Let us disable Carrying Capacity

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klingonadmiral

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It completely ruined habitats for non-Void Dweller Empires. This in turn makes the game little more than galaxy generation lotto as success will directly depend upon how many habitable planets you are blessed with.

Pop growth of an overcrowded planet with unemployment:

2021_10_20_8.png

Pop growth on a habitat with spare housing and free jobs:

2021_10_20_9.png
 
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Ryika

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Habitats aren't that bad, you're just focusing on the wrong stats. Planetary Capacity largely works off free district slots and overall housing, so replace a mining district with a housing district and the growth problem is solved. Once you unlock the habitat upgrades (and potentially pick the Voidborne AP), habitats become a lot more productive and can carry a lot more pops.

I do think the entire implementation of the Carrying Capacity system is unintuitive and makes little logical sense though.
 
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Mastikator

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There is a slider for it already, but it only affects the positive part of growth modifier.
...so make a slider for it that affects only the negative part of growth modifier? (which was my point)
 

Franton

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I think the main issue here is that carrying capacity is modified by free housing or built districts. Capacity implies the potential of the planet, including everything built on it. This doesn't change by building anything. Only planet type* and size should affect capacity, and these normally don't change. And habitats should have a higher than normal base capacity because they were explicitely built to house and support many pops within a minimal amount of space!

(by type I basically mean: normal planet, Gaia World, Ecu, Habitat, Ring World section, etc.; not Desert or Arctic world, since that is already covered by habitability modifiers)

That said, I guess it wouldn't be a good idea to model pop growth after reality, because that would lead to extreme levels of growth unless put under government control.
 

Incompetent

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Maybe "carrying capacity" should be worked out at an empire level somehow (at least for free, sentient species and for Gestalt drones). Even if the planet they are on is nearly full, the pops "know" their children can always resettle. This would cut down a bit on the micro involved; trying to make sure every colony has not just adequate housing, but a large housing buffer in order to encourage growth, is rather tedious and nonsensical.
 

GloatingSwine

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I do think the entire implementation of the Carrying Capacity system is unintuitive and makes little logical sense though.

I don't know about that. I do think carrying capacity is communicated poorly though. It's the sort of thing where it would be really useful to have a breakdown of it somewhere and also something that expands the math of how much it is affecting the planet so you can figure out how much extra you need to encourage growth there.
 

James Fire

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I think your screenshots don't show enough information to be able to make a conclusion.

You say "overcrowded planet", but it looks like it can't have more than a few districts built, of the 16 space. Empty districts raise the Carrying Capacity.