So, motivated by the discussion of fusion reactors and the cost of manning buildings, I tried to do a little model calculation: If you treat manpower like any other power source, i.e. you want complete self-sustenance, how much do you need to invest for each free qualified worker?
Checking https://survivingmars.paradoxwikis.com/Colonists, colonists are children at 0-5 and seniors at 61+. I could not find any data on average age of death, so I am going to assume it's 80. So imagine we want a closed system of 80 colonists, and each sol, one dies and one is born. Assuming max shifts for all buildings.
Space needed: again, rough calculation with basic buildings:
Material cost: Again, roughly.
So without techs and in the long run, the upkeep of each qualified worker in factories etc. will cost you about 1.5 concrete, 1.5 metal, 8 power, and ~ 0.2 poly and electro, with an initial investment of roughly 31 concrete, 11 metal, 5 poly and 1 electronics plus power plants per worker.
Other takeaway: 1 school 1 uni per ~240 stable population, obviously more if you want to grow. Martian education halves the time for uni education, which means 1 uni per 480 people, but more importantly, 4 more workers in your effective workforce, and a cut of effective worker upkeep by 33%. Farm automation will free 3 more workers, so those 2 techs almost halve your effective worker upkeep. They are very, very good.
This also means that initially, fusion reactors only pay for themselves in pure power upkeep (200 power for 24*8=192 power upkeep) while being a huge sink in ressource upkeep, of course, which is pretty hilarious to me. They are basically mid-game workshops.
Checking https://survivingmars.paradoxwikis.com/Colonists, colonists are children at 0-5 and seniors at 61+. I could not find any data on average age of death, so I am going to assume it's 80. So imagine we want a closed system of 80 colonists, and each sol, one dies and one is born. Assuming max shifts for all buildings.
- Children and seniors: 5 colonists will be children, 20 seniors. Effective workforce: 80-25=55
- Basic comfort: You need at least 66.4 average comfort for sustained births. 3 diners will fulfill social and meal for 3*10*3=90 colonists max, 3 grocers shopping and meal for 3*8*3=72, so I am going to take that as base comfort cost. 3 diners are 18 workers, 3 grocers 9. Assume you get some parks for relaxation and ignore other needs. Effective workforce: 55-27=28.
- Food and healthcare: A wheat farm with 6 botanists at 50 morale and 50% soil will feed 40 people, one at 100% soil 70, hydro and fungal are way worse. I am going to roughly estimate 1.33 farms needed, so 8 workers. You will also want at least 1 clinic with 2 shifts, so 4 more workers. Effective workforce: 28-(8+4)=16.
- Education: Of 55 workers, 27 can do unqualified jobs (service), so you will want about half your people to go to university. Basic time for uni education is 15 sols. Every sol, 1 person is born, and half of them go to university for 15 sols, so (rounding) 8 people will be at university at all time. Effective workforce: 16-8=8 qualified workers.
Space needed: again, rough calculation with basic buildings:
- 6 living complexes to house 6*14= 84 people for 6 large squares
- 3 grocers, 3 diners for ~2 large squares
- 1/3 university for 8 adults, 1/3 school for 5 children, and 1 clinic for ~ 1 large square
- 1.33 farms for 1.33 large squares.
Material cost: Again, roughly.
- Concrete: Medium dome 120, 6 living complexes 36, 3 grocers 15, 3 diners 18, 1/3 uni 10, 1/3 school 7, clinic 10, 1.33 farms ~11, gardens very roughly 10-20 ish, so ballpark 240 concrete. Upkeep roughly 6 + 3 +3 =12 concrete.
- Metal: dome 50, 3 diners 15, 1 MOXIE 4, 4 vaporators 8, tanks 3*3=9, so 86. Upkeep 2 + 8 + 3 = 13 metal
- Poly: dome 20, vaporators 20 = 40, 45 with playground. Upkeep 2
- Electronics: 5 for 1/3 uni, 2 for 1/3 school. Upkeep 1.6.
- power: Dome 30, diners 6, 1/3 uni 5, MOXIE 2, 4 vaporators 20, so 63 power.
So without techs and in the long run, the upkeep of each qualified worker in factories etc. will cost you about 1.5 concrete, 1.5 metal, 8 power, and ~ 0.2 poly and electro, with an initial investment of roughly 31 concrete, 11 metal, 5 poly and 1 electronics plus power plants per worker.
Other takeaway: 1 school 1 uni per ~240 stable population, obviously more if you want to grow. Martian education halves the time for uni education, which means 1 uni per 480 people, but more importantly, 4 more workers in your effective workforce, and a cut of effective worker upkeep by 33%. Farm automation will free 3 more workers, so those 2 techs almost halve your effective worker upkeep. They are very, very good.
This also means that initially, fusion reactors only pay for themselves in pure power upkeep (200 power for 24*8=192 power upkeep) while being a huge sink in ressource upkeep, of course, which is pretty hilarious to me. They are basically mid-game workshops.
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