!! 00 Production Revolution Mod
!! 00 Production Revolution Mod
English Localisation [WIP]More efficient Manpower Economy
Late Game Speed Optimization
WIP—New Ascensions/ Districts Overhaul/ Advanced Buildings
WIP—Planetary Social Characteristics, new play style
If this is helpful, Rate, Favorite and Award!
Reference Video
—Parallel to vanilla pop system, less micro-operations, more macro-control
—Less pops, faster game speed (obvious when pops exceeds 6000)
WIP—New districts/ new buildings, expand vanilla economic system and planetary diversity
WIP—A planetary social system that follows the rules of economics
Manpower System
—Parallel to pops system, and compatible with most pop related functions
—If pops exceeds available jobs, the surplus pops will be transformed into manpower. If pops are less than available jobs, manpower will be transformed into pops to fill the vacancies.
—After the [First Production Revolution], districts/ buildings no longer provides jobs, but directly provides output. This output is affected by [Production Bonus]—Manpower has an upper limit, the larger the planet, the higher the upper limit, which will also affect the [pops growth rate] and limit [total manpower] of the planet
—[Total manpower] can only be checked through [Planet Decisions], and in [Core Module] Deposit you can find the current growth rate adjustment
Production Parameters
—After the [First Production Revolution], disatricts/ buildings will produce industrial parameter, which are important attributes of the manpower system
—Some Production Parameters are affected by [Production Bonus]. When bonus <1, they will be reduced; When bonus>1, they will increase.
—In the [Freeman] Deposit, you can check the current Production Parameters
Production base: Can be regarded as the total number of jobs, used as the denominator when calculating [Production bonus], while [total manpower] is the numerator
Administrative Power: 1 Administrative Power for 1 [Empire size]Naval industry: 1 Naval Industry for 1 [fleet capacity]Planetary Defense Force: 1 PDF for 1 [Defense Army]
Production Bonus
—[Production Bonus] = [Total Manpower] / [Production Base] × [Other Bonus]—Other bonuses include: technology / empire characteristics / planet characteristics and many other factors
—In the [Planet Production] Deposit, you can check the current production bonus
Unlock Building Slots
—Pops no longer affect building slots
—The more districts you have, the more building slots you get.
—City/Hive/Nexus District and Capital buildings unlock extra slots
—City planet/ Ringworld and other advanced planet has full slots unlocked by default
—Check buildings slots modifier in [Core Module] Deposit
Industrial District/ Forge Districts
—Industrial District provide artisian and metallist jobs for Sevitor Machine and Regular empire
—Forge Districts provide only metallist jobs for no Sevitor Gestalt
—Foundry/ Factory now planetary unique, they will boost Industrail Districts and Forge Districts
Special District/ Advanced Buildings
—WIP
—Different type of planets have different unique districts, support PD
—[Production Ascension] gives you advanced buildings to boost the economy
Production Ascensions
—WIP
—First Production revolution: You can choose [standard mode] to give all empire this Ascension at the beginning, or you can unlock this ascension by obtain some technologies in (historical mode). After finished, manpower system will be unlockd.
—Integration: Less Production Base, and unlock advanced buildings
—Expansion: 2-4 building slots for each planet, unlock more advanced buildings, and strengthen districts.
Planetary Social Characteristics
—WIP
—Population structure: Age structure, Power ratio will directly affect the output and pop growth rate of a planet.
Compatibility
—Must be sort after everything
— must be subscribed
—Incompatible with all mods that changed the vanilla districts/ buildings
—PD, Starnet AI(must sort ahead of this mod), ESC compatible
—District Overhaul incompatible, similer function included
—Mods not supported by [Manpower System] and add new districts/ buildings may reduce the optimization
—Mods rely too much on pops may lose their functions
How about pop related Functions
—Most of them works as well, as manpower system is parallel to pop system.
Old Saves
—Loading old save will destroy most of your buildings, which cannot be avoided
—Manpower system will take a long time to initialize, depend on how many pops are in your save.
—May break economy structure
Where is Production Ascensions
—You can find them in setting panel
Any Tutorials
—In Production Revolution Setting panel, you can find guide on the upper-right corner of the panel.
Administrive Power doesn’t convert to Empire Size
—All Production Parameters take time to become valid, you can change the checking frequency to a higher rate in setting panel.
[MOD 推è]
—
—
—
—
—
—
—
—
—
—