Stellaris

Stellaris

793 ratings
! Production Revolution [3.2]
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File Size
Posted
Updated
13.003 MB
27 Feb, 2021 @ 8:30am
24 Feb, 2022 @ 5:08am
8 Change Notes ( view )

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! Production Revolution [3.2]

In 1 collection by Kasako'小傘
伞の旧版留档/ Backup for Kasako's mods
8 items
Description
This mod is always one major version earlier than the latest version, as a backup

Newest Version Here last update of Production Revolution
v2.056 (Check you mod version in the mod panels and always get the latest version for the newest bug fixes.)
Without a doubt, pops and jobs are Stellaris' biggest source of lag right now. Every month, the AI checks, for every single pop in the game, for every single trait and modifier, every single job and its candidate pops. You can imagine how intensive this gets, so much so that Paradox had to introduce population control in the 3.0 update.
What Production Revolution(PR) does is to completely get rid of that system, and condense everything into a single, easy-to-use system. Every pop is aggregated into a variable known as Manpower(representative of population) for every planet, and every job type compatible with this mod is condensed into a single job representative of the output/work of all the jobs on that planet. In short, this means that instead of checking thousands of pops for hundreds of different jobs, Stellaris only needs to do it only once.


If you enjoy this mod, please rate it positively and favorite it so others can find it more easily.

<You can find PR's menus through planetary decisions. >
<! Dark Blue UI ! and ! Dark Blue UI - PR Planet Interface ! are not required, but are recommended for better UI interface and parameter check. >
Vanilla vs PR Performance Compare Video (older ver.)
If you need 3.0
For Japanese Translation



Overview
  • 详细介绍,点击链接,非常复杂的使用说明(慢慢看吧)
  • Large reductions in lag
  • Micromanagement largely out the window
  • Economy redefined, uses Manpower Economy instead. Pops converted to Manpower, jobs to Revolutionized Industry Jobs.
  • Production output correlated with ratio of Manpower and Revolutionized Industry Jobs.
  • All production modifiers calculated and unified.
  • Higher Manpower or lower Revolutionized Industry Jobs increase output.
  • New planet-specific planetary features, districts and bonuses.
  • Districts unlock new building/branch office slots.
  • District and buildings jobs equally represented and calculated.
  • Do NOT manually touch jobs.


Load order
Production Revolution should be AT THE BOTTOM - the less stuff that overwrites PR the better.


Compatibility
  • StellarStellaris - completely incompatible due to it changing the way modifiers are updated.
  • Ruler Level System, Scientist Level Extension and Merged Leader Levels has some script conflicts, which leads to CTD, which may be targeted for compatibility in the future.
  • Theory of Population Malthusian Blade 3.1.* and Species Countries - completely incompatible, they will break manpower system
  • Vanilla job support is integrated, and anything that modifies Vanilla jobs is supported. e.g. Traits that give Metallurgists 20% bonus to Alloy production will be taken into account when PR calculates production output.
  • Mods that add new job types need compatibility patches to work with PR, but will otherwise work just fine using the Vanilla job system.
  • Mods that use num_pops for checks or other functionalities need compatibility patches - Because PR greatly condenses large numbers of pops, num_pops might not be accurate as a check for other mods.
  • Here are some cusomized Compatibility Patch

Some Additional Tips - As mentioned here, by minimizing sections of your outliner (i.e. Planets, Military Ships, Armies etc.), you'll be able to further increase game speed immensely.




<If you have any problem with this mod, find "kasako_mods" channel here.>
[discord.gg]
Popular Discussions View All (4)
2
22 Mar, 2021 @ 9:51am
Backup of old feedback comments.
Aus1rathia
0
13 Mar, 2021 @ 12:19am
DIY compatible patch example, Army & General Staff (2.6.3-2.8.1)
Aus1rathia
0
27 Feb, 2021 @ 8:33am
INSTRUCTION (Machine Translator)
Kasako'小傘
344 Comments
Kyrie 2 Mar, 2021 @ 11:39am 
China fixing the game before the devs as usual
Kasako'小傘  [author] 2 Mar, 2021 @ 6:47am 
@DODO哒!
可能是,这个如果有空的话在平衡下,最近主要是优化下算法,增加兼容,减少卡顿
DODO哒! 2 Mar, 2021 @ 6:32am 
桦树世界巨构总觉得因为这个mod没有了那个规划师,结果没办法增加区域了?不知道是不是这个原因?
Kasako'小傘  [author] 2 Mar, 2021 @ 4:06am 
@Star Lord
Which dark energy, as far as I know, acot has such things. And how giga things works to gather that dark energy?
@HRyspa
这个mod本来是给36槽设计的
Starlord 2 Mar, 2021 @ 3:36am 
I seemed to have an issue where this mod overwrote my ability to gain dark-energy. This became an issue in trying to gather dark energy for the gigastructures mod. Any clue?
HRyspa 1 Mar, 2021 @ 10:23pm 
打了108建筑槽的MOD,建区划能正常解锁格子,但改造成舰娘理想城/理想城后就固定建筑槽数量再建区划不能解锁格子了
Kasako'小傘  [author] 1 Mar, 2021 @ 6:58am 
@진격의 쿠쿠다스
The manpower cache will not be converted into manpower, only the unemployed pop will. The role of the manpower cache is to add a buffer to the population conversion, just do not care about them.
진격의 쿠쿠다스 1 Mar, 2021 @ 6:45am 
I have an issue for this mod. My Manpower Cacher does not change into Manpower, and my "Insufficient Manpower"is still on 75%. When I set available jobs of Manpower Cacher to 0, cachers are temporarily transfered to manpower. But after about 3 month in game, same number of cacher before changing pop out. These processes are repeated endlessly.
ew1035671376 28 Feb, 2021 @ 5:10am 
我永远喜欢小伞!
Otter 28 Feb, 2021 @ 4:31am 
我永远喜欢小伞!