Make void dweller species have 0% habitability for gaia worlds and ecumenopoli

  • 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.

Azhcristokos

Emperor of Greater Michigan
90 Badges
Oct 30, 2013
1.268
2.057
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Tyranny: Archon Edition
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Conclave
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
  • Tyranny - Bastards Wound
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Tyranny - Tales from the Tiers
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Deluxe edition
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Campus
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines Industries
  • Surviving Mars: Digital Deluxe Edition
  • Victoria 2
  • Cities: Skylines
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis IV: El Dorado
  • Age of Wonders: Planetfall Premium edition
So, since gaia worlds and ecumenopoli have 100% habitability for everyone, even those with origin-unique nerf preferences, void dweller pops will grow via immigration or migrate to "super planets" like gaia worlds and city worlds. Their horribly sluggish growth then gets in the way of other organic pops without the malus, which then really screws up your development without a bunch of micro. Is there any way we could change this?

Also, I put on migration controls for everyone, even my main species, and my main species pops would grow via immigration on other worlds. Does nothing stop immigration (not automatic resettlement)?
 

HFY

Field Marshal
28 Badges
May 15, 2016
8.535
19.905
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
Also, I put on migration controls for everyone, even my main species, and my main species pops would grow via immigration on other worlds. Does nothing stop immigration (not automatic resettlement)?
If you sign a Migration Treaty, that treaty is your policy on immigration and emigration.