Let’s talk about two systems I think are in desperate need of major changes for the next big update: pop growth and research.
If you don't want to read this monster of a post, I've provided a TLDR at the bottom.
The Problems:
The fundamental problem is that the number of pops is by far the most significant determinant of an empire’s strength. Yes more populous empires should be stronger, but as of now the relationship is so strong that it dominates all other strategic considerations and interacts poorly with other mechanisms in the game. Consider:
There are also significant detriments to gameplay from the current system of pop growth:
The Solutions:
There are three broad changes I’d like to propose to fix these issues. I think there’s a lot that more that could be done to improve the economy and research system, but to keep the proposed changes realistic I’m trying to avoid ideas that’d require a complete rework of the entire economic system (again!). Also I’m going to avoid discussing ethics and internal politics; while those absolutely need improvement too that’s another topic for discussion.
First: Change pop growth to be species based instead of planet based. Instead of each planet in an empire growing pops, have each species in an empire grow at a base monthly rate of 0.1*(Number of Pops of that Species), with a minimum of 2/month. Starting with 40 pops, you’d have a base empire growth rate of 4/month giving a new pop in a bit over two years. Once a new pop is grown, it will have a chance to spawn on any world weighted to ones with high habitability, open job spots, and open housing. Every pop will contribute to growth, but pops on low habitability planets will still cost more upkeep and produce less.
This would have several benefits to gameplay. Since pop growth would be detached from the number of planets there would be less incentive to immediately seize and settle every scrap of land. Geographically small empires would still have fewer resources and building slots, but would fall behind less dramatically before other options for expansion such as habitats or terraforming became available. Signing a migration treaty or "acquiring" some xeno pops would not instantly solve all your habitability problems as it would take time for the xeno pops to grow and fill out low habitability worlds. Best of all, instead of constructing buildings and districts to react to pop growth, the player (and AI) can construct them to direct pop growth. If you want to develop a world build districts and buildings on it and the pops will grow there; if you want it to stay the same just leave it alone and once the open jobs and housing go away so will pop growth on that planet.
There’s several additional details I envision to more fully flesh out this system:
Overall, these changes will reduce the population gained by conquest and add several interesting facets to warfare. The ability to surrender to an invasion will give you the choice to try and hold out to the end to drive up war exhaustion or bring in reinforcements, or to trade a planet’s occupation for preserving your pops and infrastructure at risk of giving your enemy a short-term advantage. Increasing the overall destructiveness of wars would make tactics such as raiding more impactful, and lead to situations where once-strong empires are devastated by a Pyrrhic victory.
Third: Increase high-tier tech costs and add technology diffusion. The quickest fix to combat tech snowballing would be to make tech costs scale with sprawl again. However, this would make bureaucrats useless. Instead, I propose to rebalance the cost of higher tier technologies (I’ve made a mod that does this already) to make tech progression more in line with earlier versions of the game where you’d be getting into the repeatables near 2400.
However, this won’t combat the issues of larger empires teching up much faster than small ones. To do this, I would add a mechanism for technology to diffuse to neighbors. The base cost of a non-rare technology should be reduced if one or more neighboring empires has researched it 10 or more years ago, proportional to the time since it was researched up to a maximum of, say, 95% at 50 years. Diplomatic relationships such as commercial, migration, defensive pacts, or being in a federation will increase the diffusion, while empires with xenophobic ethics or the enigmatic engineering ascension perk will provide less of a tech cost reduction to their neighbors. Also change research agreements to provide a 25% tech cost reduction instead of rate increase. The galactic community could also have a set of laws that increase or reduce tech diffusion.
With this system, large research focused empires will still be able to stay substantially ahead of the curve, but the AI will be less likely to fall too far behind. It'd be more analogous to EU4 in terms of the distribution of technology. Alternate strategies like focusing on diplomacy or military and relying on technology diffusion for research will be possible. Xenophobic empires could get policies that let them choose between trying to steal the xeno’s tech at risk of divergent ethics spreading or their own tech leaking out, or trying to cut off technological exchange in both directions. Xenophiles with a strong diplomatic focus could try and increase tech diffusion so that their allies are all advanced.
The main benefit from this are that AI empires and diplomacy should matter more near endgame. Even if the player is still the leader in tech, ideally the AI should only be a few generations behind and still able to do something when the fallen empires awaken or the crisis hits or be able to band together and provide (on paper) a counterbalance for a player on a conquering spree. On a meta level it would nicely tie diplomacy into research much more impactfully than it is now.
Conclusions:
Taken together these three ideas should have several beneficial effects on both singleplayer and multiplayer games. To rattle off a list:
TLDR:
If you don't want to read this monster of a post, I've provided a TLDR at the bottom.
