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the key is to realize that workers don't travel end to end, they act kind of like a bucket brigade. Each guy carries a resource from one end of his "zone" to the next, and then drops it off in any building (all of them can store resources for this purpose), then the next worker in the next zone over shows up and carries the resource onwards.
As a result, worker hubs are vastly more efficient when you identify where resources need to travel (like say, from your food factory up north to your level 2 colony on the other side of the sector), and build dedicated roads, along flat ground, with roughly equidistant worker hubs.
also, manage your construction carefully, and build your worker hubs when moving into a new area FIRST. A very easy way to shut down your entire production line on aspera difficuly is to move into a new area and start by throwing down 2 mines, a maintenance hub, and a solar panel, then walking away, as that worker at the previous edge of your base now drops everything he is supposed to do to take 20 day round trips carrying 1 electronics at a time. You can literally shut down that area of your base for years doing this. It makes FAR more sense to build buildings one at a time, starting with the one you need the most, the worker hub.
I'll turn it on for something I need build right away then turn it off.
I leave priority on for colony and research bases to make sure they get their food and water.
I also leave one worker builder on priority to make sure my workers stay up and running. I have three of those and always have max workers for my hubs.
I watch the traffic view and if an area is heavy red, I see if I can split it by placing another hub, or put a storage down to store what the area uses.
I just find it upsetting that you cannot use warehouses for what they are meant for which is for staright forward logistics to the build site and that the most optimal way to produce goods is to build new factorys everywhere and rip up the old ones when all the mines die out near it! why do they bother putting a factory efficiency bar on them i feel like i'm being mocked now that know the game makes it impossible be "efficient" like you can in say starcraft, or warcraft miner ratios.
Basically ignore efficiency for factorys that bars there to mock you and serves no useful function.
They could add it to the research tree and have like three versions of it 1,2 and 3 worker versions.
Have it cover an area like power plants where the workers will pull products from plants and mines and send products to where they're needed.
I would pay for this game a second time if they would just give me ANYTHING other than a bucket brigade approach to logistics. We dont use that method anywhere on the current planet, why would we use it on Mars?