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Hi all!

As mentioned last week, our plan for today is to go over some changes to automated colony management and pop resettlement. As a reminder, these are still under development, and as such may undergo significant changes and won't be going live for quite some time.

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.

Automated Colony Management

Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions in this thread), but here we’ll be focusing on planetary designations and individual planet automation.

A major pass has been done on automated colony management to improve its effectiveness. After manually setting a colony designation and turning on automated colony management, our intent is for the colony to develop into something you would reasonably expect if you were building it on your own. It should build districts, clear deposits as necessary, and upgrade buildings when there is a need for it.

Planet automation will upgrade capital buildings whenever possible (gotta unlock those building slots!), and will otherwise generally try to build or upgrade from its list if there are less than 3 open jobs. We’ve erred a bit on the side of caution, so it is currently extremely opposed to running deficits. It may require manual intervention if, for example, your energy credits per month are negative, but we figured it was better to leave those sorts of risky economic decisions in the player’s hands.

Code:
automate_foundry_hive_planet = {
    available = {
        has_designation = col_foundry
        owner = { has_authority = auth_hive_mind }
        free_jobs < 3
        has_building_construction = no
    }

    prio_districts = {
        district_industrial
    }

    buildings = {
        1 = {
            building = building_hive_capital
        }

        2 = {
            building = building_spawning_pool
        }

        3 = {
            building = building_clone_vats
        }

        4 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value = 0 }
            }
        }

        5 = {
            building = building_foundry_1
            available = {
                owner = {
                    foundry_1_upkeep_affordable = yes
                }
            }
        }

        6 = {
            building = building_galactic_memorial_1
            available = {
                owner = {
                    has_valid_civic = civic_hive_memorialist
                }
                NOR = {
                    has_building = building_galactic_memorial_1
                    has_building = building_galactic_memorial_2
                    has_building = building_galactic_memorial_3
                }
            }
        }

        7 = {
            building = building_betharian_power_plant
        }

        8 = {
            building = building_mote_harvesters
        }

        9 = {
            building = building_crystal_mines
        }

        10 = {
            building = building_gas_extractors
        }

        11 = {
            building = building_chemical_plant
            available = {
                num_buildings = { type = building_chemical_plant value = 0 }
            }
        }

        12 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value < 2 }
            }
        }

    }
}

This script will attempt to build a forge world for a hive empire. If there are less than 3 free jobs and there is nothing currently in the build queue, it will check to see if there is anything that it can build. Planetary automation has a tendency to favor districts over buildings, but will construct buildings if there are 1.5 times as many districts already built than there are buildings. (This ratio is able to be set in 00_defines.txt as COLONY_AUTOMATION_DISTRICT_PREFERENCE.) When selecting a building, it will move down the list until it finds something that it is capable of building and meets the scripted restrictions. The building’s upkeep is always taken into consideration. The scripted “_affordable” checks are to estimate whether you can afford the jobs it creates as well.

Blockers are fairly low priority for planetary automation, and will only be cleared if they are blocking a district slot that it actively wants to construct, or if there are no free district slots remaining. (Thus it will eventually clear all those random blockers once the rest of the planet is finished.) You can, of course, intervene and clear those Sprawling Slums or sleepy Lithoids earlier.

Buildings (other than the capital) will be upgraded if there are no other things that it wants to build right now, it can upgrade without causing resource deficits, and there are pops available that would want to work there. (Either because they’re unemployed or they prefer it to their current jobs.)

The scripts will attempt to handle various issues that may crop up on a planet such as low amenities, high crime, or failure to build buildings dedicated to extra-dimensional beings that love you and just want to be loved in return. These are tucked away in 00_crisis_exceptions.txt.

