I'm not sure how you cocked this up, but you're wrong; a simple search of techdefs.xml shows that you get 10% from GenericInterstellarGovernance, 20% from GenericGalacticGovernance, 30% from GenericInterstellarDemocracyTech and 40% from GenericStarFederationTech. 10+20+30+40 = 100%.
You then get 25% from approval (defined in the graph points in globaldefs), and then there's another 25% available from the ideology trait after Death Furnaces. That's 150% total possible bonus, if we discount the 30% you can get from the planet event; 125% of it is empire-wide. This, you'll note, is higher than the fully-adjacent DF can manage without resorting to using powerplants.
edit: Ah, I see, you assumed that the highest only applied, and then declared that this 60% empire-wide 'doesn't change much'... while screaming nerf over a building which provides 50% + 10% per level. I do believe that some might consider that ironic.
That means a bare minimum DF increases production by 2/3. if you max the adjacency with non-uniques it is an actual doubling.[/quote]
Or it means you've counted up wrong, which I've literally just shown.
To address a couple of your other points. No like i said the DF and thalan hives are the only sources of the "productionpoints" modifier, since i used notepad++'s find function i know i didn't miss any, so your singularity plant is not as powerful as you claim. In fact 25% "maxmanufacturing" + adjacency is pitiful even as an empire wide now that i think about it.
Well, you did miss several - for starters, you've skipped over the whole lot in tech, you've missed the ideology-granted one, and even in improvements.txt you have missed out the mother hive (which I'll let you off with, since it's an upgrade to the hive) and the Gaia Vortex (which there's no real excuse for, if you used Notepad++'s search function).
More importantly, that +25% maxmanufacturing is actually multiplied by the produciton modifiers we've got above... which makes it a fairly respectable 70-ish % per planet. And that's without adding the adjacency bonuses. You could feed an extra 350 industry into EVERY shipyard in your empire from that, as opposed to putting an extra 500 into one. On a big map, I know which one I'd rather have, frankly.
In the same vein your own stacking issues come back to bite you on the ass with the biomass resequencer and unlike the DF it can't use large adjacency bonuses to keep it's edge. It works out at around a 1/3 increase, (40% with just high approval, 35% with nutritional focus, and 32% with both techs).
I'm not sure what you're trying to say here tbh. I think you may be confusing the order again; population bonuses are applied to BASE production, so they multiply with produciton % bonuses and with manufacturing bonuses. They are, in effect, doing exactly the same thing to the DF that the DF is doing to manufacturing wonders.
Say you have 40% pop and build the biomass, surrounded by farms. The farms give 5 food each as a base, + 0.5 per level. they each border 2 farms (for +2 levels) and the biomass (for another +2), to give a total of 7 per farm. 6*7=48, +50% from the biomass = 72 food. This 72 food, with 5 from the colony hub, becomes your base production number.
NOW you get to add those lovely 100%+ production bonuses applied. With high approval and +100% from tech (not bothering with the 25% from ideology or the other potential bonuses), you come out with 173.5 production, which can be devoted to anything. Even if you build no morale buildings and just take the 25% production hit, you end up with 134.75 production.
With the Death Furnace instead, you're (just for starters) using an extra 6 slots (for all the factories). You have +125%, which you've increased to +235%, but you only have 48 population (probably not even that, since you don't have the adjacency). This gives you only 124.55 production. It is nearly 33% less than the happy biomass planet gives. This requires you to have 6 farms, 6 entertainment buildings to keep the population 100% happy, 6 factories, and the DF, so you need 20 slots to come out lower than the other guy's production from just 8 slots (colony hubs included). He can comfortably fill up the entirety of the remaining 12 slots with just factories and power plants to end up with a higher manu bonus than your 6 boosted factories can manage. Hence, the bio-mass resequencer is more powerful; you can have both a higher production bonus and a higher manufacturing bonus from using it rather than the DF.
AND YOU CAN BUILD THE BIOMASS RESEQUENCER ON EVERY PLANET. It is not player-unique. It is colony unique. Every world can have this. Your whole empire can receive this colossal increase in food output, and the bonus remains 50% regardless of whether you stick it in the middle of a 7 or not - the farms themselves suffer from lacking the adjacency, but the biomass re-sequencer doesn't.
Now sure, you might say that one planet can have the DF AND a biomass resequencer, to achieve a monster population and a huge productivity bonus. But big bonus is still mostly coming from the food buff, since it's feeding into BASE PRODUCTION rather than BONUS PRODUCTION. Bonus production, like bonus manufacturing and bonus research, is not madly powerful. It's better than manu or research, sure. But it's not as powerful as Food. You might also say that food has to be filled up - but the biomas resequencer is giving a +0.7 growth rate, and would fill that whole planet on it's own in 100 turns (much less with a growth building, the colony capital and any growth % bonuses).
Look right now the DF is the single biggest increaser of final manufacturing output available anywhere in the game, there is nothing anywhere whatsoever that compete's with it and it's available very early on. Just because some of my numbers got fudged doesn't change that, the advantage is so godammed massive you'd need to fudge the numbers a hell of a lot more.
Sigh. It's really very simple.
Food base*(100%+bonuses) -> production base*(100%+bonuses)-> manu/research/econ base*(100%+bonuses)
The further to the left you go, the better a bonus is. So an increase to base food is the best thing you can get; this is why the bonuses offered for it are very, very small (+1 sort of territory), and why at least some approval is required to get the full effect. After that, a bonus to food multiplier is the best thing. After that, bonuses to base production, then bonuses to production multiplier, then anything in the 3 resource categories.
So, when faced with the choice between 50% food and 50% production, go for food. When faced with a choice between 50% production and 50% research, go for production. The fact that a colony-unique 50% food bonus exists, and it gives farms a base food adjacency bonus, is inherently better than gaining a 50% productivity bonus with a productivity adjacency bonus and giving a small increase to manufacturing to it's neighbour factories.
[quote who="KarlBar99" reply="67" id="3569446"]
Rather than run through some math i've gone and done a test game, i'll include the highlights in screenshots below.
I'd rather you run through the math, as I did above. Not only does it mean less giant boring posts to scroll past, but it would also show that you are, quite simply, incorrect. The DF is not overpowered, as it is a one-per-player improvement which has been shown to be less powerful than a colony-unique hub building.
Also, I do notice that you've set up a 143 population world (with a biomass resequencer, contributing 50 pop to that, no less) and cheesed the hell out of the adjacency bonus for all your worth to get the DF to level 12. You've included a second player-unique wonder. You've even gone for the industrial adjacency bonus tech (I always take research, personally). And there's precious few planets which can manage 2 or more complete 7-hexes without massive terraforming of the kind that simply isn't available when the DF is unlocked. You have basically based your entire strategy for this game on getting the DF to provide the biggest possible number you can.
And from doing so, you have managed to make a world that is pretty much equally powerful as two worlds without any wonders at all. You have used your manufacturing capital and your Death Furnace to make one planet ever so slightly weaker than two planets which just used industrial sectors. I'm not really seeing 'combination of multiple unique improvements doubles colony output' as a screamingly massive balance issue.