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Benedictus Jun 10, 2022 @ 3:20pm
3.4.3 Alloy Foundry vs Industrial District on Forge world
I have done some googling and found mostly hits from previous versions of the game. So many of the comments don't apply.

I did read where "Alloy Foundry" and it's upgrades, once-upon-a-time, used to buff output of all "something" alloy related (discount job cost, x multiplier alloy production, etc.)

How does it work in 3.4.3? If it works as I think it does, why even have it? Appear to be no multipliers or other benefits.

Early Game
  • Regular Industrial district on Forge world = 2 x Metallurgist + 2 housing - upkeep 2 energy + pop upkeep.
  • Alloy Foundry: 2 x Metallurgist + zero housing - upkeep 2 energy + pop upkeep.

Yes if you fill up your districts, eventually, you change the metrics for pop growth, but really?
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Showing 1-15 of 23 comments
SaD-82 Jun 10, 2022 @ 3:31pm 
The thing with industrial districts: It will split between consumer goods and alloys (you will get 1 metallurgist and 1 artisan).
The numbers you're showing only apply to forge worlds or Gestalt Consciousness. By then they are more effective, yes. Beforehand, alloy foundries will get you more output.
Debatable if it's better or more efficient if looking at all you could look at, but in terms of base alloy production, those foundries will get you more up until a certain point and if you're playing anything else than GC.

(And not to forget: You will be able to upgrade those foundries later on.)
Last edited by SaD-82; Jun 10, 2022 @ 3:37pm
EleventhStar Jun 10, 2022 @ 3:50pm 
non-city districts lower planet capacity and therefore slow pop growth.
ScreamCon Jun 10, 2022 @ 3:57pm 
If you had 2 planets with two possibilities and each had equal number of industrial districts
-both as industrial (split resource type production)
-one as alloy one as goods making

The latter would be more efficient as the specialised worlds reduce mineral use, and the specialty can be changed at any time. Need more alloy? convert a good world to alloy, need more goods, vice versa.

In theory* city worlds are useful but not really if their pure* city worlds. Alright maybe* have one planet in your empire for dealing with excess pops but their going to grow slower and slower regardless so might as well make capital production world. This is as trade value does not scale to energy production from generator districts.

The more planets you have the less it matters if one planet stops growing. Some planets are tiny and will likely end up having all city district just to open the slots. In that case you can decide if the building slots are worth it to the resource production.

IF a world looks like it will need all city district focus the few districts you can have on food and energy for district cost and don't use industrial.

As far as eccumonopolis districts go they are more efficient on rare material use compared to how many jobs you get. This means their less efficient if you have planets that can zone more industrial districts, but more efficient if you have run out of districts empire wide.
Last edited by ScreamCon; Jun 10, 2022 @ 11:28pm
Bored Peon Jun 10, 2022 @ 10:45pm 
Double check the bonuses for planet specialization.

For example, habitats give bonus output to research while planets are reduced upkeep.
I think eumancliptusabobs and ring worlds have different bonuses for specialization than planet districts.
Elitewrecker PT Jun 11, 2022 @ 1:05am 
The upgraded foundry building (and consumer good factory) still buffs the metallurgist (and artisans) jobs.
You always want one on an allloy producing world, be it industrial districts or ecu forge districts

Why are you talking about pop growth...
Last edited by Elitewrecker PT; Jun 11, 2022 @ 1:07am
Ramonkey Jun 11, 2022 @ 7:29am 
Originally posted by mythic banana:
I did read where "Alloy Foundry" and it's upgrades, once-upon-a-time, used to buff output of all "something" alloy related (discount job cost, x multiplier alloy production, etc.)
I think you misunderstood what they said. That is how the building functions currently

Prior to that, there were no industrial districts, and the alloy foundry simply provided the alloy jobs itself, with more jobs available when you upgraded the building. (Same as how the research building still works right now)

I can understand why you would say the alloy foundry is not worth it in the early game. It only starts giving output buffs when you upgrade it. So as long as you don’t have the technology to do that yet, I agree that it’s better to build an industrial district instead
Sero Jun 11, 2022 @ 8:21am 
You are bound to have a building slot on every planet even without city districts.
Simple as that. You could put refineries in that place but those don't get boosted by the forgeworld planet designation. It's for when you run out of districts to build.
You might also want to keep an eye out for the Ministry of Production. That is the building which boosts output.
sullert Jun 11, 2022 @ 9:07am 
Whar nobody has mentioned is that districts increase empire size. A minor downside copared to foundry, but sometimes worth considering.
Bored Peon Jun 11, 2022 @ 9:47am 
Originally posted by sullert:
Whar nobody has mentioned is that districts increase empire size. A minor downside copared to foundry, but sometimes worth considering.
I thought about it, but someone would use the "one district wont matter" so I did not bother.
I also thought about preplanning and saving district for other district types.