Code:
automate_amenity_management = {
    available = {
        free_amenities <= -5
        owner = {
            NOR = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
        OR = {
            NOT = { uses_district_set = city_world }
            free_district_slots = 0
            has_resource = { type = exotic_gases amount < 75 }
        }
    }

    crisis = yes

    buildings = {
        holo = {
            building = building_holo_theatres
            available = {
                owner = {
                    is_spiritualist = no
                    is_megacorp = no
                }
            }
        }

        temple = {
            building = building_temple
            available = {
                owner = {
                    is_spiritualist = yes
                    is_megacorp = no
                }
            }
        }

        commerce = {
            building = building_commercial_zone
            available = {
                owner = {
                    is_megacorp = yes
                }
            }
        }
    }
}

This "exception" will intervene if a planet’s amenities are -5 or below, and it’s either not an ecumenopolis or if it is an ecumenopolis, it’s either totally full or you’re running low on exotic gases. Based on your ethics and authority, it’ll pick one of the amenity buildings to add to the queue.

A few jobs, buildings, and planet designations have gotten a bit of a touch-up during this pass. Notable examples of designations include the Urban World, which now has a Trade Value bonus, and the Colony, which is now intended to satisfy the needs of a newly colonized world rather than provide pop growth bonuses.

1605094446038.png
1605094456491.png

Urban and Colony Designations

The old Colony bonus was changed because it was a bit problematic - growth bonuses made it somewhat stronger than many other more specialized bonuses. We’d greatly prefer if you could flag that newly settled Mining World as such right away and immediately turn on automation, rather than it being optimal to manually develop the world until it reached 5 pops and no longer qualified for Colony.

Due to its inherent terror of deficits, the automation scripts tend to be a little bit more conservative than players may be, but I’ve personally enjoyed the dramatically reduced mental burden my mid to late game colonies require. It’s also convenient that several designations (such as Forge, Factory, Tech, and Urban) will build out colonies that qualify for the Arcology Project decision. In our dev multiplayer games, I've been making a point of using colony automation as much as possible in order to give everyone else a chance get a feel for what it's doing. (Except my capital. I'll admit that I do manually build that so I can take care of sudden shifts in priority.)

If you're using planetary automation but it doesn't seem to be doing anything, the three most common things to check are:
  • Is the colony in a Sector?
    • Colonies have to be in a (non-Frontier) Sector in order to use either sector or planetary automation.
  • Am I running an energy deficit?
    • Most districts and buildings have energy upkeep. While it's possible for the district or building to theoretically produce enough energy to overcome that and help work off the current deficit, the automation scripts are as light as possible and without deeper analysis can't assume that pops moving into those jobs wouldn't worsen the shortage. Manual intervention is necessary to dig out of an energy crunch.
  • Do I have resources in the automation pool for it to use?
    • There's a notification for this, but if the pool is running low it might not be able to afford whatever it is it wants to build. Remember, you can hold Ctrl to change the units moved from hundreds to thousands.
      1605096055953.png

      Save mouse-clicks, use Ctrl.

Resettlement

Manual resettlement and the mitigation of unemployment is a huge burden in mid to late game Stellaris. It is generally our belief that manual resettlement should be an extremely rare occurrence, not something done expected to be done as part of the core game loop. When you must, it should be a simple process, but it should be an unusual act.

One quality of life change we’ve made is to filter Unemployed pops up to the top, and highlighted them. The pops underneath are then sorted from lowest stratum to highest.

1605096681033.png

You're unlikely to see this specific scenario unless you intentionally create unemployment problems by turning off jobs in every pop strata.

We've also adjusted resettlement costs, and added an Influence cost to many pop types. These influence costs are nominal for worker tier pops, but get fairly expensive when you're forcing Rulers to move.

1605097705361.png
1605096840037.png

Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

1605097458581.png
1605097513050.png

Specialist Resettlement and Ruler Resettlement


Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs.

1605096949504.png
1605097021942.png
1605097088504.png

Hey wait, what's that about colony abandonment?

