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"The Important Aspects (tm)" is a very subjective concept... ;)
Great job you've done so far, and I won't give up hope that maybe more will come of this, and like this, either by your hands, or somebody else's.
Honestly i feel like stations need a 'population' value that's separate from crew. Then station and total system population could be used to determine many other aspects of consumption and trade. While its possible to start modding in something like that, in my view thats starting to reach the area where the devs themselves should be working on it.
There is a line i don't like to cross when modding, and it's when I feel like im fixing the game for the devs (for free). I have my own games and projects i should be working on. There's still a lot of work that needs to be done on Avorion, the background simulation is the weakest point of this game and needs to be addressed asap. I'm probably going to hold off on doing any more mods until I see the devs actually make some progress in that area.
my thoughts about how to give said mechanic even more meaning:
It would be cool to see a neccesity for specific goods such as food and water, when not available the crew efficiency will drop. Meanwhile the efficiency can be further increased by optional goods.
the crew efficiency should be bound to production speed in case of factories e.g. I dont know what should happen to stations that dont have any production going on.
This idea would only work on stations as they are a lot easier to supply in comparisson to ships. Therefor ships should stay as they are.
Or maybe adding a supply demand on ships could balance out existance of extremly huge ships with the upkeep cost. That however should be an own mod by itself and nothing I would be interested in as I dont like the idea of care for supply on my crew...