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naisel

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If they were turned away, they might try going somewhere else, or maybe even spawn a small nomadic civilization or faction I guess (thinking of Quarians here.) Not sure if that could be modelled in the game, but otherwise...

Refugees being the origin of nomadic factions sounds like a great idea.
 
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Daronaollard

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Fantastic idea. I really like the general idea of it.
 
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Andrzej2

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Some illegal migrants and policy towards them would be nice. I also think that there should be connection between pirates strenght and populations of planets. Pops from overcrowded planets and unhappy militaristic pops should be likely to join some space pirates or decide to illegaly migrate.
 
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Sergei Meranov

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I'll join the growing throng and say that I think this would be a neat "flavor" feature. It'd add a lot of depth and realism to the game that would make the galaxy feel like it was shifting because of prolonged war.

It's one of the problems, I think, with CK2 and the mongol invasion. It happens and if you're England or wherever or even a Germanic prince you probably don't care. When in reality I think it was a pretty catastrophic and traumatic thing all around, though I could be mistaken. So, it'd be nice to see the effects of long term warfare playout. Mass migrations like refugees or whatever have had considerable consequences throughout history.
 
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Smiles_

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So, it'd be nice to see the effects of long term warfare playout. Mass migrations like refugees or whatever have had considerable consequences throughout history.
Yeah, the effects of long term war I think are the most interesting aspect.

I suspect that if this were to make it into the game, once the pop was "in-transit" they probably would not appear on the gameboard as fleet for simplicity purposes, though it would be interesting flavor to be randomly exploring the galaxy, meet a refugee fleet from an unknown war in a galaxy part you have not explored, and lead them back to one of your planets.

But I suspect that is probably too much to add. But even if it is removed from the gameboard, and they just kind of get shuffled around in events, I like.


Smiles
 
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Cruxador

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Sounds pretty realistic by modern standards. "Internally displaced" people and those taking shelter just beyond the border are always more numerous than those who actually try to make it to safety.
"Safety" is a relative term. The degree of safety afforded is somewhat offset by the difficulty of the journey and of dealing with a new culture.

Personally I think they should just land, as a fait accompli, nothing you can do to stop them.
The player choice is either accept it, or enslave, or purge.
Maybe if you have no ships or stations in the system and no army or orbital defense on the planet. But if you reasonably would be able to detect and stop a civilian vessel in your space (in a game with no stealth mechanics) you should have the option to do so.
 

BrokenSky

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"Safety" is a relative term. The degree of safety afforded is somewhat offset by the difficulty of the journey and of dealing with a new culture.

Plus xenophobia etc. I mean, if you were some kind of Muslim ethnic Arab Space Mexican Citizen, and Space Mexico (your country) was suddenly attacked by a neighboring country (those owls for example) and was starting to be occupied, would you flee to the Eagle-land Empire (Space 'Murica but with actual Avians), lead by their glorious Executive Dolan Rump (like Trump but even more caricature like and 2 dimensional), who just last year got in on the slogan "We will build a shell and make space mexico pay for it", or just to the edge of your own empire?
 
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Wikiultimate

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Each pop is like a 1-2 billion people.
The sheer amount of traffic and such they would need to access...

And what happens if the empire they flee to refuses?
Do the 1 billion pops vanish?
...

I like the overall idea, but as someone else stated, even in an advanced spacefaring society, FTL spaceships are propably not that easy to come by, especially not in the amounts needed to move billions of people.
...

Where dose it say each POP represents 1 billion individuals? That's a mechanic i hated about the Gal Civ games. You start with 8 bil on turn one and by turn 20 you have 16 billion.

As far as i am aware a POP just represents a group of people. On your home planet each POP may be 1 billion, but on that rim colony you just founded, each pop may represent 10 thousand.
 
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Cruxador

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Where dose it say each POP represents 1 billion individuals? That's a mechanic i hated about the Gal Civ games. You start with 8 bil on turn one and by turn 20 you have 16 billion.
It doesn't say that. It's a number that was arrived at by employing math, logic, and rounding. So far nothing has been found to contradict this number.

As far as i am aware a POP just represents a group of people. On your home planet each POP may be 1 billion, but on that rim colony you just founded, each pop may represent 10 thousand.
How does that make sense?
 

Wikiultimate

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It doesn't say that. It's a number that was arrived at by employing math, logic, and rounding. So far nothing has been found to contradict this number.

