Actually, Josun, I specifically said earlier that we are going to experiment with pop growth, but that if and when we make any changes to growth, it would be due to gameplay consideration, not a doomed-to-fail attempt to make pop units 'realistic'.
PERSONAL FEEDBACK/OPINION to pop growth, why I think it is to fast
... that is also the main reason, why i will change it for me, to have more gameplay options and that I HAVE to think, where to use that "rare" resource the best and how to get more of them, through
- Buildings
- Migration Treaties
- different species, that more pops are growing
- Improved Technology
- even stealing them, slaves etc.
and that I want to protect them.
At the moment I really don't use anything of that and win ...
GAMEPLAY decisions after 900h exp with Stellaris (Vanilla and this mod, but never finished a ST game) and
finished and won all Vanilla games, if they didn't bug out LOL (MP, SP) :
- never built or used any buildings/structures/edicts to improve "pop growth", as it is a waste of space
- never built or used any buildings/structures/edicts to improve "migration"
- always only researched things for food, migration and growth if "nothing" else is there to research
- don't or very seldom care where the pops are sitting, or if the correct pop is stationed on the best building
- after a short time, replacing food buildings, because of tech or planets are full (100-150 years gameplay)
- always destroying migration buildings (sometimes keep the ones with unity bonus)
and a lot more
- using "snowball effect" to overcrowd a new planet after ONE year and that I could produce more pops on that already full planets. (already happens after 100 years)
the problem to colonize every stupid rock, without thinking, would only change when we have to use a pop for "colonize ships" and a drastic pop growth reduction !
Only Pop growth reduction, wouldn't change that, it even would encourage that !
Also the building time of advanced robots has to be a lot longer, but not normal mechanic devices . That should be a strategy to help to improve production, as it will be regulated because of energy shortage !
So lot of already included gameplay makes at the moment no sense to use, because of to fast pop growth and that has nothing to do with "realistic" population levels.
Of course changing that , would give an experienced player the chance to use all that new things, which have to be considered against a new player.
The difference between a dumped down game, where few things matter and a game, where more things are possible and make a "difference"
thanks
PS: And as ST don't (???) has scripted end-game crises , where thousand of ships came out from nowhere and would be to strong after 150 years, I am not able to see a problem.
It even would help with performance, as there should be fewer, but more valuable things in the galaxy after 150 years , and overcrowding only will happen after 400 to 500 years instead of 100 years !
PPS: LOL just found out that the ST mod has a lot of buildings which makes pop growth faster ...
even I reduced the growth rate for
-40% ### Planetary Government
-20% ### Planetary Administration
-20% ### Galactic Administration
-10% ### Colonial Authority
MY CLYNGON STARTING PLANET is near OVERCROWDED , as I used buildings which improved growth rate ... seems all that Disagree people don't know how to play that game !