Stellaris

Stellaris

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Zurai's Economy Tweaks
   
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15 Dec, 2018 @ 4:04pm
30 Dec, 2018 @ 1:15pm
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Zurai's Economy Tweaks

Description
This is a small mod I wrote to get practice with Stellaris's modding system and to make upgraded manufacturing buildings more interesting than just allowing more jobs.

For version 2.2 of the game.
Compatible with all DLCs; no DLCs are required.
Compatible with any mod which does not alter the jobs produced by the default alloy and consumer goods producing buildings and districts. No vanilla files are overwritten, but this mod neccessarily overwrites several vanilla buildings and jobs.

What does this mod do?
  • Manufacturing jobs (metallurgists and artisans) can be worked by robots and proles.
  • Upgrading manufacturing buildings increases the output of each individual worker, reduces the mineral upkeep of each individual worker, and provides Foreman jobs which provide small amounts of Engineering research and Unity.
  • Tier 2 manufacturing buildings give 4 Advanced Metallurgist/Artisan jobs and 1 Foreman job.
  • Tier 3 manufacturing buildings give 8 Expert Metallurgist/Artisan jobs and 2 Foreman jobs.
  • Advanced Metallurgists turn 5.5 Minerals into 3.75 Alloys. Expert Metallurgists turn 5 Minerals into 4.5 Alloys.
  • Advanced Artisans turn 5.5 Minerals into 7.5 Consumer Goods. Expert Artisans turn 5 minerals into 9 Consumer Goods.
  • Foundry Foremen turn 1 Physics research into 1 Unity and 3 Engineering research.
  • Artisan Foreman turn 1 Society research into 1 Unity and 3 Engineering research.
  • The net effect is that the tier 2 buildings produce the same amount as without this mod, but with less Minerals required and the added Foreman job. Tier 3 buildings produce more than their vanilla counterparts, at an even cheaper Mineral cost, and have two Foremen.
  • Gestalt empires get similar upgrades.
  • Fixes a small bug in the base game which prevents gestalt empires from researching their version of the Ministry of Production.

Notes
If you have any questions, comments, or suggestions, please feel free to post. I will respond as I am able.
Look forward to a more extensive economy mod in the coming weeks/months.
5 Comments
stephangoodwin 30 Dec, 2018 @ 12:01pm 
Awesome. Thanks!
zurai001  [author] 30 Dec, 2018 @ 11:22am 
@stephangoodwin It's on my list of things to fix. I plan to update either today or tomorrow with a few fixes to the base functionality as well as adding gestalt empire versions.
stephangoodwin 26 Dec, 2018 @ 5:00pm 
The higher tier jobs don't seem to get the Office of Production boost. That doesn't seem quite right.
zurai001  [author] 16 Dec, 2018 @ 1:33pm 
@Dallan This should be fixed now. I swear it used to work with the basic jobs, but I noticed it didn't work with arcology jobs and made the foundry_arcology and artisan_arcology jobs, tested that those worked, and didn't re-confirm that the basic jobs still did.
Dallan 16 Dec, 2018 @ 12:10pm 
I like this idea a lot, but there's a weird bug going on where the basic Metallurgist/Artisan jobs seem not to appear or work anymore?

I guess there may be an issue with precisely whether and how the game lets you override vanilla jobs (every other mod I've seen that does it just directly overrides the file they are in, which is, I know, suboptimal). It works fine if I remove the "foundry" and "artisan" jobs from your file, but of course that means removing your change to let workers and proles use them. I'm not married to that change but you might be!