How does that make sense?
How dose it make sense that a colony just founded has 1 billion people while the planet they left from has not lost and POPs?
 
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Kordishal

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It would definitely be a cool feature (or an event, at least), although they would have to come up with some reason why war-ravaged pops still have access to FTL space travel without their government's assistance.

Civil Society?

Usually only a tiny amount of vessels would be state operated. Just because that stuff isn't simulated in Stellaris doesn't mean that it doesn't happen.
 
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Murmeldjuret

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Where dose it say each POP represents 1 billion individuals? That's a mechanic i hated about the Gal Civ games. You start with 8 bil on turn one and by turn 20 you have 16 billion.

As far as i am aware a POP just represents a group of people. On your home planet each POP may be 1 billion, but on that rim colony you just founded, each pop may represent 10 thousand.
From guessing how many humans a POP represents. I mean, you could argue that smaller species would get away with more individuals comprising a POP and for bigger species less individuals/POP. It is just a rough estimate, even if it were a few hundred million it would still be a challenge for them to get a hold of FTL capable transports for all of them.

How dose it make sense that a colony just founded has 1 billion people while the planet they left from has not lost and POPs?
The colony takes time to grow. You setup a spaceport for people to land in and encourage/"encourage" people to move there.
 
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Murmeldjuret

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Lets dialback on this whole derailing of the thread before a moderator will need to come and have a stern closing of the thread.
 
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BrokenSky

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It doesn't say that. It's a number that was arrived at by employing math, logic, and rounding. So far nothing has been found to contradict this number.

How does that make sense?

I was under the impression the number of people a "pop" made up differed based on:

* Race qualities (for a bunch of creatures twice our size, a pop might be only a quarter or less of an earth human pop) Evidence: it's obvious. No actual evidence, but it would make sense and there's no reason why it shouldn't be true.

* The number of pops on the planet (because for each pop there needs to be more and more support infrastucture which takes people, who aren't doing anything to help the economy) evidence: pop growth scales with both food and current pop. If this weren't true it would only scale with food.

* It's an abstraction which doesn't actually map directly onto numbers in a meaningful way. Evidence: you can move pops around which implies fixed numbers per pop, which conflicts with above version. Plus trying to add numbers to a game like this always makes it feel less immersive becuase it throws all the other abstractions into relief, making them more glaring.

wrt 1 billion people, I thought that was just for the sake of scale. Like, 1 pop was of magnitude 6 plus or minus 1 humans. Could be 100 000, could be 10 billion. Could be 100 billion, maybe. But the exact number doesn't matter. What matters is 1 pop = a lot.
 

Wikiultimate

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Lets dialback on this whole derailing of the thread before a moderator will need to come and have a stern closing of the thread.

Sure, i would like to see some form of refugees in game, even if it is just an event trigger that causes a POP from a nearby empire to appear on one of you planets. I would expect it to be a "growing" pop, like normal growth and will take time to fully populate their reagion
 
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Druesling

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How about defecting politicians or scientists of one empire, going into exile in another?
How about this famous Blorg scientist, who also happens to be a fanatic pacifist, who takes refuge with the peaceful traders? Maybe they could assign him a science vessel, or make him governor or something. That would be great too.
 
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Oscot

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Maybe if you have no ships or stations in the system and no army or orbital defense on the planet. But if you reasonably would be able to detect and stop a civilian vessel in your space (in a game with no stealth mechanics) you should have the option to do so.
Two main problems I see with this.

One, do you have the ability to detect and stop a civilian vessel? The point has been made previously that we have to infer the presence of a civilian shipping sector due to the fact of normal migration. The refugees could come in via that, and you literally can't see that in-game.
Now one argument could be that this is gameplay vs. story segregation and you can see it really, but let me put to you an alternative. Your point seems predicated on the idea that the aliens turn up in one huge Quarian Flotilla like armada which is easy to spot and asplode if you choose. I would suggest that instead, they might turn up in dribs and drabs, as a handfull of shivering passengers at the back of the low-cost transport flights, or even more invisibly as smuggled cargo in the holds of unscrupulous trader ships. This is the model you tend to get IRL, and it genuinely is very difficult to spot. You can't blow up every transport that enters your skies, can you?
And once they land and the pops disperse into the grey economy, all the armies in the world (literally) ain't gonna find 'em.

Two: throwing ships and station strength and military power into the equation makes it a whole lot more complicated. I accept that it's fractionally more realistic, but it seems like a big solution to a small problem.
 
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