In the end some people are just going to argue no matter what you say.
Elitewrecker PT Jun 11, 2022 @ 9:49am 
Districts don't matter, pops will be the vast majority of your size.
Jimmy Hunter Jun 11, 2022 @ 9:52am 
Originally posted by Bored Peon:
I thought about it, but someone would use the "one district wont matter" so I did not bother.
I also thought about preplanning and saving district for other district types.

In the end some people are just going to argue no matter what you say.

When looking at Alloy production, larger empire size doesn't matter since alloy production isn't penalized by it. In the grand scheme, more alloy = more ships = better fleets = winning wars.

It's not like empire size actually matters anyways since you can easily outpace it if you're specializing worlds to do so.
Bored Peon Jun 11, 2022 @ 10:11am 
Originally posted by Bored Peon:
In the end some people are just going to argue no matter what you say.
Originally posted by Jimmy Hunter:
See? Two examples arguing otherwise within minutes.
When looking at Alloy production, larger empire size doesn't matter since alloy production isn't penalized by it.
Originally posted by Elitewrecker PT:
Districts don't matter, pops will be the vast majority of your size.
Exactly why I chose not to bother mentioning it.

People like that will expand the field size to contain their goal post to support their argument. Ignoring any new possible conflicts expanding their field size brings.

Basically the both of them just said "Empire size does not matter." Which is completely false because not every game is the same and not everyone plays the same way.

Notice both of them ignored:
Originally posted by Bored Peon:
I also thought about preplanning and saving district for other district types.
They both completely ignored planets have limited district numbers.
They both completely ignored placing it early does not even matter.


Originally posted by sullert:
Whar nobody has mentioned is that districts increase empire size. A minor downside copared to foundry, but sometimes worth considering.
So ya, that is why I decided to disregard bringing it up yesterday because these people were THAT predictable.
Elitewrecker PT Jun 11, 2022 @ 10:16am 
No one ignored anything. Someone brought up using the single foundry building as a substitute for the district, which is ridiculous because the point of the building is to BUFF the jobs from the districts, the jobs from the building itself are just a tiny amount of the jobs a forge world will have. And planning or no planning won't change the fact that empire size from districts isn't as relevant as the size from the pops needed to work them in the first place.


Anyway, OP is flawed fundamentally because the buildings DO provide multipliers - when upgraded. They didn't "USE TO", they still do.
Last edited by Elitewrecker PT; Jun 11, 2022 @ 10:19am
Ramonkey Jun 11, 2022 @ 10:30am 
It’s also in most cases you have to build a city district to unlock an extra building slot, to then build the alloy foundry. So indirectly it still adds to district size
Jimmy Hunter Jun 11, 2022 @ 11:29am 
Originally posted by Bored Peon:

People like that will expand the field size to contain their goal post to support their argument. Ignoring any new possible conflicts expanding their field size brings.

The thread is asking about how something compares to an older release. There's zero reason to bring up how much empire size adds because a Forge World is going to be using districts AND Alloy production buildings.

Basically the both of them just said "Empire size does not matter."

It doesn't if you're not building like a knob.

Which is completely false because not every game is the same and not everyone plays the same way.

Every game is going to play similar. Minor variances in planets doesn't change the underlying factors of the game's flow.

Originally posted by Bored Peon:
They both completely ignored planets have limited district numbers.
They both completely ignored placing it early does not even matter.

Because empire size doesn't matter if you actually build your science/unity production in accordance to your empire size. Alloy production isn't effected by empire size, so it's meaningless to point it out when you're going to have industrial districts. If anything, your base plan should already be including them long before you start worrying about a red number that really does end up meaningless.
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Date Posted: Jun 10, 2022 @ 3:20pm
Posts: 23