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I suppose having it be based on workers would make more sense though.
Give me some time to think on this. It shouldn't be **too** hard to convert over, but I am worried for things like chemical plants the number of resource being so small it'd hard to really quantify. I suppose for those i could increase the number of workers required? Maybe a baseline of 10 W across the board.
As for Sawmill, it's pretty much as you said - from in-game data perspective, it's just dividing production numbers (140t boards, 180t wood, 1,6MWh, 74kW, 0,4m3 water) by number of workers (20). So: 7t boards, 9t wood, 0,08MWh, 3,7kW, 0,02m3 water per worker. So, from your data, it will be just to multiply ratios to represent output of single worker, and round them up a bit.
To be clearer about professors - let's take Uranium enrichment plant. 60 workers, 15 professors, 1,7t of uranium oxide output, 36t uranium ore and 36MWh input, 647kW power, 1,5m3 water. So ratio for 1 worker it would be: 0,25 professor (1 professor per 4 workers needed for production), 0,028 uranium oxide, 0,6t uranium ore, 0,6 MWh, 10,78kW, 0,025m3 water.
Valve be like
SoRrY, YoUr CoMmEnT NeEdS tO bE 1000 cHaRaCtErS oR lEsS
Taking example from Petrochemical Combine from GDR/DDR Collection, which goes like that:
WORKERS_NEEDED 300
PROFESORS_NEEDED 25
PRODUCTION fuel 0.35
PRODUCTION bitumen 0.10
CONSUMPTION oil 0.5
and confronting it with in-game data (105t fuel, 30t bitumen per day), I understand that they are simply another production throttle, as you need 1 educated per 12 unskilled workers to keep up production ratio, and besides of it, they don't do anything.
The same story goes with Robs74s Big Clinic, which goes with
WORKERS_NEEDED 25
PROFESORS_NEEDED 25
CITIZEN_ABLE_SERVE 3
and in game serves 75 citizens. Which means that there need to be 1 worker and 1 educated to serve 3 patients.
So everything you have to do is to look at Uneducated workers, and divide buildings output by their number.