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evilcat

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main problems with current systems:
  • Each planet chooses the breading champion who will father the next pop. And the lottery is rigged to favour xenos or underrepresented specie.
  • The 10 size planet will grow as fast as 100
  • There is no death. So even if the planet will run out of space and jobs the will keep coming.
In some way we need to revert to the old system where all pops ware growing at the same time with imigration and outmigration.
The more pop of specie we have the faster they will grow. The other specie will grow slower.
Some mechanic to simulate death due to lack of housing, jobs, crime! and low happiness.
 

Jazzbanana

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I'm not particularly convinced with pop growth system in general. I don't like that pop growth does not overflow, so periodically some growth bonus goes down the drain. I see why they did this, it wouldn't make sense for Human growth bonus to overflow in Racket rats. But then why can only one species grow at a time? Maybe it should be more like independent trends, one for species. This way any migrating species can grow without extinguishing my main one. Yes - heretic xeno lovers would grow fast, so maybe migratory pacts could be a little more expensive and significant, and be a incentive to go federation. Don't know, just jotting down ideas. And I need pop growth speed slider for faster games already.
 
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Bearjuden

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I have a related question: does a species emmigration contribute to another species' immigration? Say, I have only two planets, each with one species, and no migration treaties. Will a species immigrating from a planet contribute to the pop growth from the species in the other planet?

I just specifically tested if immigration and emigration can grow different species and yes, they do contribute to growth on the other planet*. Emigration of one species can contribute to the growth of another species, at least internationally, and I see no reason why it would be different with internal migration.

*Two empires each with one planet. Each planet has exactly one species on it; call it A and B. Each empire knew only of each other and they shared a migration treaty. Consoled A up to a massive population so that it started to emigrate, tested to see if B grew on B's homeworld or if A grew there. Answer is that A's emigration grew B's species on B's homeworld.
 

FleetingRain

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I just specifically tested if immigration and emigration can grow different species and yes, they do contribute to growth on the other planet*. Emigration of one species can contribute to the growth of another species, at least internationally, and I see no reason why it would be different with internal migration.

*Two empires each with one planet. Each planet has exactly one species on it; call it A and B. Each empire knew only of each other and they shared a migration treaty. Consoled A up to a massive population so that it started to emigrate, tested to see if B grew on B's homeworld or if A grew there. Answer is that A's emigration grew B's species on B's homeworld.

This sounds completely wrong lmao. I remember reading the dev diaries that I thought each species would have a "global" (galactic) growth pool so immigration would be separated by species. Not this.
 

Nakkivene

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Ever since I took various refugees, I haven't had my own species grow in 150 years and now it's declining on the major planets, and it's the *only* one declining. It's like all those "Refugees are going to replace native population!" guys were right all along, which I'm sure is not the intent to simulate here.
 

AlanC9

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It's a subliminal message. Make Stellaris Great Again.
 

Merry76

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Suggesting that you need to play authoritan or xenophobe to fix weird breeding behaviour (either prevent them from breeding or just purge them) isnt helping the problem.

The game should let the pops breed indipendently, keeping a fraction of both species in the last POP bred. if one of the fractions is big enough to form a "pure" POP, it should separate and leave the mixed POP.

To elaborate: lets say you have 20 space dingos and 10 humans on one planet. Both breed at normal rate, and create a new POP that is 2/3 space dingo and 1/3 human on spawning. Because its mayority is space dingos, they get their values. After a while, the new growth fills up 1/3 space dingo and 1/6 human (but not completed yet). Space dingos fill up the mixed POP and add the minority to the "growing pop", making the growing POP 1/2 human and none space dingo. When the new POP is generated it gets human values (2/3 are actual humans, 1/3 is space dingos). Breeding continues, and after 3 POP grown you will have exactly 2 space dingos and 1 human.

If you have more than 2 races, no problem. Computer can do fractions better than a human, and doesnt have problems with it.
 

Mithkabob

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Yeah, you need the right policy to pick the growth, and then you take a growth rate penalty, and a penalty to certain factions, and it's a pain in the butt. The worst part is early game when the habitability penalties are massive and you decide to uplift or infiltrate some natives to be able to colonize a new planet type and they decide that they want to grow on planets they don't belong, and your pops decide to grow on the new colonies where they don't belong, and it all turns into one giant mess.

The other problem being you made an empire and a species with certain traits for a reason, and now your play style is thrown off completely when you decided to let in other species. Which is fine if you are going for xeno-compatibility breeding program, but not really if you just wanted some extra races to complement your weaknesses in a few areas.

And the real crazy thing is what happened in my current game. I uplifted a species for cold worlds. I infiltrated a species for dry worlds. So now I have the stupid low habitability thing going on. Then I get the Nivlac event. So now those are taking over. Then I get the caravaneer event that mated with the Nivlacs of all things. So now I have Nivlacs and Half-Nivlacs with little actual useful traits just taking over as the majority pops everywhere. I was going down the synthetic evolution path, so I did turn my citizens into synths. I also synthed some of the less useful species and modified the others with normal modifications. So at least with the assimilate option I can make any new species additions into robots and keep the biological races to a minimum, and having both synths and biological pops means I have INSANE growth rates on my planets, although the weird population growth behavior also impacts robot populations. It randomly makes regular synths instead of my pop synths, and I also found the event to make the Awoken, so I make them too. And because of factions demanding no controls, I can't pick what kind of synth I make. Sometimes it even decides to make an un-modded synth for some reason.
 

AlanC9

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Yeah, but this means if play as egalitarian, you tend to have a stupid species mix.

Thus i never sign a migration treaty with anyone.

I do it the other way. I sign the treaties and don't ever look at the pops screens.
 

Muramas

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The pops which are needed grow. If I have two pops with Syncretic Evolution and one was scientists and the other is workers. Why would I want to have even pops when I should have a lot more worker pops than specialists on rural worlds.

On top of that you have to consider habitability. By growing good pops with horrible habitability is also an issue.

There is no great answer because growing all pops would be bad, growing both evenly would be bad.
 

ShaTiK

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I think the design intent is that an Egalitarian isn't supposed to GAF about which pops end up living where.
It wouldn't be a problem if the game didn't have a penalty mechanic for low habitability. Or if these pops would exhibit primitive organism levels of adaption and, you know, not try to settle in 20% habitability environment for no friggin reason. So fixing this whole problem is primitive - having an adamant rule that under no circumstances a pop would grow in <40 hab. So far the game don't have one. And even completely changing the weights system (as a mod does) don't seem to fix the problem 100%
 

AlanC9

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I'm actually not seeing so many of those problems. In my current game -- for testing purposes I always play stock UNE --- the continental worlds are full of humans, plus some ocean-liking species. The desert fans migrated to the savanna worlds, and so forth.