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https://sp.zhabite.com/sharedfiles/filedetails/?id=2670609971&searchtext=Space+Industry
Early game is 30 FPS with, 60 FPS without.
Still, its a bit concerning.
"
deposit.d_local_production.triggered_planet_modifiers 1068731.532ms 54599
pop_category.worker.triggered_planet_modifiers 13156.750ms 628484
casus_belli.cb_buffer_zone.is_valid 10920.415ms 54153
CGameRules::PopGeneratesCrime 8250.872ms 1079678
CGameRules::IsSystemBlockingSensorsWithScope 7444.602ms 353803
ethic.ethic_xenophile.country_attraction 3056.348ms 25646
...
"
Planets should be self sufficient.
The energy would be even easier, since you could establish a network of microwave-beam relays passing through the hyperlane network and all throughout each system that transfers energy far faster than ships could deliver the physical credits.
The only resource that would really matter is food, since even the fastest ships running through hyper-relays still take months to cross a large empire, so there's no getting around the fact that you'd have to preserve and store them until delivery.
Really neat idea though, will definitely try it out.
The bonuses from the Ecology Mod is not calculated in the end result of this mod ...
example :
If my planet get -4 Minerals .... but get from waste jobs an bonus of 9 minerals .. so at the end it gets +5 minerals .... the local production get my an disadvantage because of mineral negative production on the planet .... which is not true ....
;)
I am sorry for my English :)
NOT = { is_planet_class = pc_pd_barren_cold_hab }
NOT = { is_planet_class = pc_pd_barren_hab }
NOT = { is_planet_class = pc_pd_frozen_hab }
NOT = { is_planet_class = pc_pd_gas_giant_hab }
NOT = { is_planet_class = pc_pd_hothouse_hab }
NOT = { is_planet_class = pc_pd_toxic_hab }
NOT = { is_planet_class = pc_pd_molten_hab }
NOT = { is_planet_class = pc_pd_asteroid_hab }
Basically, they function mostly like habitats, but this mod seems to recognize them as normal planets, so they suffer from deficit penalties. From a mechanical perspective, this means they're massively debuffed--it's difficult to maintain a surplus on them for the same reasons it's difficult on a normal habitat. Of course the logic behind removing the effects from normal habitats doesn't apply here, they DO have significant gravity, so I'm not sure what the solution should be. Might be an opportunity to add some unique behavior to them?
CG can stay associated with Transit Hubs, or can use TV as its compensation proxy (given how TV can be converted into CG anyway, it's a good association).