Trying to setup a mostly autonomous economy for my mod I found myself lost by not knowing exactly what facilities produced and what exactly where the modifiers doing. To remedy this problem I collated all relevant modifiers into a more intelligible form, and I figured I could share it with everyone.
note that ">" means production and "<" mean consumption.
Spoiler
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PRODUCTION
////////////////////////////////////////
AQUACULTURE
>FOOD
0.2 * population
>ORGANICS
0.05 * FOOD
0.001 * population
<HEAVY MACHINERY
0.001 * FOOD
0.0005 * population
AUTOFACTORY HEAVY INDUSTRY
>HEAVY MACHINERY
1500
>SUPPLIES
15000
>HAND WEAPONS
10000
<HEAVY MACHINERY
50
<REGULAR CREW
495 (supply) + 5 (demand)
<ORGANICS
1000
<METALS
20000
<RARE METALS
1000
<VOLATILES
1000
COTTAGE INDUSTRY
>DOMESTIC GOODS
0.01 * population
<ORGANICS
0.01 * population
CRYOSANCTUM
>GREEN CREW
50
>ORGANS
500
<REGULAR CREW
0.0099 * population (supply) + 0.0001 * population (demand)
<VOLATILES
0.1 * population
<ORGANICS
0.1 * population
<HEAVY MACHINERY
0.1 * population
FUEL PRODUCTION
>FUEL
30000
<REGULAR CREW
495 (supply) + 5 (demand)
<ORGANICS
20000
<VOLATILES
20000
<HEAVY MACHINERY
2000
LARGE REFUGEE POPULATION
>GREEN CREW
10 + 4 * normal production
>ORGANS
0.00001 * population
LIGHT INDUSTRIAL COMPLEX
>DOMESTIC GOODS
0.1 * population
>LUXURY GOODS
0.01 * population
<ORGANICS
0.01 * population
<VOLATILES
0.01 * population
<HEAVY MACHINERY
0.0001 * population
MILITARY BASE
>MARINES
100
>REGULAR CREW
50
<SUPPLIES
1000
<FUEL
2000
<HAND WEAPONS
1000
<HEAVY MACHINERY
50
<MARINES
990 (supply) + 10 (demand)
<REGULAR CREW
4950 (supply) + 50 (demand)
ORBITAL STATION / SPACEPORT
>GREEN CREW
25
>REGULAR CREW
10
>VETERAN CREW
5
<REGULAR CREW
990 (supply) + 10 (demand)
<SUPPLIES
500 (supply) + 500 (demand)
<FUEL
max between
0.0005 * population (supply) + 0.0005 * population (demand)
or
5000 (supply) + 5000 (demand)
ORE MINING COMPLEX
>ORE
5000
>RARE ORE
250
<HEAVY MACHINERY
10
<REGULAR CREW
99 (supply) + 1 (demand)
ORE REFINING COMPLEX
>METALS
2500
>RARE METALS
125
<REGULAR CREW
99 (supply) + 1 (demand)
<ORE
5000
<RARE ORE
250
<HEAVY MACHINERY
20
ORGANIC MINING COMPLEX
>ORGANICS
5000
<CREW
99 (supply) + 1 (demand)
<HEAVY MACHINERY
10
SHIPBREAKING CENTER
>HEAVY MACHINERY
500
>SUPPLIES
10000
>METALS
10000
>RARE METALS
2000
<REGULAR CREW
9900 (supply) + 100 (demand)
VOLATILES MINING COMPLEX
>VOLATILES
10000
<REGULAR CREW
99 (supply) + 1 (demand)
<HEAVY MACHINERY
10
VOLATILES DEPOT
<VOLATILES
10000 (supply)
VOLTURNIAN LOBSTER
>VOLTURNIAN LOBSTERS
500
////////////////////////////////////////
POPULATION
////////////////////////////////////////
<FOOD
0.1 * population
<SUPPLIES
0.1 * (crew + marines)
<MARINES
getRollingAverageStockpileUtility() ????