Despite their best efforts the Servitors still haven't found a good way to get their Bio-Trophies to shift their consciousness to a different planet using OTA updates, so you still have to pay for them.

Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds. There will very likely be an exception made for Doomed planets and Holy Worlds that are risking initiating a war with a Fallen Empire. A planetary decision to abandon a recently conquered planet is under consideration, though it'll likely use displacement purging to do so. (With the diplomatic penalties associated with it.)

1605097811856.png

But we just finished building it!

With Federations, we introduced a galactic resolution in the Greater Good line that provided limited automated resettlement called Greater Than Ourselves. As noted by some, that was partially intended as a means to allow Egalitarian leaning empires a way of handling resettlement without forcing it on their pops. There have been many requests to make that core game functionality, but we’ve been somewhat wary of doing so without some restrictions.

We've come up with a way for every empire to have easier access to a similar effect. The following new Starbase Building will handle it, unlocked by the Hyperlane Breach Points tech. (The Hyperlane Registrar has moved to Interstellar Economics.)

1605098298007.png

They like to move it.

1605098342337.png

The tooltip effect is a bit of a mouthful.

The Transit Hub will operate as a limited variant of Greater Than Ourselves, moving unemployed low strata pops between planets that are in systems with Transit Hubs. (This will allow movement within a system as well, for example if you have a bunch of habitats in a single system.) We're investigating ways to expand the scope of pops it's willing to move - the original Worker limitation was put into place because while a Worker could promote themselves to fill any free job, a Slave or Specialist might find themselves restricted from the free job on the new planet. We're currently experimenting with a more robust variant - if it works out without performance concerns, the Transit Hub will prioritize high strata unemployment and then move down the ranks.

Building out the Transit network does function best when you have a developed starbase above most of your colonies since it will only move pops between nodes on the network.

Tangentially related, we've also cut demotion time in half across the board, and made some changes to give each Authority type a unique bonus.

1605098685353.png

Yes, Shared Burdens pops demote pretty much instantly.

We have some other experimental changes going on that have significant effects on the number of unemployed pops in the late game, but we're not ready to talk about them quite yet.

The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when they’ve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.)

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.

1605094492379.png

HP/MP restored! ...But you're still hungry.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Next week we plan on going through some more of the remaining economic balance changes. See you then!
 
That's a step in the right direction but it's still going to be difficult to facilitate migration.
How about three small adjustments:
1. Transit hubs extent their affect over the collection range of the star base
2. each Commercial Zone increase migration rate by 10% and Commerce Megaplexes increase migration rate by 20% (in addition to their existing affect)
3. And transit hub stack with commercial zones.
The basic idea is that transit hubs are your equivalent of JFK and Heathrow which serve entire sectors,
and commercial zones are equivalent of small no name airport like Santa Barbara, which serves one planet.
a citizen trying to go somewhere could take a dinky little ship from their home planet, or a massive linear that stop over at a transit hub.

The devs already mentions how they don't want to use a collection range type thing due to performance problems it would cause.
 
The devs already mentions how they don't want to use a collection range type thing due to performance problems it would cause.

I don't understand, the building applies a resettlement speed modifier to the planet while checking for collection range for trade values.
well if that's going to cause a problem I trust dev can come up with something better.
 
The Transit Hub
Why we need transit hub at starbase?
TBH, its not better variant of releasing this idea.
What about adding Switch button at the planet to turn migration On/Off. Also, turning switch can cost some influence.
It will be much more interesting than the building at the starbase.
+ you can add arrow icons at outliner to mark planets with incoming/outgoing migration. That will be more useful for players.


Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.
What about adding this future to normal empires too ?
Because all of us know about AI habitat-spamming problem. So by this future it could be fixed.
Yes, you can say about colossus to fix this problem, but i not always take this ascension perk and so i have this problem with habitats.
 
