Pop growth in large empires slows to a crawl, no matter what.

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Colonizor48

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tweak your game start pop growth settings a tthe start if u dont mind a bit of lag/have a good cpu and dont complain about it on the fourms. There is a way to disable it.
 

Telenil

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Trivia: I studied the logistic function during my studies, it is the actual model used to predict population levels in animals groups. It is a function in x*(1-x), the helpful property is that growth is extremely slow when x is near 0 (population is low) and when x is near 1 (resources fully consumed).
 
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unmerged(350868)

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Is that why new colonies are slow at growing later in the game.

It kinda makes the L Cluster worthless.

Just to be clear, its the overall pop size in your empire that affects it.

I think integrating other empires may be the only way to grow after a certain point then?

I like the sound of that mod.
 

theBigTurnip385

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Is that why new colonies are slow at growing later in the game.

It kinda makes the L Cluster worthless.

Just to be clear, its the overall pop size in your empire that affects it.

I think integrating other empires may be the only way to grow after a certain point then?

I like the sound of that mod.

Yes there is a slider on the game creation screen called Growth Required Scaling it can have a value between 0 and 1

Normally a pop requires 100 growth, the slider adds the value to the growth required amount each time you grow a pop at 0 it stays at 100 for the whole game.

at 0 it has no effect you grow pops at 100 for the whole game.
at 0.5 when you grow your first pop the next pop needs 100 + 0.5 = 100.5, the next pop 100.5 + 0.5 = 101, it takes longer and longer to grow a pop.
at 1 its growing 101,102.103, after 100 pops you are now needing 200 points to get a new pop, twice as many as when your started.
 
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Eled the Worm Tamer

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I still think a better solution would be to scale pop growth on per-pop level, but based on living standards and social strata.

Worker pops are net adders to population.

Specalists and ruler are net drains.

Higher living standards reduce pop growth but increase happyness thus stability and pop productivity.

thus your rural worlds become net pop exporters, and urban worlds and ecu net pop consumers.
 
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Colonizor48

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I do kinda wish there was a setting now that i think about it to multiply pop resource output and upkeep. That way you could have a game with far fewer pops but far more output/upkeep per pop/
 
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aroddo

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I really wish there was some long term way to increase effiency of the pops rather than only rely on the pop growth. I have always found it bit silly that your capital or the oldest colony can easily replaced by a random colony once you just build the buildings/districts and move pops over.

I think 100+ year stable colony world should be more efficient at producing research than a fresh colony which just has been filled by labs.

I like that idea.
Some sort of established infrastructure bonus that only old colonies and old buildings get, which would represent a finely tuned local government and bureaucracy.
 
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unmerged(350868)

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at 0 it has no effect you grow pops at 100 for the whole game.
at 0.5 when you grow your first pop the next pop needs 100 + 0.5 = 100.5, the next pop 100.5 + 0.5 = 101, it takes longer and longer to grow a pop.
at 1 its growing 101,102.103, after 100 pops you are now needing 200 points to get a new pop, twice as many as when your started.
Cheers dude... Thats fantastic

Do you have a similarly simple explanation for the Logistic Growth Ceiling
 

Colonizor48

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I like that idea.
Some sort of established infrastructure bonus that only old colonies and old buildings get, which would represent a finely tuned local government and bureaucracy.
ye this is a good idea. Suggest htis
 

rubert

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I like that idea.
Some sort of established infrastructure bonus that only old colonies and old buildings get, which would represent a finely tuned local government and bureaucracy.

Before the big pop rework and removal of tiles I was hoping for something like that. Essentially an old and stable colony or homeworld should be better at producing whatever they produce. The effiency could also be affected by different events:
  • Hostile fleet goes through the system gives penalty
  • Lost battle in a nearby system gives a penalty ("the purifiers are gonna kill us all!")
  • Planetary bombardment gives a bigger and longer lasting penalty (devastation sort of does this already)
  • Friendly fleet stationed or patrolling gives bonus ("this world is important enough to defend")
  • Colony near a border gets penalty (especially if it is a hostile empire)
  • etc
Could also be bonuses to specific jobs as well.
 

Nevars

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I really wish there was some long term way to increase effiency of the pops rather than only rely on the pop growth.
There is a lot of ways to increase it already, chief amongst them a lot of tech increase job output, some ethics, civic, tradition and stability also do that.
 

rubert

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There is a lot of ways to increase it already, chief amongst them a lot of tech increase job output, some ethics, civic, tradition and stability also do that.

Techs are problematic as they increase the effiency of all pops and while stability increases productivity of the planet slightly it does so instantly. Like I said, I have found it silly that you can colonise a new world, build bunch of labs/alloy foundries/whatever and just move pops over and the new planet will be instantly as productive as a century old colony.
 
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arosenberger14

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While the real life slowdown in population growth is a bit more complicated (it has more to do with increasing wealth, education and contraception than with some realisation that the planet is full, which it kind of isn't especially if we're talking a few centuries into the future) the relentless focus on pop growth in Stellaris' economy has always been kind of ridiculous. All empires, regardless of ethics, kind of work like 19th century industrial economies with massive population growth and huge mining and farming sectors.

I don't think there's much that can be done to change that with the way Stellaris works now, but it would be nice if population growth were something that had to be incentivized or created through the right conditions (for example, by deliberately creating an impoverished underclass) but where it would also be a viable choice to trade in population growth for automation or efficiency benefits. I see no reason why in the future one highly educated worker with a lot of automated machinery won't be able to do the work of hundreds or even thousands of barely-literate neo-feudal serfs, and it would create a meaningful difference between different kinds of empires.

Also, having not every empire focused on massive population growth would probably solve much of the performance problem without the need for arbitrary caps.
Bingo. The core problem with Stellaris at the root of these endless pop growth debates is that an empire's strength and the rate at which it grows stronger are both proportional to its number of pops. So all strategies boil down to "grow faster." That and the economy's always on a near total-war command-style footing with no distinction between private and public sectors. Probably too late for Stellaris 1, but Stellaris 2 should try and detach an empire's strength from its size to some extent.
 

Tsavong

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The without pop income from mining and research stations is low. As an example I get like 20 physics research from stations 20 years in and. the tech to increase it gives only + 10%. Thats close to nothing.

So when you want to reduce pop numbers, you could put more of the economy into those space ressources.
The effiecency of all space deposits could be increased by buildings on planets in the system.
An research lab as an example would then only have 1 researcher job left but the researcher would also increase the value of research deposits in the system by 50%.
 
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aroddo

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Got around to conquer a FE Ringworld. Filling that to even normal colony level by normal means would take a thousand years, so I proceeded like this:
  1. Identify economically weak sectors with plenty of pops.
  2. Build up Gene clinics and Cloning Vats on the emigration colonies.
  3. Unemploy ruler and specialist ties, then shuffle most of them over to the ringworld sections. The unemploying prevents workers from filling up high tier jobs when moving them. Moving workers first would lead to workers becoming promoted immediately to higher tier jobs at their destination, so I filled up specialist/ruler jobs first with the respective pops.
  4. After source planet pops have been largely emigrated to the ring world, cut the source sector down as much as possible.
  5. Create a vassal from the depopulated sector.
The new vassal will have maximum pop growth while the empire barely notices the loss.
Maybe 20 years later, the vassal can be reintegrated as a source of fresh new pops for your optimized but underpopulated worlds.

Also, the L-Sector can only create 1-system sectors, so I developed them, created vassals out af most systems and left them to breed.