Stellaris

Stellaris

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!Rebalanced Worker Jobs
   
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5.216 KB
2019 年 5 月 14 日 上午 1:52
2019 年 6 月 10 日 下午 9:26
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!Rebalanced Worker Jobs

描述
Updated for 2.3!

Rebalances basic resource workers and simple drones to give 5 energy, minerals, or food, to fix the balance issue of farmers (usually) being better to produce energy through the market rather than putting down actual technicians, as well as better balance between synthetic, machine, and biological Empires.

In Built Compatibility With
Local Prodduction After the first day runs all basic jobs will also provide their local efficiency bonuses.

All compatible mods need to be used for their effects to still apply.

My Other Mods
Space Industry (Habitat Overhaul} Reworks habitats into an early-mid game growth of an economy focused upon exploiting stellar resources. Features context dependent habitats that offer new worker jobs depending on what object or deposits the body the habitat is built upon. Soon to be updated to include changes announced in 2.3, such as habitats as a technology, habitat habitability starting low and then being upgraded through technology, ascension perks, and/or buildings.
5 条留言
thecrazy13 2022 年 6 月 16 日 上午 3:52 
And it would be nice to have this mod back, I long for the days of not needing 10 mining worlds just to keep up with one factory worlds worth of resource demand
thecrazy13 2022 年 6 月 16 日 上午 3:51 
Clarification
servile pops appear to only want to work specialist jobs with this mod on
I'm A Distraction!  [作者] 2022 年 6 月 16 日 上午 2:24 
Proooobably because I've not updated this for three years. :P
thecrazy13 2022 年 6 月 16 日 上午 12:42 
Mod is broken, causes worker pops to not work at all
austinhs2002 2019 年 9 月 27 日 下午 12:13 
I think 4, 4, 6 is balanced, because the market will fix it for you. Also, farms should have more, since they're more sustainable (immersion-wise) and they have no megastructure to produce it without jobs (ring world produces it with jobs).