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Why we need transit hub at starbase?
TBH, its not better variant of releasing this idea.
What about adding Switch button at the planet to turn migration On/Off. Also, turning switch can cost some influence.
It will be much more interesting than the building at the starbase.
+ you can add arrow icons at outliner to mark planets with incoming/outgoing migration. That will be more useful for players.
You sre a bit late to the party, how it works was already altered.
 
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You misunderstand. It was already changed in the Dev Diary after this one, 192. You do realize this one is a few weeks old, right?
I know when the diaries was released.
I know what mechanic announced in 191 was re-made in 192.
But i suggesting new (!) mechanic, new option. Instead of devs announcing.
And looking for this misunderstanding, maybe i'll make new thread about this suggestion with full details.
 
I do not see the need for the Transit Hub; the function it provides should be standard pop behavior. Pops being locked on to planets unless manually moved should be the exception, not the rule it currently is and that is seems to be in this update. Frontier growth has always been spurred by lack of opportunities at home.
 
I do not see the need for the Transit Hub; the function it provides should be standard pop behavior. Pops being locked on to planets unless manually moved should be the exception, not the rule it currently is and that is seems to be in this update. Frontier growth has always been spurred by lack of opportunities at home.
They've already changed it, check out the next dev diary. Transit Hub just jacks up the chance of an automatic resettle happening. https://pdxint.at/33163vz
 
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Which basically just makes it a worse, less convenient version of current GTOS. Why not just make that universal instead?

It will be universal, the transit hub increases the chance that a pop will migrate from that system. It's something that you'd want to put in systems that have a lot of pops so that you can increase the chance they move to newer colonies. Check out this post from Eladrin detailing the different monthly chance to migrate per pop, as of mid-November. There's a base 10% chance per month for a pop to migrate, if you throw in a hub that increases the chance by 10%.

MONTH
123456789101112
Base Empire10.00%19.00%27.10%34.39%40.95%46.86%52.17%56.95%61.26%65.13%68.62%71.76%
Base Empire + Hub20.00%36.00%48.80%59.04%67.23%73.79%79.03%83.22%86.58%89.26%91.41%93.13%
Base Empire + GTO30.00%51.00%65.70%75.99%83.19%88.24%91.76%94.24%95.96%97.18%98.02%98.62%
Base Empire + Hub + GTO40.00%64.00%78.40%87.04%92.22%95.33%97.20%98.32%98.99%99.40%99.64%99.78%
Democracy15.00%27.75%38.59%47.80%55.63%62.29%67.94%72.75%76.84%80.31%83.27%85.78%
Democracy + Hub25.00%43.75%57.81%68.36%76.27%82.20%86.65%89.99%92.49%94.37%95.78%96.83%
Democracy + GTO35.00%57.75%72.54%82.15%88.40%92.46%95.10%96.81%97.93%98.65%99.12%99.43%
Democracy + Hub + GTO45.00%69.75%83.36%90.85%94.97%97.23%98.48%99.16%99.54%99.75%99.86%99.92%
 
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It will be universal, the transit hub increases the chance that a pop will migrate from that system. It's something that you'd want to put in systems that have a lot of pops so that you can increase the chance they move to newer colonies. Check out this post from Eladrin detailing the different monthly chance to migrate per pop, as of mid-November. There's a base 10% chance per month for a pop to migrate, if you throw in a hub that increases the chance by 10%.

MONTH
123456789101112
Base Empire10.00%19.00%27.10%34.39%40.95%46.86%52.17%56.95%61.26%65.13%68.62%71.76%
Base Empire + Hub20.00%36.00%48.80%59.04%67.23%73.79%79.03%83.22%86.58%89.26%91.41%93.13%
Base Empire + GTO30.00%51.00%65.70%75.99%83.19%88.24%91.76%94.24%95.96%97.18%98.02%98.62%
Base Empire + Hub + GTO40.00%64.00%78.40%87.04%92.22%95.33%97.20%98.32%98.99%99.40%99.64%99.78%
Democracy15.00%27.75%38.59%47.80%55.63%62.29%67.94%72.75%76.84%80.31%83.27%85.78%
Democracy + Hub25.00%43.75%57.81%68.36%76.27%82.20%86.65%89.99%92.49%94.37%95.78%96.83%
Democracy + GTO35.00%57.75%72.54%82.15%88.40%92.46%95.10%96.81%97.93%98.65%99.12%99.43%
Democracy + Hub + GTO45.00%69.75%83.36%90.85%94.97%97.23%98.48%99.16%99.54%99.75%99.86%99.92%

