My main species has the slow breeders trait though. Perhaps the system is prioritizing growth over resources. Not too bad if you see it that way
I dont think so, from my testing, growth prioritization from traits has a considerably lesser effect on the final result than Hab, or NEW_POP_SPECIES_DIV.
I'm not sure it would be possible to precisely reverse-engineer the hard-coded formula, but as far as I can tell to compare the values within a range you're ever likely to see its:
NEW_POP_SPECIES_DIV > Hab > NEW_POP_SAME_SPECIES_WEIGHT > Growth on traits.
I've found that NEW_POP_SPECIES_DIV is much more reasonable at values closer to
0.02-0.05. Thats all thats needed to make sure that new species in your empire have a decently high chance of being introduced to a new planet.
The 2.2.5 value of
0.25 is really unnecessarily high, and the previous
0.5 was, as we all know, ridiculous.
The only reason I'd consider values as high as
0.05 is actually the base purge effect that happens when your planet exceeds its housing cap. When that happens your planet will pick the species with the least growth prioritization to purge, and unless your planet is very populated, the combinded effects of NEW_POP_SAME_SPECIES_WEIGHT and hability will outweigh the very low value of NEW_POP_SPECIES_DIV, and low-hab species will be genocided off the planet. Up until housing cap a value of
0.02 feels very healthy.
Sometimes that purge actually good, but there are many exceptions created by traits, homeworlds, etc, and it can result in a species being completely genocided out of the empire entirely. Frankly, an Empire-wide equivalent of NEW_POP_SPECIES_DIV is needed, to prevent the last pop of a species from being accidentally genocided out of an empire, or even galaxy.
My disclaimer is that I play with a mod that uses a system to add growth prioritization to pops according to the applied values of their traits, otherwise what I would be seeing would be the same dominant-species paradigm as 2.2.5, except the gap would be much larger.
Basically, the current growth model is fundamentally flawed. Their habitability prioritization mechanic is mostly fine, as long as the values are high enough, but the rest of the growth paradigm is completely dictated by NEW_POP_SPECIES_DIV and its ratio against NEW_POP_SAME_SPECIES_WEIGHT on a given planet.
No matter how much they play around with those two values the growth system will always be broken.
NEW_POP_SAME_SPECIES_WEIGHT is fine, it works realistically, weighting new pop growth by the subpopulation size on the planet.
NEW_POP_HABITABILITY_THRESHOLD is fine. Personally I play with this value all the way up to
1.5, rather than the vanilla game's much lower values, because the mechanic is exponential. However, besides the value the devs chose for this mechanic, the mechanic itself is fine, works great. They also added a new habitability mechanic in 2.2.5, I havent played around with it, but according to all reports I've seen its not currently doing much.
NEW_POP_IMMIGRATION_MOD_MULT and
NEW_POP_GROWTH_MOD_MULT are great, they do exactly what you would expect them to do and scale linearly with the growth value of the trait
NEW_POP_SLAVERY_WEIGHT is actually extremely silly to even have in the game, this needs to be removed.
NEW_POP_SPECIES_DIV, the infamous value that is responsible for 90% of the growth problems the community has perceived, is actually also a perfectly fine mechanic, it just needs to be much much much lower. Its only actual purpose
should be seeding planets with a pop or two of new species to give them a chance to grow.
The problem is that NEW_POP_SPECIES_DIV is currently the main mechanic that determines which pop grows on a planet, because its values are so high, and if its values are much lower then almost every planet will become pretty much homogeneous without some new growth mechanic being introduced
Thats what actually needs to happen, a new growth factor actually needs to be introduced, by the devs.
The game just doesnt work when growth is nothing but a constant war between NEW_POP_SPECIES_DIV and NEW_POP_SAME_SPECIES_WEIGHT, which is all we get right now.
The mod I use hacks in this new growth factor prioritizing growth based on the species trait/job based economic competitiveness, but it would frankly be much better if the devs actually expanded the system some themselves.