• 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:
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.

View attachment 653804
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.)

View attachment 653806View attachment 653808
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.

View attachment 653809
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.


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.

View attachment 653816
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.
View attachment 653817View attachment 653818View attachment 653819View attachment 653820

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.


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.

View attachment 653826
View attachment 653827

Replacing Public Works Division:
View attachment 653828

And for Void Dwellers with the Adaptability tree:
View attachment 653829

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.

View attachment 653830View attachment 653831

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.)

View attachment 653832View attachment 653833View attachment 653834

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.

View attachment 653835
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.)

View attachment 653836
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.

View attachment 653837
View attachment 653838

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.

View attachment 653839

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

Or maybe fundamentally change how pops function so they require less calculation power.
 
  • 2
  • 1
  • 1
Reactions:
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.
Sorry if a dumb question but by "carrying capacity" do you mean available housing?
 
Could you please increase the base habitability of Habitat, Gaia, and Ringworld preference on Dry, Wet, and Cold planets to +20%? It's low enough to make settling these planets challenging, but it should still be easier than settling a Tomb world.
Maybe not 20% but 10-15% should be ok, so with techs they go to 30-35% and +20 from The flesh is weak or 1 step of Bio-ascension with very adaptable = 50-55% which is good.
 
  • 2Like
Reactions:
I'm not familiar with this mechanic... Afaik, jobs are created entirely by districts and buildings. The only relationship to population growth is unlocking building slots.

Could you unpack this for those of us eating paste in the corner?
If you ctrl-F and search for "job per" you'll see all the planetary features that give jobs that scale with the pop-count of the world:
Subterranean Contact Zone +1 Subterranean Liaison Officer Job per 20 Pops
Cave Shroom Veins +1 Cave Cleaner Job per 20 pops
Spore Vents +1 Gas Plant Engineer Job per 20 pops
Portal Research Area +1 Dimensional Portal Researcher Job per 40 pops

Also the prosperity tradition finisher has the same effect:
Finisher effect: +1 Merchant Job per 50 Pops
Tradition Swaps:
+1 Synapse Drone Job per 20 Pops
+1 Maintenance Drone Job per 20 Pops

As does the Resort world designation:
+1 Clerk job per 2 Pops

[edit: I hope that helps. I know the paste-eating mentally-foggy feeling all too well.]
 
Last edited:
  • 7
  • 1
Reactions:
I don't think so. Psionic Ascension will now be the only one without pop growth bonus. Yes there might be a random composer of strands contract, but it is rng and still has downsides. Without a better shroud I still don't see it in a similar power level.
Yes, this is true. They'll have some pretty potent bonuses when it comes to R̵Ę̶͐D̵̩̄A̸͙̓C̶̢͝T̶̩̆Ę̸̈D̴ though, we'll talk more about that in a few weeks.

Sneeze into *Composer of Strands*... But since the drawback is absurdly high no one use it. So this is true I guess xD

mzchxz5.jpg


Good news psionic will get something.
 
  • 3Haha
Reactions:
Maybe not 20%
I think 20% should work fine. Each regular climate preference has base 20% habitability on planets from other categories. Cold preference has 20% habitability on Wet and Dry, etc.

Habitat, Gaia, and Ringworld would simply have that 20% on all of these, due to not belonging to either of these categories.
 
  • 5
  • 1Like
  • 1
Reactions:
Äntligen! (if someone still remembers that guy) ... anyway one of the first thing I ever was nagging about was
Michaelis–Menten kinetics for population growth! The linear model was really really getting under my skin as I was working with ”complex biological system modeling” at the time.
Now they just have to adress the habitability in a in a decent way and I will be in chemical bliss!
https://en.wikipedia.org/wiki/Michaelis–Menten_kinetics
 
  • 1Like
Reactions:
I think 20% should work fine. Each regular climate preference has base 20% habitability on planets from other categories. Cold preference has 20% habitability on Wet and Dry, etc.

Habitat, Gaia, and Ringworld would simply have that 20% on all of these, due to not belonging to either of these.
Yes, but the idea behind it's: your are starting on a different setting, with powerful bonuses (the void dweller traits, or the bonuses from a starting gaia/ringworld) but you had lost at all the ability to live in planets/normal planets. If you want to live in those worlds, you must reconquer that ability.
But I think that a 20% for all it's good for gaia starting, because a gaia planet it's a planet, so...
Maybe they can introduce 2 other type of megastructure, with normal gravity and other things that have the same habitability of planets of the same climate, like Banks Orbital and a Stanford Torus, to cover all of possibility.
 