<REGULAR CREW
getRollingAverageStockpileUtility() ????
if (market size>=3)
>GREEN CREW
0.001 * population
<DOMESTIC GOODS
0.01 * population
<DRUGS
0.003 * population
<HAND WEAPONS
0.001 * population
if (market size>=4)
<LUXURY GOODS
0.001 * population
<ORGANS
0.001 * population
////////////////////////////////////////
CONDITIONS
////////////////////////////////////////
DECIVILIZED
>GREEN CREW
production * 5
>ALL PRODUCTION
production * 0
>FOOD
production * 0.25
<DOMESTIC GOODS
demand * 0
<LUXURY GOODS
demand * 0
<ORGANS
demand * 0
<HAND WEAPONS
max between
10
or
population * 0.01
<SUPPLIES
max between
10
or
population * 0.01
<DRUGS
demand * 5
DISSIDENT
>GREEN CREW
production * 5
<MARINES
population * 0.01
<HAND WEAPONS
max between
10
or
population * 0.01
FREE MARKET
<DRUGS
max between
100
or
population * 0.01
FRONTIER
<HAND WEAPONS
max between
10
or
population * 0.001
<SUPPLIES
10
or
population * 0.01
<LUXURY GOODS
demand * 0.1
LUDDIC MAJORITY
<LUXURY GOODS
demand * 0.1
ORBITAL BURNS
>FOOD
production * 2
ORGANIZED CRIME
<VOLATILES
0.02
<ORGANICS
0.02
<DRUGS
max between
500
or
population * 0.015
<HAND WEAPONS
max between
10
or
population * 0.001
<MARINES
99 (supply) + 1 (demand)
>ORGANS
max between
10
or
population * 0.001
OUTPOST
<FUEL
495 (supply) + 5 (demand)
<MARINES
if (market size=1)
5
if (market size=2)
10
if (market size=3)
50
if (market size>3)
500
RURAL POLITY
<DOMESTIC GOODS
demand * 0.5
<LUXURY GOODS
demand * 0.5
<ORGANS
demand * 0.5
<DRUGS
demand * 0.5
>FOOD
production * 2
URBANIZED POLITY
<DOMESTIC GOODS
demand * 2
<LUXURY GOODS
demand * 2
<ORGANS
demand * 2
<DRUGS
demand * 2
>FOOD
production * 0.5
VICE DEMAND
<DRUGS
max between
100
or
population * 0.01
<HAND WEAPONS
max between
10
or
population * 0.001
WORLD ARID
<HEAVY MACHINERY
population * 0.0005
>FOOD
population * 0.1
>ORGANICS
FOOD * 0.05
population * 0.005
WORLD DESERT
<HEAVY MACHINERY
population * 0.0005
>FOOD
population * 0.05
>ORGANICS
FOOD * 0.05
population * 0.0025
WORLD ICE
<HEAVY MACHINERY
population * 0.0001
>FOOD
population * 0.01
>ORGANICS
FOOD * 0.05
population * 0.0005
WORLD JUNGLE
<HEAVY MACHINERY
population * 0.0005
>FOOD
population * 0.05
>ORGANICS
FOOD * 0.05
population * 0.0025
WORLD TERRAN
<HEAVY MACHINERY
population * 0.001
>FOOD
population * 0.2
>ORGANICS
FOOD * 0.05
population * 0.01
WORLD WATER
<HEAVY MACHINERY
population * 0.0005
>FOOD
max between
population * 0.1
or
10000
>ORGANICS
max between
population * 0.005
or
500
WORLD UNHABITABLE
<ORGANICS
population * 0.005
Some interesting findings:
Space Ports and Space Stations do exactly the same thing
Ship-breaking Complex consume a lot of crew but oh boy is it powerful! It produce pretty much anything you'll ever need.
There is no way to directly produce regular crew but:
Oh, also: yes, regular crew is interchangeable with green, but at a ratio - that's what the "utility" column in commodities.csv is about, couple with the demand class. All crew shares the same demand class but higher ranks have higher utility, which means less are needed to fulfill the same demand.
So if you need 20 REGULAR CREW you can use:
40 GREEN CREW
10 VETERAN CREW or
5 ELITE CREW
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