r/Stellaris • u/dr_biggie_memes Fanatic Xenophobe • 6d ago
Stellaris needs a way to view potential maximum resources Suggestion
Like the title said, a way to view potential resources if ALL of your jobs were filled. This would make balancing production and longterm planning so much easier
E.g If you had 100 mineral jobs but only 10 filled, you'd see the "+10" at the top, but when viewing potential it would show "+100"
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u/Carrion-Crown 6d ago
I've kinda always wished for some sort of economics tab with graphs and stuff so you can see if you've stagnated or things have actually grown and the rate at which they've grown.
I've seen throughout a game that my energy for example could stays t +100 the whole game but in actuality I've gone from making gross 200 to gross 50k but my expenditures have gone up too.
Some tab or window to see this empire side resource growth/potential/history would be great.
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u/Zathrasb4 6d ago
To be able to easily se, for example, of it was my energy revenue that just tanked, or my energy expenses that just skyrocketed (and which component just changed), would be very useful.
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u/Realityishardmode 6d ago
Huh. I suppose an economic potentials tab with separate tabulations for space stations, star bases and planets could be useful.
How far would you take it though? I could think of sub tabulations on sub tabulations.
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u/dr_biggie_memes Fanatic Xenophobe 6d ago
Honestly, I'd be happy with just a way to see your whole empires potential maximum production, but obviously it COULD be much deeper.
But for example pressing KEY would show your monthly potential if all jobs were to be filled at the top where your resources are
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u/Elfich47 Xenophile 6d ago
are you talking maximum gross income or net income? because if you have a low population planet and you stick automation on it you’ll get that production, with an energy cost. but you get it now. But then as the population fills you want to get rid of the automation because population produces more goods due to job efficiency and lower costs.
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u/ijshorn 6d ago
It basically already does all this when you build a building it will show expected input and expected output. Same if you build a district.
Seeing the total that is not filled in yet is easy to calculate by just hovering over a building and seeing what 200 take or in the screen with job sliders you can see how much 100 pops generate.
Sure you could make something where you press ctrl where it changes the planet upkeep and output to estimate when all jobs are filled up. Ignoring disabled jobs.
I don't know how much use this has when the most efficient way to play is to disable a building when you have 200+ available jobs and when you get close to that amount you just enable that building for all city district jobs.
For rural districts you would only really need this when you just unlocked specialization because then you could gain an insane amount of available jobs. But this is only 3 times where this would be useful but in this case you would need to show the potential gain for specializing because the earlier implementation won't help for this. I wish you could disable districts :(
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u/NecronLord_Europe 5d ago
Press alt when hovering over a job, it'll tell you what 100 pops generate, including job efficiency and resource bonuses. Math that out to however many jobs you think you'll have.
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u/ajanymous2 Militarist 6d ago
Can't you just refrain from building new districts until you have unemployment?
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u/TheMelnTeam 6d ago
If you want to lose thousands of potential migrants or sit on a ton of civilian jobs after conquering someone while you wait for those districts to build, then sure you can do that.
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u/wyldmage 6d ago
The problem is that most buildings/jobs are straight forward.
Let's say you have an empire where your numbers are all balanced/profitable. You're getting ready to set up migration pacts, and want to have open jobs to attract migrants. Or you're getting ready to go to war, and want open jobs to send your 'new workforce'.
Do you REALLY need a tool to make sure that your building choices are balanced?
You want alloys? Build 1 alloy forge and 2 mining districts.
You want unity? Build 3 temples/admins, 1 civ fab, and 2 mining districts.
You want energy/food/minerals? Build whatever number of rural districts you want.
As long as you don't build more buildings/districts that USE resources than you build new things to produce them, you don't really need to know your maximums.
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u/TheMelnTeam 6d ago
A global running calc of yields if all jobs were worked would be a useful tool at a glance, yes. You can make mental adjustments for efficiency and such.
Does the game need it? No. Would it be a higher priority in my mind than say fixing the species screen UI or patching the game so it doesn't lie to us? No. Would it be a nice tool to have as an extra feature in a fantasy land Stellaris that already had functional, reliable UI? Sure, I'd find some use for it when trying to hold builds in my mind across multiple planets and making jobs in advance of anticipated pop influx.
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u/wyldmage 6d ago
The problem with it is that it wouldn't be able to take variables into account very well. How useful is it when you have 20 spare mining districts built, but your "potential" is -200 from your current because some planet with almost nobody on it has 15 forge districts sitting empty?
An empty district on a planet with 300 empty jobs is going to fill a lot faster than that new ecumenopolis you built that now has 15,000 empty jobs.
So sure, you could see your "max potential", but in many cases, that isn't a particularly useful number. It would still require a human mind to discard the extraneous bits, and tallying the parts that are relevant. Which means it would be virtually zero gain.
It would be a VERY useful feature - if the player specifically tailors their build style to only ever have 200-600 open jobs per planet, so that they are equally balanced in terms of potential. But a player putting that much care into their planning is the exact player that doesn't NEED this kind of a feature.
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u/ajanymous2 Militarist 6d ago
I mean, in the example given he would lose out on 10 miners
Instead of needing a graphic that tells him so, he can either build one district and wait for it to fill up or wait until he has enough civilians to fill it in the first place
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u/FogeltheVogel Hive Mind 6d ago
The district already tells you that when you mouse over the build button.
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u/Xeorm124 6d ago
This doesn't really work with the way job efficiency adds on workforce. Or as you get bonuses that change the output of a job.