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Narf's Fixes - Gene Clinics
   
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19 Oct, 2019 @ 5:41pm
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Narf's Fixes - Gene Clinics

Description
In vanilla, gene clinics take decades to break even, and decades more to turn a profit.

This is a total net loss compared to almost anything else you can build, which will break even in about the first year or two, and turn a profit within another year or two.

This mod fixes this, by reducing the time needed for gene clinics to turn a profit.

Gene clinics now provide:
- +25% organic pop growth speed (up from +10%).
- +25 amineities (up from +10).

Gene clinics should now pay off in the short term and long term.

Edit: So to explain the math behind this mod: It takes 5 pops for a building slot. For an example to do some math off of, we can build an Alloy Foundry now, or we can build a vanilla Gene Clinic, and then an Alloy Foundry. Let's say compare that. For this example, we will ignore all other possible bonuses to growth speed. (If you run the math, you will find that they make Gene Clinics comparatively worse)

We get +10% pop growth speed and +10 amenities. Our base growth is +3; it is now +3.3. We need +5 pops for another building slot so we can build an Alloy Foundry, plus the base 5 pops for the Gene Clinic. We need 500 pop growth for +5 pops. Remember, fractions don't count for this purpose; we need a whole month.

Alloy Foundry: 500 / 3 = 167 months for +5 pops.
Gene Clinic and Alloy Foundry: 1,000 / 3.3 = 304 months for +10 pops.

So Gene Clinics already show little benefit. But their benefits will increase the longer we grow pops. Alright; how long does it take for a Gene Clinic to turn a profit? Let's compare building a Gene Clinic, a Holo Theatre and an Alloy Foundry with just building a Holo Theatre and an Alloy Foundry.

Holo Theatre and Alloy Foundry: 1,000 / 3 = 334 months for +10 pops.
Gene Clinic, Holo Theatre, and Alloy Foundry: 1,500 / 3.3 = 455 months for +15 pops.

Better, but still not there. What's the break-even point? Well...

Holo Theatre and +10 Alloy Foundries: 5,500 / 3 = 1834 months for +55 pops.
Gene Clinic and +10 Alloy Foundries: 5,500 / 3.3 = 1667 months for +55 pops.

1667 months to break even. It will take an equal amount of time for the Gene Clinic to turn a profit, for a total of 277.833~ *years*.

Where does this mod move this balance point?

Holo Theatre and +4 Alloy Foundries: 2,500 / 3 = 834 months for +25 pops.
Gene Clinic and +4 Alloy Foundries: 2,500 / 3.75 = 667 months for +25 pops.

And a total of 111.166~ years to turn a profit.

If anything, the bonus is probably still too low; consider comparing a gene clinic with three +10% pop growth speed tech bonuses - Which are not all that hard to get, and empire-wide.
16 Comments
Algebraist 13 Jan, 2024 @ 12:45am 
Haha, well CK2 was 9 years so you might be waiting a while.

Nah you're fine dude, I don't think any author is obligated to keep their mods updated.
Narf the Mouse  [author] 12 Jan, 2024 @ 7:47pm 
Yeah sorry I haven't really played Stellaris in two years. Waiting for them to finish the game.
Algebraist 12 Jan, 2024 @ 7:03pm 
Probably obvious but very broken as of 3.1.
These comments help me so I figured its useful to leave here.
Narf the Mouse  [author] 23 May, 2022 @ 9:54am 
Apologies to anyone waiting; I haven't played Stellaris much for quite a while, and I'm rather exhausted in general.
yixx🩸 4 Nov, 2020 @ 6:25am 
bump
Peter34 7 May, 2020 @ 2:16pm 
Can you publish your mod, after 2.7 comes out please?
ThunderOrigin 6 May, 2020 @ 1:09am 
I've been running my own mod, habitability can be put on the building and/or the jobs. Additionally I used the Encouraged Growth decision to work out that 3% cost 1 food, so I shifted that into the upkeep so that the Consumer goods are valued into habitability, amenities, and additionally 1 unity and 1 society. It makes their Consumer goods better than entertainers, but worse than culture workers/priest concerning the additions. However, one can say they are arguably better as their value is shifted into habitability.
Narf the Mouse  [author] 5 May, 2020 @ 9:32pm 
Replacing the amenities bonus with a habitability bonus makes sense. I will look into it, but due to RL, it might be a while.
Peter34 28 Apr, 2020 @ 10:56pm 
I think +2% Habitability per Job would be good. That translates to +4% for the Gene Clinic and +10% for the Cyto.

Personally, I’d prefer +1% Habitability and +1% direct Happiness (to all biological POPs, including Lithoids), if that is possible, because some play styles won’t benefit from the Habitability, but more Happiness is almost always useful. Or even just +1% Hab and +0.5% Happiness per Job.

Lithoids rarely need more Habitability.

Mono-species empires can Terraform to their preferred biome, and can get +20% from 4 Techs (or is it +25% or +30% from 5 or 6 Techs?), and have a 1/8 chance of getting the precursor that lets you have another +10%.

Life-Seeded empires will Terraform everything to Gaia as early as possible.

Some empires might also go Ecumenopoleis-heavy. Arcologies are 100% Habitability for everyone.
ThunderOrigin 28 Apr, 2020 @ 5:32pm 
Actually put the Habitability on the Medical workers, encourages their use more. It can be justified that they are treating people from the native infections and poisons etc for longer average life duration so the are more likely to reproduce.