Stellaris

Stellaris

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Local Production
   
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26 Mar, 2019 @ 5:58pm
14 Mar, 2023 @ 10:52am
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Local Production

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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Popular Discussions View All (1)
0
9 Feb, 2024 @ 2:45am
Do you know of any alternatives to this mod?
Lùmi
255 Comments
Wakelessrex 5 Mar @ 5:39am 
Fantastic mod, much appreciated.
shadowwarrior132 10 Jan @ 1:26am 
I think this could help minimize lag from consuming trade.
MaxelHaxel 8 Jun, 2024 @ 6:59pm 
arieviloj 27 Feb, 2024 @ 2:34pm 
Still no love for an updated version of this gem?
Lùmi 9 Feb, 2024 @ 2:46am 
This excellent mod seems to be discontinued, but unfortunately I don't know of any alternatives. Do you know of any other mods that would favour the creation of economically balanced planets rather than ultra-specialised ones?
Potato fish 22 Nov, 2023 @ 5:24pm 
if the lag problem got fixed then i would want this. this would go great with the undersiege mod
raw666 27 Oct, 2023 @ 11:27am 
I do not seem to suffer a lag issue until late game and that is due to fleet power I believe. Still like the mod and hope you keep working on it.
Vlad_1492 14 May, 2023 @ 2:34am 
Love the idea, but I too see lag issues.
Early game is 30 FPS with, 60 FPS without.
Timerix 7 Apr, 2023 @ 3:53am 
the mod is lagging every game day so much, that game looks like a slideshow
Crazy_Gaben 18 Mar, 2023 @ 8:21am 
Yup. For some reason, this mod single-handedly drops perfomance from smooth and relatively fast to freezing every day. Was able to pinpoint it after disabling every mod and enabling mods one by one.