Stellaris 2.2, Thomas Malthus and Thanos

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Tim_Ward

General
26 Badges
Sep 7, 2015
2.392
6.508
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
Yeah, just do the edict if you're that worried about pop growth. Or make an Ecumenopolis if you've got Megacorp, which I can see that you have.

Agamemnic said:
More generally, there's the instability of pops transferring to new jobs once a new building comes online. Up till mid-game players have very little sense of their stable economic power because things are popping all over the place with pops transferring. This whack-a-mole economics coupled with the soul-crushingly low pop growth makes the early game an unbearable grind

Don't put buildings that give specialist jobs on planets where you can't afford to lose worker jobs.

The thinking should be "I need an alloy foundry, where should I put it" not "I've got some space here, I'll make an alloy foundry".

If you need something to build just get rid of unemployment commercial complexes are good. The give five jobs which support other pops with amenities and if you need some specialists on the planet you can just take them from clerks, it's very unlikely you'll go into the red for want of a few clerks.

I do think pop job selection should take into account world type, i.e if it's a mining world then never promote pops from being miners.

Agamemnic said:
Pop growth should slow then halt at a certain level of planetary development taking into account unemployment and lack of housing (as is the case IRL ...broadly)
For empires without migration controls, faster emigration to planets with excess jobs (can add a whole suite of edicts, policies, traditions etc to this mechanic)

What's this then, Scotch Mist?

migration.png


For the record, I was switching between beta and live branches to test out some performance stuff and for some reason it deleted all the mining districts on this planet. Don't @ me.
 

Cry_Havok

Colonel
64 Badges
Dec 25, 2017
1.016
1.857
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH: Season pass
  • Age of Wonders
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Hearts of Iron IV: No Step Back
  • Crusader Kings III: Royal Edition
  • BATTLETECH: Heavy Metal
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Magicka
  • Europa Universalis IV: Call to arms event
Yeah, just do the edict if you're that worried about pop growth. Or make an Ecumenopolis if you've got Megacorp, which I can see that you have.



Don't put buildings that give specialist jobs on planets where you can't afford to lose worker jobs.

The thinking should be "I need an alloy foundry, where should I put it" not "I've got some space here, I'll make an alloy foundry".

If you need something to build just get rid of unemployment commercial complexes are good. The give five jobs which support other pops with amenities and if you need some specialists on the planet you can just take them from clerks, it's very unlikely you'll go into the red for want of a few clerks.

I do think pop job selection should take into account world type, i.e if it's a mining world then never promote pops from being miners.



What's this then, Scotch Mist?

View attachment 436363

For the record, I was switching between beta and live branches to test out some performance stuff and for some reason it deleted all the mining districts on this planet. Don't @ me.

It's slowing pop growth, way after it should have slowed and when the planet is cripplingly unstable.
 

Tim_Ward

General
26 Badges
Sep 7, 2015
2.392
6.508
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
It's slowing pop growth, way after it should have slowed and when the planet is cripplingly unstable.

This happened overnight due to a save game/version issue, as I said, and it's not ''slowing" it, it's stopped it dead. Might even start to decline if I let the game run longer.

I do think the migration mechanics need to be made clearer.
 

Tim_Ward

General
26 Badges
Sep 7, 2015
2.392
6.508
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV

Tim_Ward

General
26 Badges
Sep 7, 2015
2.392
6.508
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
Because it actively gimps playing egalitarian?

+25% amenities and pop-upkeep on one planet is "gimping" now? OK. You, uh, must like to run your economy very close to the wind.

I mean, the non-egalitarian edition is -5 stability, which I guess is not gimping?

I just don't know anymore.
 
Last edited:

Snoipah

Major
29 Badges
Jul 28, 2017
698
136
  • Tyranny - Bastards Wound
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Tyranny - Tales from the Tiers
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
History shows that populations self-regulate their growth over time as they develop.
Foreign aid and immigration shows otherwise. Africa is incredibly overpopulated even though a lot of the population is in poverty.


So the problem with Stellaris' new take on population growth and economic resources:

Removes all sense of accomplishment in 'finishing' a planet as before ...instead, the player is rewarded with unending pop growth leading to unemployment, lack of housing and instability.
No more room for jobs or housing? It's finished, enable population controls and ignore the planet forever.
coupled with the soul-crushingly low pop growth makes the early game an unbearable grind.
Try xenophobe with rapid breeders.

Pop growth should slow then halt at a certain level of planetary development taking into account unemployment and lack of housing (as is the case IRL ...broadly)
First off it's make that last pop take a painfully long period of time, and as before, China and Africa would like a word with you.

[edit} final idea, new buildings shouldn't 'steal' pops away from other jobs. Perhaps give players the choice on where the new pops will come from via policies?
That might cause an issue where theres too much micro managing, but giving us an option to disable auto stealing pops away from other jobs could be nice for those who like micro managing.

