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@Hyperlynx@aus.social

Post #2005565

2026-05-04 05:48 UTC

So, apparently, "job efficiency" is indeed a direct percentage plus to the input and output of a job, per pop. It is not a percentage increase to the number of pops who can work a job, as the random Steam thread I found would suggest. So, I went and removed all the pop increases I'd put in and moved them to the relevant income/expendidures. I think. The numbers aren't what I think they ought to be, but that could just be my poor maths. I would have thought that 100 artisans working 10% better should produce the same amount of trade goods and use the same amount of minerals as 110 normal artisans, but the numbers aren't quite lining up. And spreadsheets are a pig to debug. I did put in district specialisations properly, since solar farm specialisation in an energy district adds farmers instead of more technicians. Then I started to finally look at buildings, and despaired. That's going to be such an enormous pain in the backside! They each have their own upkeep, and they either add to number of jobs or they add to the production of a job or they modify the upkeep or the efficiency!... I started to just add fudge factor columns, instead of a column per building, but that's almost as complicated. This project is definitely one of those "oh, that shouldn't be hard, it'll take two seconds" things that absolutely is not, in actual practice 😅 #Stellaris

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