One thing about these being per pop chances, is that if you as a player only care about the total number of unemployed pops, well two unemployed pops means double the chance for a pop to migrate automatically.
 
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It will be universal, the transit hub increases the chance that a pop will migrate from that system. It's something that you'd want to put in systems that have a lot of pops so that you can increase the chance they move to newer colonies. Check out this post from Eladrin detailing the different monthly chance to migrate per pop, as of mid-November. There's a base 10% chance per month for a pop to migrate, if you throw in a hub that increases the chance by 10%.

MONTH
123456789101112
Base Empire10.00%19.00%27.10%34.39%40.95%46.86%52.17%56.95%61.26%65.13%68.62%71.76%
Base Empire + Hub20.00%36.00%48.80%59.04%67.23%73.79%79.03%83.22%86.58%89.26%91.41%93.13%
Base Empire + GTO30.00%51.00%65.70%75.99%83.19%88.24%91.76%94.24%95.96%97.18%98.02%98.62%
Base Empire + Hub + GTO40.00%64.00%78.40%87.04%92.22%95.33%97.20%98.32%98.99%99.40%99.64%99.78%
Democracy15.00%27.75%38.59%47.80%55.63%62.29%67.94%72.75%76.84%80.31%83.27%85.78%
Democracy + Hub25.00%43.75%57.81%68.36%76.27%82.20%86.65%89.99%92.49%94.37%95.78%96.83%
Democracy + GTO35.00%57.75%72.54%82.15%88.40%92.46%95.10%96.81%97.93%98.65%99.12%99.43%
Democracy + Hub + GTO45.00%69.75%83.36%90.85%94.97%97.23%98.48%99.16%99.54%99.75%99.86%99.92%
Yes, I know that. I'm saying that this is just a worse version of what GTOS does currently, so why not just include GTOS for free rather than adding a whole new system?
 
Yes, I know that. I'm saying that this is just a worse version of what GTOS does currently, so why not just include GTOS for free rather than adding a whole new system?

I don't quite get what you mean, this is "GTOS for free", but to make it a more interesting system there are ways you can boost the migration of pops. One way would be to work to pass the GTO resolution, another is to adopt a democratic form of government. Transit hubs give you a light level of control to put your thumb on the scale for an individual system (useful for specific situations but not generally needed).

All of this is a massive improvement on the current situation where no auto-migration happens without GTO passing (which you'd only want as certain empires), and it's extremely slow even then.
 
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I don't quite get what you mean, this is "GTOS for free", but to make it a more interesting system there are ways you can boost the migration of pops. One way would be to work to pass the GTO resolution, another is to adopt a democratic form of government. Transit hubs give you a light level of control to put your thumb on the scale for an individual system (useful for specific situations but not generally needed).

All of this is a massive improvement on the current situation where no auto-migration happens without GTO passing (which you'd only want as certain empires), and it's extremely slow even then.
This is GTOS for free but worse (several months to resettle a pop rather than instantly) with a lot of unnecessary/pointless complexity (just look at that table!). Just having GTOS for free would be better and simpler.
 
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This is GTOS for free but worse (several months to resettle a pop rather than instantly) with a lot of unnecessary/pointless complexity (just look at that table!). Just having GTOS for free would be better and simpler.

