Ringworlds and Ecumenopolis. How to fix the slow pop growth in the end game

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Thecarlocarlone

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The new pop growth system allows us to improve performance, the problem is in the late game, when growing pops becomes really slow, to the point that end game structures like ring worlds and ecumenopolis are usually empty.

The new automatic resettlement system doesn't help, since you will rarely have unemployment now that pop growth will slow down (both because of housing issue and becouse of your epire population growing bigger)


For as much as I love this new system, complains about this problem in the endgame are not wrong, so I wanted to propose a possible solution for the devs (or for modders at least):

Making so that jobs inside those structures consume and produce more per pop working. So you will still have a ringworld with few pops, but that can still be usefull.
Of course this doesn't make sense, since those "worlds" are made so that hundreds of pops live there, but we will never have hundreds of pops living in a ring world anyway.
We could think that pops inside a ringworld or ecumenopolis would have a different "weigth", representing a population unit that is bigger than the normal pops. At least as a way to justify this mechanic.

Right now the investment you put in those structures are not worth the effort. Yes, you can get 10 researcher jobs just by spending 2 exotic gases per month, but it still doesn't justify the amount of alloys and influence spent into bulding such structure. You could had used those alloys to build fleets and that influence to claim system, because in the end game the best way to gain power is to steal pops (for example by conquering planets).

What do you think of this suggestion? What do you think of the new pop growth system? Do you have other ideas?
 

InvisibleBison

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An ecumenopolis or a ringworld is supposed to be able to house huge amounts of people. If you make it so that they can only house a handful of population, then they aren't accurately representing the concept, regardless of how much they produce.
 
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The Founder

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The new pop growth system allows us to improve performance, the problem is in the late game, when growing pops becomes really slow, to the point that end game structures like ring worlds and ecumenopolis are usually empty.
Yes, them being build without reason was a main driving force for late game lag.

Megastructures. Planet Cities. Habitats. They are intended primarily for tall playstyles. Playstyles where you do not conquer a lot of land and people.
It is just that conquerors kept building them anyway.

This mechanic does what no cost increase, no placement rule ever did - make it so that players do not want to colonize everything and then build City Planets and Ringworlds to have even more growing space.
 
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hart30

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If u really want to fill ur ring worlds all u have to do is manually deactivate some of the buildings on ur other planets. This will produce a lot of unemployed pops willing to fill up ur ecumenopoly and co. Another positive effect this has is, that as soon all unemployed pops moved u can reactivate the buildings and the now free space speeds up ur pops growing there.
 

Objulen

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I agree. Pop tiers are basically what is needed for the changes they made to Stellaris, either official pop tiers or unofficial ones implemented with capital building modifiers. The only tehcnical hurdle is moving pops from lower-tier to higher tiers, but that can be affected by basically breaking down pops when they're moved into growth points. If there's a pop growth mallus based on the tier of the planet, the end effect would be the same.