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
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)
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?
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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.
And take a penalty if you're egalitarian?Just enact a policy on planets to stop growth.Not hard.
And take a penalty if you're egalitarian?
Because it actively gimps playing egalitarian?Yeah? Why shouldn't you take the penalty if you enact space one child policy?
Because it actively gimps playing egalitarian?
Foreign aid and immigration shows otherwise. Africa is incredibly overpopulated even though a lot of the population is in poverty.History shows that populations self-regulate their growth over time as they develop.
No more room for jobs or housing? It's finished, enable population controls and ignore the planet forever.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.
Try xenophobe with rapid breeders.coupled with the soul-crushingly low pop growth makes the early game an unbearable grind.
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.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)
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.[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?
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
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.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.
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.
And how many game years does it take for a planet to reach this stability crash? I've never seen one.
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).And take a penalty if you're egalitarian?
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.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).
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 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.
Excellent post!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![]()
I'm on a utopian abundance run right now. Keep getting unemployment/crime pop-ups every few months.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).