Stellaris

Stellaris

! Production Revolution [3.2]
Kasako'小傘  [developer] Feb 27, 2021 @ 8:33am
INSTRUCTION (Machine Translator)
version 1.261
Human economic system + late-stage speed optimization
Automatic human migration [Population Manager] is required
Rare zone (PD support)
Industrial soaring + high-end construction --- in progress
Planetary social structure, new gameplay---future plan

Reference video
See this video for optimization effect[www.bilibili.com]
Special support for MOD
---ship R (all divisions)
---more giant construction(planet type/birch world)




Human system
---If the total population exceeds the number of jobs, the surplus population will be converted into manpower. If the population is less than the number of jobs, manpower will be converted into population to fill vacancies.
---Parallel to the population system, and compatible with most population-related functions
---After the [First Industrial Revolution], zoning/building no longer provides jobs, but directly provides output. This output is affected by [Industry Bonus]
---Manpower has an upper limit, the larger the planet, the higher the upper limit, which will also affect the [population growth rate] and limit the planet [total manpower]
---[Total manpower] can only be viewed through [Planet Decision], in [Core Module] plot you can view the current growth rate adjustment
Industry parameters
---After the [First Industrial Revolution], zoning/building will produce industrial parameters, which are important attributes of the human system
---Some industry parameters are affected by [Industry Bonus], if the bonus is <1, it will be reduced; if the bonus is >1, it will exceed the upper limit.
---In [Mobile population] plot you can view the current real industry parameters
Production base: It can be regarded as the total number of jobs, used as the denominator when calculating [Industry Bonus], and [Total Human Resources] is the numerator
Management value: Each point of management value is exchanged for the same amount [Empire size]
Naval industry: Each point of naval industry is exchanged for the same amount [fleet capacity]
Planetary Defense Force: Each point of the planetary defense force is exchanged for the same amount [Defense Force]
Industry bonus
---[Industry Bonus] = [Total Manpower] / [Production Base] × [Other Bonus]
---Other bonuses include: technology / national characteristics / planet characteristics and many other factors
---In [Planet Production] plot you can view the current industry bonus
Unlock building slots
---Population is no longer linked to building slots
---The more divisions you build, the more building slots you unlock, and the conversion ratios of different types of planets are different
---City area/Hive area/Central area/Planetary capital will unlock additional building slots
---High-level planets such as Ideal City / Ring World / Honeycomb Planet / Mechanical Planet, with all unlocked
---In [Core Module]Plot you can view the current basic building slot bonus
Industrial Zone/Forging Zone
--- Ordinary countries and machine servants add industrial areas (1 alloy worker/1 crafter)
---Add forging area for non-machine Gestalt (2 alloy workers)
---The smelter/factory will become the only planet, but they (lv2/lv3) will add extra output and positions to [Industrial Zone/Forging Zone]
Geographical division / high-level architecture --- In production
---Different types of planets have independent divisions, these divisions are precious (support PD)
---[Industry Ascent] Unlock high-level buildings, with extremely high output and bonuses, and the pillar of the late economy
Industry soaring ---In production
---The first industrial revolution: You can choose to get it at the beginning (standard mode), and then unlock a certain technology to get (historical mode). After obtaining it, unlock the manpower system
---Integration: Decrease in production base, unlock advanced buildings
---Expansion: Unlock 2-4 building slots by default, unlock more advanced buildings, and strengthen the original division
Planetary social structure --- in production
---Population composition: age structure, power ratio will directly affect the output and population growth rate of a planet as a whole
---Economy type: Communism / Capitalism / Utopian society / Totalitarian society / Darwinian society These will have an impact on the economy and cause a lot of independent events




Compatibility
---It must be ranked behind all other mods, use [繁星物语] to sort Z-A first, if there is a problem, it will be the last
---Subscription required Endless Stars Framework
---Incompatible with all mods that have changed the original divisions/buildings
---Compatible with PD
---Compatible with Starnet AI, but should be ranked behind it
---Compatible with ESC
---Incompatible with District Overhaul series, this mod comes with zoning overhaul
---Adding new divisions/buildings to mods that are not supported by [Manpower System] will reduce the optimization effect
---Mod functions that rely too much on population may fail
Is the population-related function still useful?
---Most useful, regardless of extinction / assimilation / plunder / migration will take effect, but if these functions are executed too fast, the manpower conversion efficiency of this mod may not keep up. But anyway, even if the planet is destroyed [total manpower] is still Will remain on the planet without loss. At the same time you can increase the detection frequency in the settings.
Old files
---Loading old files will destroy most of your buildings, which is unavoidable
---Old files can be opened seamlessly [First Industrial Revolution] and adapted to the human system, but it will take a long time to transform a large number of people, resulting in false crashes, generally not real crashes.
---May cause the collapse of the old economic system
How to complete [Industry Soaring]
---Open [Endless Stars Settings Panel], find the [Industrial Revolution] settings, there are independent panels available for Ascension
---[The First Industrial Revolution] can be selected in the opening settings
Standard mode: default, all countries have been completed as soon as the start [First Industrial Revolution]
History Mode: After unlocking some technologies, you can complete it manually
is too complicated, is there a tutorial?
---In the settings panel of the Industrial Revolution, there is a [Guide] in the upper right corner, which can provide some help
Why the output is so low?
---Output bonus = total manpower/production base×others, you may have built many buildings, resulting in too high production base, but lack of manpower
Why doesn’t the manpower increase?
---If there are many positions on your planet, the population will give priority to filling these positions, and only when the positions are filled will they be converted into manpower
Why is it more stuck?
---Too many posts have been added to mods that are not supported by this mod