• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...

Hello!

This week we’re going to look at some more changes we're planning, as well as a review of how some of the experiments mentioned in the last few dev diaries have evolved.

Thank you for the massive amount of feedback in those threads.

Reduction in Pops

Due to the effects on performance and a desire to reduce the micromanagement burden in the mid to late game, some of the things we’ve been deeply looking into are different ways of dramatically reducing the number of pops in the galaxy.

These experiments have generally revolved around modifying the growth (or assembly required) for pops as an empire’s population grows, with some variants trying a logistic pop growth (where growth follows an S-shaped curve as planets develop, based on a carrying capacity of a planet). These experiments have reduced the end date pop count to somewhere around one half of the old numbers with the expected performance improvements.

Organic pops will follow a curve where they begin at standard population growth, increase growth as the approach a midpoint between population and the planetary carrying capacity, then slow down to zero as they reach the top of the curve. Pop Assembly, on the other hand, is generally slow but consistent. The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.

A significant reduction in pops has a cascade of major implications for the overall economy, production, and other gameplay effects. As such, these also require a pass on buildings, technologies, and even seemingly minor ripple effects like what the value should be for the trade value generated by pops.

There will be a lot of patch notes.

Most buildings have been standardized to now give 2 jobs per tier rather than the old 2/5/8 progression.

1605711331057.png

Just one example of many.

We’ve also changed a few buildings to have new or additional features, such as the Spawning Pool and Clone Vats, which have had their Pop Growth modifiers replaced with the new Organic Pop Assembly. This fills the same slot on the planet as Robotic Pop Assembly, so generally you’ll want to pick one or the other. (Clone Vats also picked up a food upkeep cost to represent simple materials to break down.)

1605711370874.png
1605711378849.png

Pops is Soylent Green!

A few other jobs got minor perks added to them, like the Medical Workers from Gene Clinics making it a little easier to live on less hospitable worlds.

1605711434441.png

Doesn't normally produce exotic gas, this one happens to be a lithoid.

And a few new techs have been added to help compensate for lost productivity. One tech line increases both the job production of a planet as well as job upkeep - those fewer pops are still capable of producing the work of more on a developed planet.

Ring Worlds

As part of the balance pass, Ring Worlds have been bumped up to 10 segments from 5, and the jobs per segment have been adjusted.

1605711480292.png
1605711496833.png
1605711511728.png
1605711521188.png
1605711530973.png

The Shattered Ring origin now possesses a warning that it may be a Challenging Origin for Lithoids due to a scarcity of minerals, and now also applies the Ring World Habitability Preference to your pops. We’re considering adding a similar warning for Hives selecting the origin, since the habitability preference change puts a serious crimp in their expansion.

1605711541929.png

Put a ring on it?

Their starting blockers have also been adjusted to give a more balanced spread of jobs.

Ecumenopoleis

Like the Ring Worlds, these start with all building slots open. As mentioned before, you can now use the Arcology Project decision on a planet that has a mix of City and Industrial Districts.

Note: Empire has all technologies but no traditions active.
1605711566787.png
1605711585016.png
1605711593479.png
1605711601512.png

The ecumenopolis has a unique distinction of being able to have both the Factory and Foundry building lines on the same planet.

Habitats

The changes to Habitat modules are much smaller in scope, but here’s the list of their districts.

1605711621995.png
1605711632042.png
1605711641350.png
1605711651091.png
1605711658034.png

Void Dwellers have gotten a bit of attention as well with some tradition swaps for those that had minimal or no beneficial effects for them.

1605711683433.png

1605711691774.png


Replacing Public Works Division:
1605711706121.png


And for Void Dwellers with the Adaptability tree:
1605711724002.png


Interstellar Franchising and Imperious Architecture now also function for Habitats.

Updates to Dev Diary 190

Some of these updates may not be new to people following the forum threads, but it's easy to miss things so I figured we should go over them.

Many people requested the ability to fully specialize their foundry and factory worlds. We've modified the Forge and Industrial World planet designations to shift one pop on each Industrial District to the appropriate job if possible.

1605711738324.png
1605711745816.png


We've also upgraded the Food Processing Center, Mineral Purification Hub, and Energy Nexus to provide an extra job to each of their associated resource production districts. (The Food Processing Center will also improve Hydroponics Farms.)

1605711771358.png
1605711779670.png
1605711789149.png


One of the suggestions made in the thread was to add a civic that increases unlocked Building Slots. Sounded like a great addition to Functional Architecture.

1605711797879.png

Functionality increased!

Updates to Dev Diary 191

We’ve explored some additional options regarding the resettlement system we outlined in Dev Diary 191, and after trying a few things, and have settled on some extensive modifications to the system.

All planets with free sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher. This chance is increased if there are multiple unemployed pops that meet the criteria.

The system now prefers to move higher strata pops first, so rulers and specialists will move before workers, and this system also functions for gestalt empires. It will not relocate non-sapient robots or slaves. It will generally prefer to move pops to the planets with the most free jobs.

