I'm on a utopian abundance run right now. Keep getting unemployment/crime pop-ups every few months
Could we have some details? What year? How many pops? That sort of thing.
I'm on a utopian abundance run right now. Keep getting unemployment/crime pop-ups every few months
The colony should grow the fastest when it’s new. 50% bonus not malus. As a planet gets close to its housing max it should take longer to grow.
When a planet is “full” it should stop producing pops and instead produce immigration.
If there are no planets to immigrant to then new factions should spawn based on ethics.
1: Wants immigrant treaty
2: Wants new colony settled
3: Wants new colony conquered
4: Wants xenos expelled
5: Wants xeno purged
6: Wants habitat settled
7: Wants ring world settled
8: Wants robots disassembled
Certainly fun. But for this to be the playthrough for EVERY empire type (as is the case now) is a disappointing direction for a game like this. Playing a tall stable empire that doesn't devolve into a dystopian sci-fi trope should be an option.This thread got a lot of posts that are yikes.
Personally I quite like the semi-inevitable overpopulation in Stellaris though. Your biggest, most productive, planets will become hives of scum and villainy. Extremely sci-fi stuff. It also encourages growth and conquest into new avenues. Conquer planets, build habitats, megastructures, genocide.
My bad. My Utopian abundance empire is actually stable now in terms of unemployment. But still cant stop pop growth so consumer goods and food shortage became inevitable...and using an edict to stop pop growth pretty much collapses the entire empire.Could we have some details? What year? How many pops? That sort of thing.
Certainly fun. But for this to be the playthrough for EVERY empire type (as is the case now) is a disappointing direction for a game like this. Playing a tall stable empire that doesn't devolve into a dystopian sci-fi trope should be an option.
Just tried this now. -20 stability malus. Overall 9% hit on output (from maximum stability before). More of a workaround than a natural solutionOK, makes sense. But since pop growth caps, you shouldn't actually run out of food or CGs unless you build too much housing, right?
(This is theorycrafting for me; all my games have finished before the last of my terraformed worlds are anything close to fully developed.)
Hasn’t there been a number of alternatives already mentioned?
Edicts to stop growth
Cutting back on housing so that the growth cap kicks in
Share the burden so that it’s not a dystopian society
Continuously expand and build habitats so that there are places to relocate pops to
I agree though that having even more options is always good.
Agree to disagee then. I'm sure the devs can and will do better in time. No need to damper my expectations. In the meantime found a few good mods to fix my issuesI don’t see how restricting housing is a “work around”, or how any of the other options are not satisfactory. If you want a stable and self sustaining economy, build one. If you don’t want the infrastructure and consequences of having that stability, then change your expectations
I agree it would be nice to have more options on how economies can be strucured, but it’s not accurate to say that there aren’t already options.