how much extra housing do you need to + pop growth?

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MatthewP

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it’s not that simple. You actually get extra pop growth from having enough pops on the planet already and having enough excess planet capacity for them. Planet capacity is increased by increasing housing. If you give more detail on your planet situation you can probably get a more detailed answer.
 
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malakhglitch

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You also have to take into consideration the planet class since unused and unblocked district slots also give planet capacity. It has been mentioned by the devs that, for the most part, leaving a gaia planet mostly undeveloped actually gives a bigger planet capacity and the opposite holds for tomb worlds and habitats .
 
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DeanTheDull

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i tested it and when the city district completed my pop's growth rate stayed the same

Per the wiki, pop growth is a factor of both capacity (housing + a value per unbuilt districts) AND pops. Pops is actually more significant on a by-unit basis than housing: you need about 20 pops and 140 capacity to reach the max, or closer to 100 capacity at 25 pops. At low pop, adding more housing won't really do much.


450px-Update_3_growth_surface_plot.png
 

Ryika

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Bonus growth depends on planetary capacity and number of pops on the planet.
How capacity works and everything is explained in the wiki article above, but if you just want an overview of all the possible values, there's a nice and clean sheet here:

 

bugman

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Bonus growth depends on planetary capacity and number of pops on the planet.
How capacity works and everything is explained in the wiki article above, but if you just want an overview of all the possible values, there's a nice and clean sheet here:

so once you have 10 pop you should have at least 21 free housing to not incur penalties?
 

Ryika

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so once you have 10 pop you should have at least 21 free housing to not incur penalties?
No, it's 21 planet capacity that you want. It's gained through housing (total housing, not free housing, although I believe something changed in 3.1? Not sure.), but each free (= unused and unblocked) district slot gives capacity (4 on normal planets, 6 on gaia / hive worlds, 3 on tomb / machine worlds) as well.

You can see the current value by hovering over the planet size icon in the planet ui.
 

bugman

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No, it's 21 planet capacity that you want. It's gained through housing (total housing, not free housing, although I believe something changed in 3.1? Not sure.), but each free (= unused and unblocked) district slot gives capacity (4 on normal planets, 6 on gaia / hive worlds, 3 on tomb / machine worlds) as well.

You can see the current value by hovering over the planet size icon in the planet ui.

i see now thanks! the planet capacity was kind of hidden under that hover feature, would never have found it on my own

so basically you should aim for about twice as much capacity as your pops, with the sweet spot being 25 pops , a bit below that (like 17) you require like 80 capacity which would cost too much admin and upkeep for the districts, and after 25 pops you can gradually let the ratio between capacity and pops get smaller
 
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Peter34

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One thing to note is that Districts that are under construction, including ones queued up for construction, reduce the Planet's Capacity, until they are built. This means that if you queue up more than one or two Districts at a time, you're temporarily reducing your total Capacity (by 4 per such District), and this might cause you to miss out on the maximum (+50%) POP Growth bonus but instead only get something like +40% or +30% or even less (even no bonus at all).

At least that was the case in 3.0. It's possible they fixed it in 3.1, but I don't think so. The 3.1 patch notes didn't say anything about it.

The thing that Ryika isn't sure about, is the change in 3.1 that somehow takes POP Housing usage into account when calculating the Planet's Capacity. This wasn't the case in 3.0, thus making the Hosing usage-modifying Species Traits more irrelevant than they are in 3.1.

I suspect what it does is it bases the Free Capacity calculation on the free Housing, plus the number of unused District Slots (multiplied by 3, 4 or 6 depending on Planet type), whereas in 3.0 the calculation just assumed that each POP used 1 Housing without bothering to check.
 

malakhglitch

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They changed that mechanic since Rogue Servitor bio-trophy jobs reduced housing requirements causing all sorts of havoc to those of us who play RS.
 

