same employment per construction point + cheaper construction points through tech + more investment = too much employment in the end game
Thats why the bandaid would aim specifically at the metric "employment per construction point".
If we introduce say housing that say has a average 600 construction point cost but then maybe employs at maximum 10 people as opposed to the 1000+ that would remain in any factory even after automation and we induce the system to build roughly as much housing as industry in construction point coast then we will be potentially significantly impacting the pace of growth, though that would require that the ROI of housing is significantly lower than that of industry too.
My mod will include different types of housing that increase exponentially in cost where the most expensive housing will only be build in volume once society approaches it's maximum attainable wealth per capita. With other words, the more you grow and the richer you would get, the more growth would slow down as the construction pool is forced to build buildings with lower ROI that employ practically noone but take an increasingly longer time to build.
By the end i would like to balance that out with pop growth, so that the housing provides less jobs that pop growth creates pushing for small volumes of unemployment that occasionally push the construction pool to add another factory. one of the main functions of this would also be to "allow the construction sector to keep going" and utilise its supplying industry when there is no room to expand on industry which might otherwise happen if you hit the limit and translate in reinvestment piling up unused. Functionally that should push more for the sort of S curve with diminishing returns to the end as i described before.
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