The Problems:
The fundamental problem is that the number of pops is by far the most significant determinant of an empire’s strength. Yes more populous empires should be stronger, but as of now the relationship is so strong that it dominates all other strategic considerations and interacts poorly with other mechanisms in the game. Consider:
- All advanced resource production scales linearly with pop number. Alloys, consumer goods, unity, and research are all determined by how many pops are working their jobs. Research rate and unlocking traditions are now very strongly tied to population size since bureaucrats prevent tech and tradition costs from increasing with sprawl. Consequently, it is now easy for the player to have researched all technologies by 2300, and be very deep into the repeatables by the default endgame. Additionally it counteracts diplomatic attempts to counter large empires as one large empire will research technologies faster than a research federation of several small ones with an equal total number of pops.
- The main factor determining how quickly you grow new pops is how many planets you have. Since base population growth is per-planet, the main way to increase your pop count is by colonizing as many planets as possible regardless of habitability. This overshadows traits such as fast/slow breeders and severely gimps empires that are unlucky with nearby habitable planets.
- Robots are the second most critical factor to boosting growth as adding a robotics plant effectively increases your pop growth speed by 50% or more. This is a very large boost to anyone that researches robotics and also makes them overshadow biological pop growth factors.
- Conquest enables you to substantially boost your pop numbers, especially in early game where you can double your strength by conquering a neighbor’s capital. There are no significant repercussions or inefficiencies to absorbing a bunch of hostile xenos. This is also a substantial nerf to exterminators, hive minds, and gestalts as they cannot grow immediately from conquest.
There are also significant detriments to gameplay from the current system of pop growth:
- Because each planet is steadily churning out new pops, building slots are pop-locked, and automation options are extremely poor, the player has to micromanage each planet to build new buildings and districts and/or resettle pops as they grow in. This works OK when you’re small, but at large empire sizes becomes extremely tedious.
- The “encourage growth” and “distribute luxuries” decisions are micromanagement nightmares.
- Minority races grow unrealistically quickly. While this is better than before they are still substantially over represented in pop growth. This makes your starting race choice matter less; once you get some pops with a different habitability preference via diplomacy or conquest you will easily be able to colonize almost all planets within your borders. Furthermore, I find it rather annoying when you let one pop with the right planet preference into your empire and suddenly all your planets are growing that species.
The Solutions:
There are three broad changes I’d like to propose to fix these issues. I think there’s a lot that more that could be done to improve the economy and research system, but to keep the proposed changes realistic I’m trying to avoid ideas that’d require a complete rework of the entire economic system (again!). Also I’m going to avoid discussing ethics and internal politics; while those absolutely need improvement too that’s another topic for discussion.
First: Change pop growth to be species based instead of planet based. Instead of each planet in an empire growing pops, have each species in an empire grow at a base monthly rate of 0.1*(Number of Pops of that Species), with a minimum of 2/month. Starting with 40 pops, you’d have a base empire growth rate of 4/month giving a new pop in a bit over two years. Once a new pop is grown, it will have a chance to spawn on any world weighted to ones with high habitability, open job spots, and open housing. Every pop will contribute to growth, but pops on low habitability planets will still cost more upkeep and produce less.
This would have several benefits to gameplay. Since pop growth would be detached from the number of planets there would be less incentive to immediately seize and settle every scrap of land. Geographically small empires would still have fewer resources and building slots, but would fall behind less dramatically before other options for expansion such as habitats or terraforming became available. Signing a migration treaty or "acquiring" some xeno pops would not instantly solve all your habitability problems as it would take time for the xeno pops to grow and fill out low habitability worlds. Best of all, instead of constructing buildings and districts to react to pop growth, the player (and AI) can construct them to direct pop growth. If you want to develop a world build districts and buildings on it and the pops will grow there; if you want it to stay the same just leave it alone and once the open jobs and housing go away so will pop growth on that planet.
There’s several additional details I envision to more fully flesh out this system:
- If empire-wide total housing is negative, a negative modifier is applied to pop growth to prevent overcrowding from becoming too severe
- Internal immigration would be changed to a monthly chance for a pop to resettle from a world with negative amenities/jobs/housing to one with open slots acting as a sort of “automatic resettling” mechanism
- Migration treaties would now give a chance for an empire’s pops to spawn in each other’s worlds from natural growth or immigration and can be one way or two way.
- Change nutritional standards to a species right so that xenophobic authoritarians can make the alien proles eat cake.
- Change the “encourage growth” decision to boost the chance of pops spawning on a world. Only allow it on one world. Add a notification when it expires. Remove “distribute luxuries”
- Change gene clinics to increase local planet habitability instead of pop growth.