After some experimentation we’ve chosen to keep the Transit Hubs as Starbase Buildings that provide a system wide buff to the chance of auto-resettlement occurring. (Rather than being essential to have it occur in the first place.)

1605711834820.png

Doubles the chance the pops choose to resettle themselves.

Greater Than Ourselves has been rewritten to also massively increase this chance when the edict is active, with a +200% bonus.

We initially had these pops considering destinations available through Migration Pacts as well, but decided against keeping that since it introduced a new Migration Controls micromanagement element that we didn’t find desirable.

We’ve also done a minor update to the Authority bonuses that seemed a little bit weak.

1605711874350.png

1605711882524.png


Democracies now have a bonus encouraging their pops to seek their dreams, and Dictatorships have a bit of an easier time holding things together when they’re a bit overstretched.

Closing Thoughts

One other little quality of life improvement that was just added is this filter on the colonization interface.

Colonisation QoL.gif


That’s probably long enough for today. We’re looking forward to your feedback on these as well.

Next week w̷e̵'̸l̸l̴ ̴b̸e̴t̵̮̄ǎ̸͈l̷̠̈k̴͔͂i̴̞͒n̷̪͊g̸̳͗ ̸͚̎a̵͉̐b̵̤̿ȯ̴̲ṵ̵̀t̸͇͂ ҈҂▒©╛⅜

1605711927580.png
 
  • 209Like
  • 111Love
  • 24
  • 13
  • 7
  • 2Haha
Reactions:

A2ch0n

Spymaster
21 Badges
May 30, 2018
1.268
3.824
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Good changes mostly! I like that the transit hub stay as a starbase building but why a "chance to resettle"? Especially the habitability restriction concern me o_O. Will this block of even a high resettlement chance later on with more unemployed pops if the habitability is to low?

The changes to habitats, void dweller, functional architecture and popgrowth especially are really good on the other hand!
 
Last edited:
  • 12Like
  • 6
  • 2
Reactions:

EhWhoAmI

Private
24 Badges
Dec 10, 2018
13
216
  • Surviving Mars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
Cool new balancing!
I love the logistical pop growth, makes it more realistic
and limiting what species you can see for colonization is huge, because it gets really laggy if you conquer a lot of places and get loads of species
 
  • 24Like
  • 6
Reactions:

Liggi

Lt. General
80 Badges
Mar 28, 2017
1.275
8.800
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
These changes all sound good, but I'm having a bit of trouble picturing what Pops and Pop Growth is now supposed to be SIMULATING.

So Pop Growth becomes slower per world the larger your empire gets? But Pop Growth still has a base level PER WORLD. So an empire with a single Ecumenopolis with 80 Pops on it will have slower Pop Growth than an empire with 4 Rural worlds with 5 Pops each, right?

Can you help me understand what the simulation is supposed to be simulating here? I'm finding the lore side of things hard to understand. What is supposed to be really happening in these situations, and towards the late-game?

EDIT: Ok, so I think the S-Curve thing answers this because the Ecu will grow Pops quicker. So that's answered. That being said, I'm still confused as to what it means that Pops grow slower when there's more Pops in your empire... what's that simulating?
 
Last edited:
  • 22
  • 10Like
  • 3
Reactions:

Spaceception

Lt. General
14 Badges
Jan 25, 2018
1.606
1.296
  • Stellaris
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
We’ve also changed a few buildings to have new or additional features, such as the Spawning Pool and Clone Vats, which have had their Pop Growth modifiers replaced with the new Organic Pop Assembly. This fills the same slot on the planet as Robotic Pop Assembly, so generally you’ll want to pick one or the other. (Clone Vats also picked up a food upkeep cost to represent simple materials to break down.)
Yes! Are these mutually exclusive with robot assembly plants? And what about thoughts to upgrade these?
A few other jobs got minor perks added to them, like the Medical Workers from Gene Clinics making it a little easier to live on less hospitable worlds
So if you upgrade the building, that's 4% additional habitability only, which isn't very strong. Maybe 2 or 3%? How did it stack up with the current amenities and growth?
Void Dwellers have gotten a bit of attention as well with some tradition swaps for those that had minimal or no beneficial effects for them.
That's great! And the prosperity tree which gives housing to planet city districts has been swapped as well?
One other little quality of life improvement that was just added is this filter on the colonization interface
Can there be a check for species with high habitability? (Maybe just greater than 70%?)
 
  • 7Like
  • 3
  • 1
Reactions:
S

Shirasik

Guest
All planets with free sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher. This chance is increased if there are multiple unemployed pops that meet the criteria.
So gestalts yet have to stick to APM, got it.
 
  • 7Haha
  • 1
Reactions:

Tim_Ward

General
26 Badges
Sep 7, 2015
2.392
6.508
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
Organic pops will follow a curve where they begin at standard population growth, increase growth as the approach a midpoint between population and the planetary carrying capacity, then slow down to zero as they reach the top of the curve. Pop Assembly, on the other hand, is generally slow but consistent. The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.

So, just to check I'm reading this right... the growth rate (currently 3.0 unmodified) now changes depending on how much free space the planet has (defined by housing?), and the amount of growth (currently 100) required for a new pop scales with the total empire population?