The pop does resettle instantly, once they decide to move (for which there's a percentage chance per pop, per month). I don't know if there are any numbers on GTO but once you activate the edict it doesn't instantly move every unemployed pop does it? I'm pretty sure it doesn't, though it rarely gets passed in my games. If the information from this post is still correct the GTO moves one unemployed pop with a mean time to hit of 60 days.

The new system is better because it calculates the movement per pop, meaning that if you have two pops you have double the chance of a migration event happening per month. GTO doesn't take that into account it seems, you could have a planet packed of overemployed people and it would still move one person at a time, on average every 60 days.

As for the complexity the table isn't that complex. It's just showing that given a particular chance per month what's the chance the pop has moved over time. In fact the current GTO of a MTTH at 60 days can be presented the same way, it would slot between Democracy + Hub and Democracy + GTO (29% migration chance per month has a 2 month MTTH).

All of this is basically to say you're getting what you want, in the new game it will certainly feel like we have a free GTO edict from the start.
 
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The pop does resettle instantly, once they decide to move (for which there's a percentage chance per pop, per month). I don't know if there are any numbers on GTO but once you activate the edict it doesn't instantly move every unemployed pop does it? I'm pretty sure it doesn't, though it rarely gets passed in my games. If the information from this post is still correct the GTO moves one unemployed pop with a mean time to hit of 60 days.

The new system is better because it calculates the movement per pop, meaning that if you have two pops you have double the chance of a migration event happening per month. GTO doesn't take that into account it seems, you could have a planet packed of overemployed people and it would still move one person at a time, on average every 60 days.

As for the complexity the table isn't that complex. It's just showing that given a particular chance per month what's the chance the pop has moved over time. In fact the current GTO of a MTTH at 60 days can be presented the same way, it would slot between Democracy + Hub and Democracy + GTO (29% migration chance per month has a 2 month MTTH).

All of this is basically to say you're getting what you want, in the new game it will certainly feel like we have a free GTO edict from the start.
GTOS was buffed a while back (forget which patch) and now moves unemployed pops at a rate of 1 per day; even entire planets of unemployed pops (like after conquering an FE homeworld) get emptied out in a month or two. It's simple, quick, and effective. The new system does exactly the same thing, except worse (because several month MTTH) and with unneeded complexity (auto-pop migration is a QOL feature, and should not be a gameplay feature). Having GTOS for free from day one takes changing literally three lines in a text file and does the exact same thing, but better (which I know, because I've done it).

Rather than spend all this time and effort coming up with a whole new system, they should have just changed those three lines and been done with it (or even better, change those three lines AND make it work for slaves and servitude robots, since they're still outside the system, but they're not changing that in the update either).
 
This is GTOS for free but worse (several months to resettle a pop rather than instantly) with a lot of unnecessary/pointless complexity (just look at that table!). Just having GTOS for free would be better and simpler.
As for the complexity the table isn't that complex. It's just showing that given a particular chance per month what's the chance the pop has moved over time. In fact the current GTO of a MTTH at 60 days can be presented the same way, it would slot between Democracy + Hub and Democracy + GTO (29% migration chance per month has a 2 month MTTH).
IDK why they chose to express it in a table but it's fairly clear if you look at a graph of those figures instead.
On the left, just non-democratic chances to move vs time. On the right democracy overlaid. (democracy is just all the curves bumped up a little bit, in other words).
1614627609621.png
1614627672418.png


And here is how long it would APPROXIMATELY take to Guarantee the move of 1 pop no matter what.
1614628060777.png

This means that there are substantial benefits to using the new things they added - IF you feel that shaving off pop movement times by 6-18 months is worth it to you. IMO this will be real big early on and in the mid game during "second colonisation waves" or for filling up Ecumenopoli and my first batch of habitats. But by late game more testing will be needed to know if it's worthwhile using.

Edit: Excel states the Polynom curve has an R^2 = 1 so that's about as accurate a projection as you're likely to get.
 
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