I would like it, others won't.
 

Sarius1997

Hunter of Felines
67 Badges
Jan 21, 2012
2.878
874
www.youtube.com
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Rome Gold
  • Victoria: Revolutions
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • 500k Club
  • Warlock 2: The Exiled
  • Europa Universalis 4: Emperor
  • The Showdown Effect
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
We're going off-tangent but - for recent history, the data says otherwise. World pop growth has been consistently declining since 1971 (bar ~3 years). Even countries with high growth rates now are below their historic peak (most of them anyway).

edit: ok I can't link but the world bank has a good data portal for this

Yeah, i know the data.
But as i said. This decline is happening under the circumstances of a spread of certain societal values around the globe (equality between the sexes), within a system of cultural norms(western culture). Economic conditions are definitly a part of it, but the cultural norms are (IMO) more important.
 

DeathSheep

Captain
97 Badges
Jul 30, 2011
303
11
  • Cities: Skylines
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris Sign-up
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Charlemagne
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Mount & Blade: Warband
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Shadowrun Returns
Pops require very careful micro to not implode your economy. You CAN'T prebuild, or all your pops shoot into upper strata jobs, and then starve themselves to death rather than stay farmers and miners. New planets will spend decades useless if you don't move pops over, particularly if you are reliant on robots. It's not even about microing pops by species, but a large amount of babysitting is required on every planer to monitor building slots, districts, what's unemployment doing, amenities, housing. Even if you have UA or Shared Burdens if unemployment gets to high either stability crashes or consumer goods use skyrockets. Miss a control pop growth timing and suddenly entire species are killing themselves off. Right now the entire game can be spent barely staving off a malthusian nightmare, and as soon as you take your eyes off your pops to deal with a war, you end up with overcrowded planets everywhere with massive unemployment.
This is one of the reasons I've been playing with a population growth mod. And even with that, if I hadn't drawn the First League as Precursors in my current game and settled their ecumenopolis, I'd be having massive unemployment and homelessness issues.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
Pops require very careful micro to not implode your economy. You CAN'T prebuild, or all your pops shoot into upper strata jobs, and then starve themselves to death rather than stay farmers and miners. New planets will spend decades useless if you don't move pops over, particularly if you are reliant on robots. It's not even about microing pops by species, but a large amount of babysitting is required on every planer to monitor building slots, districts, what's unemployment doing, amenities, housing. Even if you have UA or Shared Burdens if unemployment gets to high either stability crashes or consumer goods use skyrockets. Miss a control pop growth timing and suddenly entire species are killing themselves off. Right now the entire game can be spent barely staving off a malthusian nightmare, and as soon as you take your eyes off your pops to deal with a war, you end up with overcrowded planets everywhere with massive unemployment.


I don't know what version you're playing, but this has nothing to do with my experience. Well, except for not prebuilding, but I never did that anyway.

I mean, by the time you've actually got planets so overcrowded that you can't make jobs for everybody, your production of everything should be colossal. How does anybody run out of everything? (Just running out of CG isn't enough since you can always buy more.)

And how many game years does it take for a planet to reach this stability crash? I've never seen one.
 

Dëzaël

Captain
13 Badges
Nov 12, 2016
494
21
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
And how many game years does it take for a planet to reach this stability crash? I've never seen one.

Nearing 2400 I had the issue with two 13 sized planets with low district count that I used as refinery planets. Refineries and their +1 job tend to easily generate high unemployment. Refinery planet specialization is in an odd spot imo due to this, but choosing those particular planets was mismanagement on my end. Even then, sacrificing a slot to add in enforcers was pretty effective.
 

AmpsterMan

Lt. General
72 Badges
Aug 14, 2011
1.367
713
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Just take Utopian Abundance and planet growth will stop when you have too much unemployment (which doesn't matter because they give science) and overcrowding (which only reduces stability by a small fraction).
One thing to keep in mind, unemployment science doesn't get any resource production bonuses, so while you do negate the negatives of overcrowding/unemployment, it has a very high opportunity cost. In fact, I would argue that overcrowding under utopian abundance is very costly.
 

Sinister2202

Most Honorable Dwamak
7 Badges
Aug 12, 2009
2.650
1.947
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Stellaris Sign-up
  • Europa Universalis III Complete
  • Hearts of Iron III
Is it just me? I've never reached a point where I saw my pops decline anywhere. The lowest point I've reached was 0.5 growth rate, even with immigration pull modifiers on other colonies. By then the colony was overcrowded. I mean for whatever sake, there are other pristine colonies barely touched by civilization out there. Why don't they just do me a favor and just move out without my saying so? It's just as frustrating as egalitarian with freedom of movement, as you can't resettle excess unemployed Pops.

But in the end, I'm okay with this. Primarily because it brings out dynamic societies of each colonies, their own hardships and social problems, reminds me of my need for penal colonies and resort colonies.