And this is a pretty much what you're going with... or just the latest in a series of experiments?
 

Constans337

Second Lieutenant
43 Badges
Jul 1, 2011
166
194
  • Europa Universalis III
  • Victoria 2: A House Divided
  • Semper Fi
  • Leviathan: Warships
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
Everything is moving in a generally positive direction but I don't understand the dev desire to build inefficiencies into pop relocation and build a lot of mechanics around mitigating it (percentage chances, buffs to these from edicts and buildings). Why not just move them at a 100% chance without all these extras?

Edit: I see from a dev response below that if there is more than 1 pop unemployed then it is 100% within 6 months without any of the buffs (faster with) so I'm happy with that as that is a realistic lag. Seems like a good system.
 
Last edited:
  • 10
  • 7
  • 1Like
Reactions:

Deshiba

Colonel
41 Badges
Feb 21, 2020
899
1.311
  • Stellaris: Lithoids
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Empire of Sin
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
Is it just me or does Organic Pop Assembly feel inherently wrong?
Shouldn't it be something like Organic Pop incubation?
 
Last edited:
  • 22Like
  • 9Haha
  • 3
  • 1
  • 1
Reactions:

Dojo704

Second Lieutenant
58 Badges
Feb 11, 2016
107
328
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • For the Motherland
  • Hearts of Iron III
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mandate of Heaven
Small question here :) can you finally sort buildings after you build them?
Just visual i love order in planet building and i dont like rebuilding just to visually sort things out my way.
Cheers
 
  • 11
  • 2Like
Reactions:

Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
584
20.455
www.paradoxplaza.com
I like that the transit hub stay as a starbase building but why a "chance to resettle"? Especially the habitability restriction concern me o_O. Will this block of even a high resettlement chance later on with more unemployed pops if the habitability is to low?
We want the unemployed pops to naturally drift over time to the places where there are jobs. They won't voluntarily move to a place with habitability of 40% or lower.

Are these mutually exclusive with robot assembly plants?
They're not mutually exclusive, but only one pop can be assembled at a time, so you'll generally want to build one or the other.

So if you upgrade the building, that's 4% additional habitability only, which isn't very strong. Maybe 2 or 3%?
We'll keep an eye on it and make further adjustments if necessary.

So gestalts yet have to stick to APM, got it.
Gestalt drones will automatically migrate, they count as "free and sapient". They also have access to the transit hub building.

So, just to check I'm reading this right... the growth rate (currently 3.0 unmodified) now changes depending on how much free space the planet has (defined by housing?), and the amount of growth (currently 100) required for a new pop scales with the total empire population?

And this is a pretty much what you're going with... or just the latest in a series of experiments?
Yes, that's accurate. I'm fairly confident that we'll be going with something similar to this, though numbers haven't been finalized. (Despite the cheeky title of the Dev Diary.)

Because less pops means less resource output.
There are some things, like technologies, that mitigate the production reduction to some degree.

Is it just me or does Organic Pop Assembly feel inherently wrong?
Pretty gross, huh?
 
  • 46Like
  • 22
  • 8
Reactions:

Ffc

Galactic Emperor
68 Badges
Jan 27, 2016
642
1.762
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Nemesis
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: El Dorado
  • Stellaris: Federations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: The Republic
Very cool!

What's the base chance of pop migration?
Because if it's very small, the double of nearly nothing is not much

Also, I don't think that the new Dictatorship bonus is really better than the old one, I think it's still the weaker among others boni. At least for me, I'm usually not over my admin capacity so it applies a very small period of time in my game, and 10% is not much.
I really like the Democratic tho !

Organic Pop Assembly is great ! Now you can probably play Spiritualist without using robots at all ( Does Clones have a soul tho? )

Finally, how is defined the Planetary carrying capacity related to pop growth? Is it the planet size? Because if it's housing, won't you be encouraged to build a lot of housing since the beginning to increase pop growth?
 
Last edited:
  • 7
Reactions:

Ch4rybde

Sergeant
21 Badges
Jan 6, 2020
64
339
  • Stellaris
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Lithoids
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
We've also upgraded the Food Processing Center, Mineral Purification Hub, and Energy Nexus to provide an extra job to each of their associated resource production districts. (The Food Processing Center will also improve Hydroponics Farms.)

1605711771358.png
1605711779670.png
1605711789149.png
Will those bonus also affect Ring world segments and habitat districts ?
Otherwise great DD, one of the best we never have IMO.
 
Last edited:
  • 4Like
  • 2
Reactions:

Kommunist Fried Chicken

Second Lieutenant
40 Badges
Feb 20, 2020
114
143
  • Stellaris: Lithoids
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
Wait, just +1% habitability for medical worker?! Are you kidding? It seems too small and useless

And what's for Synthetic Evolution, its Pop Assembly is much faster than other, and will not be reduced by carrying capacity of a planet(What's more, they can grow organic pops and assemble pops at the same time)
 
Last edited:
  • 14Like
  • 13
  • 2
Reactions: