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Munqaxus

Second Lieutenant
66 Badges
Mar 2, 2017
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Does anyone have any tricks to increase their populations? Here's a couple I know of.
  1. Growth techs and traditions
  2. Expansion Tradition - +1 Extra pops when establishing a colony
  3. Robot Assembly Plants
  4. Building a colony on a low habitability planet and moving pops from it as they grown
Any other tricks or tips?
 
Nihilistic Acquisition - treat AIs as pop farms.

Migration Pacts + lots of open jobs + Transit Hubs - treat AIs as pop farms.
... as above + Corvee System - make sure every colony in your Transit Hub systems have lots of open jobs, manually transfer the new immigrants away from Transit Hubs so you can get more immigrants.
 
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Biggest thing to consider for your own growth is easily the Carrying Capacity system.
You can get up to a x1.5 growth modifier that is multiplicative with everything else if you spread your pops around and provide enough housing.
 
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Nihilistic Acquisition - treat AIs as pop farms.

Migration Pacts + lots of open jobs + Transit Hubs - treat AIs as pop farms.
... as above + Corvee System - make sure every colony in your Transit Hub systems have lots of open jobs, manually transfer the new immigrants away from Transit Hubs so you can get more immigrants.
Transit hubs increase the chance of resettlement AWAY from the hub planets.
They have no influence on who goes where.
 
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Does anyone have any tricks to increase their populations? Here's a couple I know of.
  1. Growth techs and traditions
  2. Expansion Tradition - +1 Extra pops when establishing a colony
  3. Robot Assembly Plants
  4. Building a colony on a low habitability planet and moving pops from it as they grown
Any other tricks or tips?

Zombies + Budding + Clone Vats + Healthcare Workers for amenities


Clerks may not be great jobs, but by gods can you fill a lot of them.
 
Best way I've found requires you to be something that can assimilate, either synth ascension, necrophage or gestalt machines with Machine Integration.

Those are the three ways of converting pops to your main species.

After that you just need three things: huge amounts of energy for resettlement, if you can't wage Total War by other means also a Colossus, and a suitable target race. Then you go around, take their planets with high population and transfer all but 1 pop to your home planet. The last pop usually resettles on its own, abandoning the planet. That allows you to abandon the whole system without any costs.

Gives you hundreds of new pops in no time. At that point you stop caring about your growth rate, that's something the lesser species do for you.

The Nanobot Diffuser is another way for driven assimilators, but resettling your own pops doesn't come cheap and abandoning the planet costs 200 influence on top of that. So, I'd stick with the methods above.
 
Transit hubs increase the chance of resettlement AWAY from the hub planets.
They have no influence on who goes where.

20220211141248_1 copy.jpeg


Is this tooltip lying to me?
 
View attachment 805964

Is this tooltip lying to me?
the tooltip is just talking about unemployed pops in the system going to other worlds.
It does not mention the Transit Hub increasing the chance that pops come to worlds with transit hubs.

Transit hubs only export!

And uh, the transit hub only works on shipping away unemployed pops, so if your strategy involves getting immigrants in un-filled jobs...the transit hub won't ever activate unless you slack on "moving them away to keep the planet attractive to migrants from other empires"
 
It does not mention the Transit Hub increasing the chance that pops come to worlds with transit hubs.

Yes, it does. That's what the words at the end of the paragraph say.

The pops in this system (which has a transit hub) will migrate to other planets with housing, habitability, and in systems with a transit hub.
 
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the tooltip is just talking about unemployed pops in the system going to other worlds.
It does not mention the Transit Hub increasing the chance that pops come to worlds with transit hubs.

Transit hubs only export!

And uh, the transit hub only works on shipping away unemployed pops, so if your strategy involves getting immigrants in un-filled jobs...the transit hub won't ever activate unless you slack on "moving them away to keep the planet attractive to migrants from other empires"
I noticed they changed the tooltip, so it looks like it should be instantaneous (it's not though), and it looks like a transit hub is required in both the exporting and importing system.

The tooltip should be changed to reflect what it actually does, because I'm 100% sure it does not instantly move unemployed pops at the end of the month.
 
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View attachment 805964

Is this tooltip lying to me?
Yes, the tooltip is incorrect, and iirc, was incorrect from the very beginning. It's likely a holdover from the beta where Transit Hubs probably used to work that way for a while but were changed before the patch went live.

Bonus Fun Fact Time! There's an unused building Icon in the files that's labeled as building_transit_hub:

building_transit_hub.jpg


So it seems like they also tested it as planet infrastructure enough to have created more than just rough placeholder art.
 
Yes, it does. That's what the words at the end of the paragraph say.

The pops in this system (which has a transit hub) will migrate to other planets with housing, habitability, and in systems with a transit hub.
Transit Hub is not required by the system receiving the pop. It does NOT increase the chance to receive a pop either.
 
Czy ktoś ma jakieś sztuczki, aby zwiększyć populację? Oto kilka, których znam.
  1. Technologie i tradycje wzrostu
  2. Rozszerzenie tradycji - +1 dodatkowe trzaski podczas zakładania kolonii
  3. Zakłady montażu robotów
  4. Budowanie kolonii na planecie o niskim współczynniku zamieszkiwania i przenoszenie z niej wykwitów w miarę wzrostu
Jakieś inne sztuczki lub wskazówki?
Plik 00_defines

BASE_POP_GROWTH = 3 # Base growth rate of pops

Co miesiąc powiększa się o 3 do 100 .
3/100 = 33,3 miesięcy
od tej liczby są dodawane wszystkie mnożniki
zmiana na 5 daje 20 miesięcy , a to podstawa wszystkich mnożników


pop_growth_speed = 0.10 - mnożnik prędkości populacji, daje 10% prędkości przyrostu

mnożnik ujemny
food_policy_rationing
modyfikator
food_policy_generous - pop_growth_speed = 0.10
 
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I noticed they changed the tooltip, so it looks like it should be instantaneous (it's not though), and it looks like a transit hub is required in both the exporting and importing system.

The tooltip should be changed to reflect what it actually does, because I'm 100% sure it does not instantly move unemployed pops at the end of the month.

Yes. @Strangedane is correct. Pops won't leave your empire in this way though, if you were concerned about that.

Yes, the tooltip is incorrect, and iirc, was incorrect from the very beginning. It's likely a holdover from the beta where Transit Hubs probably used to work that way for a while but were changed before the patch went live.

Thanks, but that's discouraging.

I assume this is already logged in the Bug Reports subforum?

How can we test to see when this is fixed?
 
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Biggest thing to consider for your own growth is easily the Carrying Capacity system.
You can get up to a x1.5 growth modifier that is multiplicative with everything else if you spread your pops around and provide enough housing.

This only ever happens once a colony reaches a certain size and comes at a pretty large cost of minerals, right?

Say it's late game already. There basically seems no point in further colonization given than those long, long years to reach 10+ pops to even get that bonus are going to take so long.
 
This only ever happens once a colony reaches a certain size and comes at a pretty large cost of minerals, right?

Say it's late game already. There basically seems no point in further colonization given than those long, long years to reach 10+ pops to even get that bonus are going to take so long.
pop growth is pop growth even if its crappy, you also get 2 free pops form the colony ship, that's why you colonize the low habitability planets. you abuse the modifier by making sure you always have 2x as much housing as pops, keep the jobs at that level too.

also since 3.3 has a lot less influence sinks you can just colonize planets and move the 2 pops colonize the planet again.
 
You can abuse internal and external immigration

via an edict giving you +25% and a trait giving you +15% and migration treaties.

An example of this using this is be xenophile and start hegnomy origin, sign migration treaties with your allies, turn on edict and any immigration you get will be multplied by %40.

This also works during colonization, your capital will be losing say -4 pop growth, but your colony will be gaining +4 * 1.4 = +5.6 from immigration
 
This only ever happens once a colony reaches a certain size and comes at a pretty large cost of minerals, right?

Say it's late game already. There basically seems no point in further colonization given than those long, long years to reach 10+ pops to even get that bonus are going to take so long.
No, you can realistically start to push towards full growth bonus with at little as around 17-18 pops on a planet.

See:

In theory, if you really wanted to maximize growth as early as possible, you could settle your 2 guaranteed planets and then start resettling pops from the capital to them until your pops are spread equally, and while you're doing that, construct a bunch of city districts and housing buildings to push planet capacity up, and you'd soon end up with 3 planets at maximum growth bonus. That's almost certainly not efficient of course, since you would essentially not be able to do anything else at the same time - but it does not take long until you can start clearing blockers on your colonies, and constructing more city districts.
 
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Other replies have covered everything about increasing pop growth on planets conventionally. However, if you want insane numbers of pops without having to pay any attention to pop growth there are two options:

1.nihilistic acquisition, for which you need either authoritarian or xenophobic ethics. As long as you have a casus belli, declare war with bombardment setting on your fleets to raid, empty the enemy's planets of pops and then white peace, pick your next target, rinse and repeat and you can keep farming pops from AI empires as long as want, long after ordinary planetary growth rate has effectively slowed to zero on your own planets.

2.the slave market. Currently, because AI empires buy up slaves almost immediately after they come on the market, the only way to buy slaves is to put the game on its slowest speed, keep the slave market screen open and your finger hovered over the pause button and as soon as a pop comes up for sale you pause and then buy it. This is painful micromanagement but if you can bear it then you will probably get somewhere in the region of 15-20 odd new pops a year depending on galaxy composition, although the rate slows down late game. I did see in the patch notes for 3.3 that they are going to adjust how AI empires buy slaves so they may stay on the market for longer in the new patch.

Just to add, if synthetic ascension is your thing and you want to assimilate your newly acquired pops then spread them around your planets rather than keeping them all on one planet, as you will then assimilate the pops at a much faster rate.