Only micro I've ever done were just building things and creating jobs. However, I do get a little frustrated when I play as authoritarian and have to resettle excess Pops to fill other colonies all for the sake of my idealism.

A planetary decision to spread out highly dense colonies would be really nice, giving high emigration push to a point of population decline as temporary remedy. A "new life lottery" if you will... It would be an addition on top of the other way around, where we would purchase immigration pulls on other sparsely populated colonies.
 

artemis667

Field Marshal
63 Badges
Apr 30, 2002
3.428
703
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • 500k Club
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Heir to the Throne
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Cities in Motion
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
I'm considering just changing the point at which no new pops will grow to be 1.0 multiple of housing in my games, rather than 1.5. Seems the easiest solution, although I don't know if the AI would get crippled and how badly.
 

Vanhal

Lt. General
58 Badges
Nov 19, 2009
1.583
2.994
  • Empire of Sin
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings III Referal
  • Crusader Kings III
  • Stellaris Sign-up
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Season pass
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Conclave
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
Pops require very careful micro to not implode your economy. You CAN'T prebuild, or all your pops shoot into upper strata jobs, and then starve themselves to death rather than stay farmers and miners. New planets will spend decades useless if you don't move pops over, particularly if you are reliant on robots. It's not even about microing pops by species, but a large amount of babysitting is required on every planer to monitor building slots, districts, what's unemployment doing, amenities, housing. Even if you have UA or Shared Burdens if unemployment gets to high either stability crashes or consumer goods use skyrockets. Miss a control pop growth timing and suddenly entire species are killing themselves off. Right now the entire game can be spent barely staving off a malthusian nightmare, and as soon as you take your eyes off your pops to deal with a war, you end up with overcrowded planets everywhere with massive unemployment.

It seems we really play a different game... or maybe not. I play heavily since 6th dec (and i'm grateful to PDX for releasing it just when i have time and not later when i will be overwhelmed) and not counting the very first play when i did collapsed my economy while learning how the new mechanic works i had never ever any of the problems you mention here, and i am the first to admit i don't like minmaxing and most micromanagement so i just try to ignore it and go with the flow and it seem to work anyway, you just really need to watch literally few numbers and voila. So it seems it is not my nor the game problem, but it's definitely between your seat and monitor. Not necesarily a "git gud" issue, since i can do it and i'm definitely not gud in this game, but you may try to maybe play some smaller games first. or just game changed too much for you, it do happens sometime.

I think social science should be studied using rigorous experimental designs, but from what I understand modern evolutionary biology makes use of computational models and game theory. I would not say that biology is a social science though.

Yeah, biology as a starting point would be possible but we would still need some real info on how it works on other planets, especially that there is very much we don't even know about life on Earth. But biology is only a part of what determine an intelligent species, at least the only one we know, and the rest we could barely guess in case of aliens (hell, even modern social sciences are in part based on guessing). So right now any of such mode would be pure guess on a base of guess on a base of probably not very relevant data from earth which are furthermore also incomplete. Basically, we already have such system in a very simplified version. it's called Stellaris :)
 

Thinkamancer

Second Lieutenant
13 Badges
Oct 26, 2017
120
0
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
It seems we really play a different game... or maybe not. I play heavily since 6th dec (and i'm grateful to PDX for releasing it just when i have time and not later when i will be overwhelmed) and not counting the very first play when i did collapsed my economy while learning how the new mechanic works i had never ever any of the problems you mention here, and i am the first to admit i don't like minmaxing and most micromanagement so i just try to ignore it and go with the flow and it seem to work anyway, you just really need to watch literally few numbers and voila. So it seems it is not my nor the game problem, but it's definitely between your seat and monitor. Not necesarily a "git gud" issue, since i can do it and i'm definitely not gud in this game, but you may try to maybe play some smaller games first. or just game changed too much for you, it do happens sometime.



Yeah, biology as a starting point would be possible but we would still need some real info on how it works on other planets, especially that there is very much we don't even know about life on Earth. But biology is only a part of what determine an intelligent species, at least the only one we know, and the rest we could barely guess in case of aliens (hell, even modern social sciences are in part based on guessing). So right now any of such mode would be pure guess on a base of guess on a base of probably not very relevant data from earth which are furthermore also incomplete. Basically, we already have such system in a very simplified version. it's called Stellaris :)
Excellent post!
 

Agamemnic

Major
23 Badges
Jun 21, 2016
514
408
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
Just take Utopian Abundance and planet growth will stop when you have too much unemployment (which doesn't matter because they give science) and overcrowding (which only reduces stability by a small fraction).
I'm on a utopian abundance run right now. Keep getting unemployment/crime pop-ups every few months.

Overall, I'm just exhausted with this new system especially in late game. There's simply no way to just get a stable planet going. Using the pop growth edict is far too punitive. Hives and machine empires are viable though.