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ffsffs1

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So I'm playing an egalitarian/xenophile empire that relies quite a bit on migration for pop growth. The immigration growth bonuses are fine (if not OP), but there is strange behaviour regarding which pops grow. Here is a "time-lapse" of my empire and the distribution of pops.

2254: 113 original species pops (no migration treaties have been signed)
2259: 130 total pops, 126 original species pops (just after 1st migration treaty is signed)
2269: 174 total pops, 133 original species pops
2312: 566 total pops, 182 original species pops
2337: 873 total pops, 178 original species pops
2363: 1356 total pops, 172 original species pops

So basically while my overall population has grown by nearly 800 pops in the last 50 years, I have lost 10 pops from my original species. Perhaps they've all just migrated to other empires, but if we look at the galaxy species numbers, we get the following:

2254: 113 pops
2259: 126 pops
2269: 141 pops
2313: 259 pops
2337: 254 pops
2363: 250 pops

Now this goes back to the whole under-represented species getting growth priority but quite frankly the result is immersion breaking. You're telling me that my rapid breeders / communal / charismatic pops just decided to stop having babies sometime around 2313? Moreover, the species that I first signed migration treaties with have basically stopped growing as well since one of the empires I have a migration treaty with must have taken xeno-compatibility and now a bunch of different half-breeds are immigrating to my empire. These half-breeds, since there are so few of them, overwhelmingly make up the majority of pops currently growing On my 22 planets, 18 of 22 are growing half-breeds. The other four are growing pure species pops that are similarly sparse. The species with the most pops that is growing in my empire are the "Vengral" fungus people which make up 16/1356 of my population - just over 1 percent.

I'm fine with under-represented species getting growth priority, and it works from a game balance perspective, but this system that more or less pushes your empire to be equally represented by every single species is terrible for immersion. Here is my proposed solution that doesn't add any sort of new pop mechanics into the game:

Every eligible species has an equal probability of being the next pop to grow.

It's really that simple. If you have 5 eligible pops, the probability any one of the five will be selected is 20%. Your society will drift to looking more multi-cultural (ie the percentage of xenos will rise over time), but you won't get these ridiculous situations where certain pops cease growing or even decline. Building on that idea a bit, you could modify the probabilities based on habitability and traits (slow/rapid breeders).
 

Subcomandante

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They didn't stop having babies they just sent their babies abroad.

This is actually an advantage because it can modify all these races in a very detailed manner.

That said you can always choose what grows.
 

ffsffs1

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They didn't stop having babies they just sent their babies abroad.

This is actually an advantage because it can modify all these races in a very detailed manner.

That said you can always choose what grows.

They clearly didn't start having babies abroad because the galaxy pop numbers I posted show the same trend. The only way I know of to control population is through the species rights screen which is locked for "values xenos too much" - probabily a xenophile thing. Not to mention that it greatly pisses off the egalitarian faction. And finally this is a problem of immersion not competitive balance. Migration treaties are really fucking strong right now, but they are also immersion braking.
 

NoCulturalRelativism

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I concur with Subomandante above, but impact can be game breaking. I signed one migration treaty and then had all bar one planet with only the new species growing. They grew from 0 to 10 whilst the original species remained static. Both species had nomadic but no other pop growth related traits. Moreover when I cancelled the migration treaty 6 planets remained locked to the new species (one colony continued to produce founder species). This is game breaking when the founders are relgious but the new species are materialist fanatic, as it leads to ever increasing conflict of faction objectives. There is no way that leaving a migration traty should mean your orginal populaiton starts having alien babies. I could understand maybe 10% from existing migrants but ridiculous. I regard it as a bug.
 

DreadLindwyrm

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Do people ever read the developer diaries?

From the top of the dev diary : (https://forum.paradoxplaza.com/foru...ev-diary-139-2-2-x-post-launch-patch.1147916/)

Pop Growth
We’ve heard your concerns about how pop growth currently functions, and how it in some cases can create situations that feel wrong. We will be adjusting how pops are chosen for growth, and try to avoid having pops move to, or being chosen for growth, on planets where they have a very low habitability. I feel like moving pops to those planets should be based more on player choice.

It's known to be an issue, and they're looking at how to change it. That suggests its not working as intended.