- Give slavery empires a building and/or edict that boosts slave growth rate
- Synthetics and robots are tricky, but I think their growth should come solely from roboticist jobs. Remove the one per world limit to robot assembly plants and make them cost alloys to prevent too much spam. This will take some balancing, but the idea is that robot production will require more inputs than natural biological pop growth and be hard capped by the number of building spots you have empire-wide. Dedicate enough of your industry to building robots and you can build then faster than biological pops, but at substantial opportunity cost. We could also have planets dedicated to robot manufacturing!
- Make clone vats operate like robot assembly plants and “assemble” sterile biological pops to give the bio-boys something to balance the robots. Maybe make bio-ascension give the ability to produce biological pops.
- Change the requirements for making an ecumenopolis to having >80 pops and no basic resource districts. While ecumenopoli and ringworlds won’t have increase overall pop growth, their large number of jobs and housing will make them very attractive targets for pops to spawn in and they’ll still be more resource/sprawl efficient than normal worlds.
Overall, these changes will reduce the population gained by conquest and add several interesting facets to warfare. The ability to surrender to an invasion will give you the choice to try and hold out to the end to drive up war exhaustion or bring in reinforcements, or to trade a planet’s occupation for preserving your pops and infrastructure at risk of giving your enemy a short-term advantage. Increasing the overall destructiveness of wars would make tactics such as raiding more impactful, and lead to situations where once-strong empires are devastated by a Pyrrhic victory.
Third: Increase high-tier tech costs and add technology diffusion. The quickest fix to combat tech snowballing would be to make tech costs scale with sprawl again. However, this would make bureaucrats useless. Instead, I propose to rebalance the cost of higher tier technologies (I’ve made a mod that does this already) to make tech progression more in line with earlier versions of the game where you’d be getting into the repeatables near 2400.
However, this won’t combat the issues of larger empires teching up much faster than small ones. To do this, I would add a mechanism for technology to diffuse to neighbors. The base cost of a non-rare technology should be reduced if one or more neighboring empires has researched it 10 or more years ago, proportional to the time since it was researched up to a maximum of, say, 95% at 50 years. Diplomatic relationships such as commercial, migration, defensive pacts, or being in a federation will increase the diffusion, while empires with xenophobic ethics or the enigmatic engineering ascension perk will provide less of a tech cost reduction to their neighbors. Also change research agreements to provide a 25% tech cost reduction instead of rate increase. The galactic community could also have a set of laws that increase or reduce tech diffusion.
With this system, large research focused empires will still be able to stay substantially ahead of the curve, but the AI will be less likely to fall too far behind. It'd be more analogous to EU4 in terms of the distribution of technology. Alternate strategies like focusing on diplomacy or military and relying on technology diffusion for research will be possible. Xenophobic empires could get policies that let them choose between trying to steal the xeno’s tech at risk of divergent ethics spreading or their own tech leaking out, or trying to cut off technological exchange in both directions. Xenophiles with a strong diplomatic focus could try and increase tech diffusion so that their allies are all advanced.
The main benefit from this are that AI empires and diplomacy should matter more near endgame. Even if the player is still the leader in tech, ideally the AI should only be a few generations behind and still able to do something when the fallen empires awaken or the crisis hits or be able to band together and provide (on paper) a counterbalance for a player on a conquering spree. On a meta level it would nicely tie diplomacy into research much more impactfully than it is now.
Conclusions:
Taken together these three ideas should have several beneficial effects on both singleplayer and multiplayer games. To rattle off a list:
- An empire's growth will depend less strongly on the number of planets that spawn near their homeworld.
- Empire technological advantage will depend less strongly on number of pops. Larger empires will not be penalized for growth, while small or less tech-focused empires will be able to stay within spitting distance more easily.
- AI empires will be more relevant in the endgame.
- Migration treaties and diplomacy with other AI’s will matter more and be more of a long-term investment.
- Alternate playstyles such as intensively developing a few worlds or concentrating on things other than tech will become more practical.
- Planets will feel more unique and players will have more agency in shaping their development by being able to focus pop growth on certain planets by building infrastructure there. For instance, it’d be possible to build a mining planet with rare resource production plants without having to go back and continuously re-develop it or migrate pops off it later once the population starts to exceed the number of jobs and housing.
- Your founding species and mid game technologies such as terraforming or habitability modification will matter more.
- Warfare will not provide as strong short-term benefits to the victor and raids or invasions can do significant damage even if the territory is not held/kept.
- Lategame micromanagement will be significantly reduced.
TLDR:
- Have pops grow by species proportional to their number empire wide and spawn preferentially on planets with high habitability, unfilled jobs and housing.
- Make wars kill more pops.
- Add tech diffusion to promote non-tech focused playstyles and help smaller or less tech focused empires (i.e. the AI) remain relevant into the endgame.
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