  • 4
  • 1Like
  • 1
Reactions:
First of all, slaves not being resettled. WHY?! What is the logic behind this? Why would you ever do this? This makes slavery in it's entirely horrific. It means you now get screwed entirely in so many ways. You can't even really manually resettle them anymore. You're neither addressing that the current system loves enslaving unemployed pops over virtually everyone else. It will go out of its way to free enslaved pops so it can enslave unemployed pops. Which makes zero sense since domestic servitude is horrible and nobody uses it. You're introducing a system to deal with micromanagement, Then locking out authoritarians from it, why? @Eladrin

As for the rest, I have no idea why people celebrate this as if it was the next coming of Jesus Christ. A lot of this sounds frankly clunky and half-baked. Rather than fix the system as is you're once again yanking out the guts of the game and completely overhauling everything.

Reducing pops sounds okay. I hope you have a plan to increase their production to make up for this. The game is already slow as molasse early on until you get your worlds off the ground. With fewer pops, you get fewer resources, slowing all of this down.

Also, RIP Ring World start for anyone who isn't Lithoid/Machine Empire.
 
  • 19
  • 3
  • 1
Reactions:
First of all, slaves not being resettled. WHY?! What is the logic behind this? Why would you ever do this? This makes slavery in it's entirely horrific. It means you now get screwed entirely in so many ways. You can't even really manually resettle them anymore. You're neither addressing that the current system loves enslaving unemployed pops over virtually everyone else. It will go out of its way to free enslaved pops so it can enslave unemployed pops. Which makes zero sense since domestic servitude is horrible and nobody uses it. You're introducing a system to deal with micromanagement, Then locking out authoritarians from it, why? @Eladrin

As for the rest, I have no idea why people celebrate this as if it was the next coming of Jesus Christ. A lot of this sounds frankly clunky and half-baked. Rather than fix the system as is you're once again yanking out the guts of the game and completely overhauling everything.

Reducing pops sounds okay. I hope you have a plan to increase their production to make up for this. The game is already slow as molasse early on until you get your worlds off the ground. With fewer pops, you get fewer resources, slowing all of this down.
Because slaves aren't free so they can't just decide to up an migrate somewhere under their own volition. You, as their owner, have to pay to move them.
 
  • 15Like
  • 9
  • 1
  • 1
Reactions:
A lot to take in, but putting this together as a complete picture with the last few DDs is nice. I am looking forward to play the new economy game that will result from all this. As an economy shift of this magnitude interacts with many game elements, I encourage PDX to take their time to get it all right.
 
  • 7
  • 1Like
Reactions:
The main reason might be that they want to keep the flavor of freedom of movement and choices to the egalitarian ethos. If they allow every ethos to equally automate relocation of pops egalitarians would lose a kind of "ID" card.
Except, this isn't about "flavor". This is about reducing micromanagement. Arbitrarily restricting it doesn't help with the flavor but sure as hell kills the fun of playing anything else. Logically slaves should be shipped around on-demand even faster than free pops who can decide where they want to go.


Because slaves aren't free so they can't just decide to up an migrate somewhere under their own volition. You, as their owner, have to pay to move them.

Once again, that's an RP take on a GAMEPLAY ISSUE. That ignores that the government should be able to institute a law whereby they get shipped to wherever they're needed. Pop resettlement was introduced because of massive micro-management and the sheer annoyance it caused. Restricting it arbitrarily for RP reasons is beyond absurd.
 
  • 10
  • 2
  • 1Like
Reactions:
First of all, slaves not being resettled. WHY?! What is the logic behind this? Why would you ever do this? This makes slavery in it's entirely horrific. It means you now get screwed entirely in so many ways. You can't even really manually resettle them anymore. You're neither addressing that the current system loves enslaving unemployed pops over virtually everyone else. It will go out of its way to free enslaved pops so it can enslave unemployed pops. Which makes zero sense since domestic servitude is horrible and nobody uses it. You're introducing a system to deal with micromanagement, Then locking out authoritarians from it, why? @Eladrin

As for the rest, I have no idea why people celebrate this as if it was the next coming of Jesus Christ. A lot of this sounds frankly clunky and half-baked. Rather than fix the system as is you're once again yanking out the guts of the game and completely overhauling everything.

Reducing pops sounds okay. I hope you have a plan to increase their production to make up for this. The game is already slow as molasse early on until you get your worlds off the ground. With fewer pops, you get fewer resources, slowing all of this down.

Also, RIP Ring World start for anyone who isn't Lithoid/Machine Empire.
You can always manual resettle slaves. They just aren't free people so they can't migrate.
 
  • 7
  • 3
  • 1Like
Reactions:
logistic pop growth
Love the idea, along with improving performance by lowering pops. However:

Have you taken into account that massive resettlement will be optimal in this system? As long as planets grow quickest around the middle of their carrying capacity it will be optimal to resettle significant amounts of pops from populated worlds to unpopulated worlds, constantly. Whereas currently we only resettle up to 10 to upgrade the capital building now there would seem to be encouragement to resettle everyone, everywhere.

