Science Production Chain:

· Regular: 4 minerals x3 -> 6 consumer goods x2 -> 4 research x6 -> 24 total, 11 pops

· Hive: 4 minerals x3 -> 4 research x2 -> 8 total, 5 pops

· Machine: 6 energy x2 -> 4 research x3 -> 12 total, 5 pops.

So, machines are slightly more effective at research than regular, but hive are extremely inefficient.

Alloy Production Chain:

· Regular & hive: 4 minerals x3 -> 3 alloys x2 -> 6 total, 5 pops.

· Machine: 4 minerals x2 -> 4 alloys x1 -> 4 total, 3 pops.

Regular and hive have equivalent job output and input here, so they are both able to produce 6 alloys per 5 pops in the supply chain. Machines are, again, slightly more efficient.

Unity Production Chain:

· Regular: 4 minerals x3 -> 6 consumer goods x2 -> 3 unity x6 -> 18 total, 11 pops, with 18 society.

· Regular (Amenities): 4 minerals x3 -> 6 consumer goods x2 -> 2 unity x12 -> 24 total, 17 pops, with 120 amenities

· Hive (organic): 6 food x2 + 4 energy x3 -> 3 unity x6 -> 18 total, 11 pops, with 30 admin capacity

· Hive (Lithoid): 4 minerals x1 + 4 energy x1 -> 3 unity x2 -> 6 total, 4 pops, with 10 admin capacity.

· Machine (Normal): 6 energy x1 -> 4 unity x6 -> 24 unity, 7 pops.

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· Machine (Servitor): 4 minerals x2 -> 8 consumer goods x1 -> 2 unity x8 -> 16 unity, 11 pops. +2% complex output.

So, regular machines have a much higher output of unity than either regular or hive empires, rogue Servitor’s have a slightly lower production than the baseline regular empire, and lithoid hive mind’s have the absolute worst unity output of any empire. But unity tends to be a bit hard to judge, production wise, due to practically every empire adding additional production to it. Is the extra society better than admin power? Or amenities? Can the rogue servitor’s lower baseline be made up for with the complex output bonus?

Upkeep production chain: Base production for energy, minerals, or food is 4, so regular empires, lithoid hive, and machines that have organic’s will need one job per 4 pops. On the other hand, organic hive’s will produce +2 food, and machine empires will produce +2 energy, so they would only need one job per 6 pops.

So, overall, machine empires reign supreme; they can produce more resources per pop than any other empire and have a better upkeep ratio than regular empires. On the other hand, hive mind empires tend to perform worse, with worse pop production output than regular empires. Lithoid hive minds are even worse; they don’t benefit from +2 food production other hive minds can take advantage of, and their unity production is also worse than regular hive mind’s because of it. And while hive minds don’t need to produce consumer goods (which I’ve ignored for regular empires), regular empires also have access to trade, and commercial pacts, that can produce consumer goods. So I don't think that difference is enough to make up for the hive minds poor pop utilization capabilities.

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