Ryika

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i see now thanks! the planet capacity was kind of hidden under that hover feature, would never have found it on my own

so basically you should aim for about twice as much capacity as your pops, with the sweet spot being 25 pops , a bit below that (like 17) you require like 80 capacity which would cost too much admin and upkeep for the districts, and after 25 pops you can gradually let the ratio between capacity and pops get smaller
25 is quite a lot when if you've still got planets that are not at the growth cap yet. I usually aim for 18 pops with appropriate housing, which does have some extra upkeep, but you also get a LOT of growth out of it, since all growth bonuses scale off the bonus base growth. Saving 7 pops means per 3 planets you can supply a fourth planet with the pops needed to get to maximum growth.

Also remember that you can use housing buildings to gain capacity as well on any world that doesn't need its building slots (after the early-game shortage, that's pretty much everywhere except on research worlds). As a gestalt, this is especially good since it solves the housing issue and also reduces the amount of maintenance drones required on the planets (often down to 0), but it's still useful for normal empires.
 
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Moonspring

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No, it's 21 planet capacity that you want. It's gained through housing (total housing, not free housing, although I believe something changed in 3.1? Not sure.), but each free (= unused and unblocked) district slot gives capacity (4 on normal planets, 6 on gaia / hive worlds, 3 on tomb / machine worlds) as well.

You can see the current value by hovering over the planet size icon in the planet ui.

I recall it was changed to include free housing now? Not sure how exactly. Did a quick check in my current game, using the -10% Pop Housing Usage from the Adaptable tradition:

Before: (with -10% housing from species trait)

5256737E37042A8D4CA6532D353A8C2C4262F254


After getting the -10% reduction from Adaptability:

E512FCACDA46420ACBCCA09116BF1F775AA7007F

(total housing reduction is -20%)

The impact on habitats seems a bit too extreme considering in both cases 10+ free housing is available and the capacity and Pop count is the same.
But this is just one comparison, so maybe the conditions here are particularly unfortunable?

Not sure if habitats have different mechanics then regular planets.
 

Ryika

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At baseline it's still based on total housing on the planet, meaning that with no housing modifiers the table I linked above is accurate.
Since 3.1 you do get some kind of bonus (or penalty) based on housing modifiers, but I'm not sure how exactly they work.

Habitats in general tend to swing wildly though, because their housing and pop numbers are at the lower end of the scale where small changes change the ratios significantly. If you queue 2 districts on a fresh habitat, you're already sitting at almost 0 growth for no real reason.
 

malakhglitch

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Habitats have a planet capacity per unblocked district set to low, in numerical terms = 3. So queuing 2 districts in a freshly colonized habitat subtracts app. 50% of the planetary capacity off the bat since habitats initially have only 4 free districts.
 

Ryika

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Habitats have a planet capacity per unblocked district set to low, in numerical terms = 3. So queuing 2 districts in a freshly colonized habitat subtracts app. 50% of the planetary capacity off the bat since habitats initially have only 4 free districts.
Yeah, as I explained before. ;) It's just a really silly how it works on habitats. Well, anywhere, really, habitats are just the most volatile.
Carrying capacity from free districts should not be removed until the district is actually finished.
 

DeanTheDull

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One thing to note is that Districts that are under construction, including ones queued up for construction, reduce the Planet's Capacity, until they are built. This means that if you queue up more than one or two Districts at a time, you're temporarily reducing your total Capacity (by 4 per such District), and this might cause you to miss out on the maximum (+50%) POP Growth bonus but instead only get something like +40% or +30% or even less (even no bonus at all).

At least that was the case in 3.0. It's possible they fixed it in 3.1, but I don't think so. The 3.1 patch notes didn't say anything about it.

The thing that Ryika isn't sure about, is the change in 3.1 that somehow takes POP Housing usage into account when calculating the Planet's Capacity. This wasn't the case in 3.0, thus making the Hosing usage-modifying Species Traits more irrelevant than they are in 3.1.

I suspect what it does is it bases the Free Capacity calculation on the free Housing, plus the number of unused District Slots (multiplied by 3, 4 or 6 depending on Planet type), whereas in 3.0 the calculation just assumed that each POP used 1 Housing without bothering to check.
It's not just when under construction, but also when complete. A district only provides as much potential capacity as it's housing. When you build a resource district that provides 2 jobs and 2 housing, you've usually reduced overall planetary capacity by 2.
 
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