What happens if you have Robot assembly and Organic assembly at the same time? Assuming it doesn't work at all, is synth ascension going to be getting a nerf along with this? Because it'll be way, way too far ahead if it still gets full pop growth and cloning vats can't be used with robots.

ringworld habitability

I dunno about this. Yes ringworld is good, but this makes it bad, really bad. And if anything Lithoids are far superior since they can still colonize thanks to their habitability bonus. Hope this gets some testing. Perhaps giving Ringworld Habitability something like 30% habitability on all climates would make sense (after all they should be adapted at least somehow better to those climates than a tomb world).

Void Dweller stuff
Great, though might be making them a LITTLE too OP. After all, now habitats can get both research and alloys/CGs from districts. They also get even more building slots and a huge discount with one of the better tradition trees.

Authority bonus changes
Uhh, I really don't think -10% empire sprawl penalty is a buff compared to +1 edict. Edicts are really quite big while you generally either don't care about empire sprawl penalty or have empire sprawl under control and therefore zero penalty.
 
Last edited:
  • 6Like
  • 1
Reactions:
What happens if you have Robot assembly and Organic assembly at the same time? Assuming it doesn't work at all, is synth ascension going to be getting a nerf along with this? Because it'll be way, way too far ahead if it still gets full pop growth and cloning vats can't be used with robots.
I assume that it'll work the same way as regular pops, with species being favored to be chosen to grow based on their assembly speed modifier.
 
You can always manual resettle slaves. They just aren't free people so they can't migrate.
Which is the point. This was a feature to help with micro-management and how time-consuming it was. It's a GAMEPLAY feature. Not an RP one. And even from an RP perspective, it makes no sense. An Empire that has indentured assets/slaves would not let them sit around without doing anything. They would be shipped around without their say-so to wherever they're needed.

There's no logical reason whatsoever to restrict Authoritarians from benefitting from a gameplay feature meant to reduce micro-management. Which has been plaguing the game to an extreme extent in its last few iterations.

Further you guys keep ignoring that the GOES OUT OF IT'S WAY TO ENSLAVE UNEMPLOYED POPS FOR NO GOOD REASON! It will literally free slaves so it can enslave unemployed pops. Thus further preventing them from moving somewhere else.
 
  • 10
  • 1
Reactions:
Yes, this is true. They'll have some pretty potent bonuses when it comes to R̵Ę̶͐D̵̩̄A̸͙̓C̶̢͝T̶̩̆Ę̸̈D̴ though, we'll talk more about that in a few weeks.

It is nice to see Psi ascension gets something to improve it. I hope you can do a rebalance for all the ascension types and give each some purpose or shuffle some bonuses around.
Synth having the most pop growth, the most resource output and also the least pop upkeep blows all other options out of the water.
Bio is decent if you can gather some nice traits/species, but gene-modding is such a pain. It not just blocks your research, but just being able to mod on per planet basis isnt the best. With resettlement costing influence bio will most likely take a major hit, because you can spread the modified pops out anymore.


In the new automatic resettlement system. If a planet has something like a miner job while several other planets have unemployed pops do the ones with job related traits,like industrial, have a higher chance to resettle compared to pops that don't have the trait?
 
  • 1
Reactions:
If I can suggest one change it would be to base that S curve on the total carrying capacity of your entire empire instead of a single planet.

And then divide the growth coming from that over each planet proportionally to the unfilled carrying capacity of each planet.

That would solve a lot of problems regarding gamey systems where people keep partially filled planets around just to be on the sweet spot of that S curve and then migrate/resettle pops from that planet to other planets.

It would also help significantly in the wide vs tall contrast as new colonies would no longer be adding entirely new sources of growth but simply increase the total carrying capacity. This would open the door for tall mechanics that increase carrying capacity without expanding ( like mastery of nature ). A tall empire that's invested significantly in a few planets through ecumenopolis, mastery of nature, a ringworld etc. would be able to achieve the same total carrying capacity and thus growth as a very wide empire that has dozens of colonized systems.
 
  • 21
  • 7Like
  • 3
Reactions:
Now's my chance to bring up my issues with forced pop growth. Since you lose half the growth progress when switching pops, unless the current pop is just totally unsuitable it's usually best to wait until this one is done, then force another. But you'll likely forget and have the same problem later. I would suggest having a shift-click select the pop to switch to after the current one grows to avoid the progress loss. Same with going back from forced to any-pop growth since losing half your progress to lose the -20% speed is putting you in the position of delaying growth now to speed growth over time which may take a long time to pay off, even if switching to a fertile species.

Now regarding pop assembly; how is the pop selected? Cuz the semi-random choice of natural growth doesn't seem right when you're growing pops by choice in a facility. I'd like to suggest it choose based on what pops would best do unfilled jobs, or would bump pops from jobs they're unsuited for. If it's too resources intensive to compare all available pops to available jobs, it could be based on planet designation and have it assemble the best available farmers, researchers etc. I guess the capital should build the citizen pops with the best leadership traits?

Also, is cloning affected by regular growth bonuses or are its bonuses separate? I'm wondering if I'd be creating a clone version of pops with slow-growth and sedentary traits for semi-free points since they'd be grown on-demand anyway.
 
  • 8
Reactions: