Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...

  • Crusader Kings II Expansion Subscription

    Subscribe to the CK II Expansion and enjoy unlimited access to 13 major expansions and more!


  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

HallJiar

Recruit
14 Badges
Nov 19, 2020
1
6
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
This dev diary is the best we've had in a long time. So good that I had to make an account to talk about it, it may make the game playable again.
The pop growth changes are huge, they are not as realistic as I would have prefered but it's still miles better than what we have now and if they reduce lag I welcome them.
The migration changes are a godsend, simply as that.
Are there any plans to not completely abandon the idea of automatic migration between empires in a migration pact and instead make it an option on galaxy generation? It's an interesting direction that not everyone would want to always deal with but could be fun to have a couple of games with it (like xenocompatibility).
 
  • 5Like
  • 1
Reactions:

Adros

Recruit
15 Badges
Nov 7, 2020
2
30
  • Cities: Skylines
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
To solve the issue of irrealistic pop growth, where you gain more pop by having 5 planets with 10 pops each than you gain with 1 planet with 100 pops, couldn't we put the pop growth directly on the pop ? Like each pop "produce" other pop ? Just like each pop consume food, they also produce commercial value and pops, and the bonuses apply directly on that pop production rather than having a pop growth based on the number of planets/habitat you have. That way, overpopulation could be a real issue, and an empire won't be the strongest just because they have more habbitat and therefore more pop growth. I know it could create performances issue, but I think it could be a way to solve the pop growth problems, and make the game more realistic.
 
  • 7
  • 2Like
Reactions:

Spaceception

Lt. General
11 Badges
Jan 25, 2018
1.442
821
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
That's a retrograde decision. What next cutting of game functionality - like system view and space battles to make the game to run a bit smoother? Seriously, the Dev team needs to get their priorities sorted. The fanboys can disagree as much as they want
How? Pops are a big performance drain, reducing their overall count just helps reduce that. And there is something to be said about cutting back on bloat. The core functionality remains the same, you just have less pops across the board. They're still working jobs, you still have a district/building system, what exactly is bad about this?

This can't be equated to outright cutting space battles, because you're implying the devs would strip them entirely rather than reworking how they're handled (e.g. reducing fleet sizes and how calculations work), which is what's happening here.
 
  • 16
Reactions:

Mastikator

Technocrat
14 Badges
Jul 2, 2017
2.706
2.601
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Magicka
  • Stellaris
I like the growth curve for pop growth!

Couple of questions here:
  1. Is the standard population growth at 1 pop the same as our current growth rate? I would actually prefer if it was a lot lower, so that colonizing new planets isn't such an enormous pop growth boost.
  2. Why slow down growth as the empire population increases, won't that produce strange results when conquering a lot of planets? If the objective is to end up with less pops total at the end, why not just reduce the baseline pop growth everywhere?
  3. Have you thought of just really amping up the emigration modifier (the one that's part of the growth modifier) when reaching capacity, rather than cutting down base pop growth itself?
  4. Overall, I don't see anything about migration (the growth modifier, not the pops moving around) here. How does it factor in?
2. Because it would drag down the early game more than late game. It's in the late game where the pop growth needs to slow down (rather than increase which is currently the case).
This would also slightly slow down the wide snowball effect, which might help against the situation where you're balls deep into repeatables before the Khan awakens.
 
  • 2
  • 1Like
Reactions:

GnoSIS

Major
20 Badges
Jan 27, 2009
557
898
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock 2: Wrath of the Nagas
  • Victoria: Revolutions
  • Stellaris - Path to Destruction bundle
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock 2: The Exiled
  • Victoria 2
  • Stellaris: Synthetic Dawn
That's a retrograde decision. What next cutting of game functionality - like system view and space battles to make the game to run a bit smoother? Seriously, the Dev team needs to get their priorities sorted. The fanboys can disagree as much as they want
Take that comment elsewhere kindly please. I want to play on large and huge galaxy settings with full habitability and smooth game proccessing.
 
  • 11
  • 1Like
  • 1
Reactions:

Ridixo

Lt. General
On Probation
39 Badges
May 25, 2018
1.385
1.164
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Digital Anniversary Edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders III
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Horse Lords
  • Tyranny: Archon Edition
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
My main question about the DD is this: How will these changes affect Necroids? They got a special treatment of pops, so how will it be affected by the changes? :)

There will be a lot of patch notes.

Thanks for that :D

Doesn't normally produce exotic gas, this one happens to be a lithoid.

:(

those fewer pops are still capable of producing the work of more on a developed planet.

The idea of reducing the pops to fix performance is something people have discussed a lot here on the forums. Is good to see that you have found a way to do that without destroying the economy :)

and now also applies the Ring World Habitability Preference to your pops.

Good :D
Except that the changes on ring world segments, you have halve the number of housing and jobs they provide while almost keep up the construction cost. All in all there is no changes to the ring world. Kinda i was expecting more? Like a buff? I don't know :)

Next week w̷e̵'̸l̸l̴ ̴b̸e̴t̵̮̄ǎ̸͈l̷̠̈k̴͔͂i̴̞͒n̷̪͊g̸̳͗ ̸͚̎a̵͉̐b̵̤̿ȯ̴̲ṵ̵̀t̸͇͂ ҈҂▒©╛⅜

1605711927580.png

But the agent 007 Blorg, James Blorg will return on:
Minning districts Are Forever :D

Finally espionage. I really want to see what you do with that :)
By the way, no wonder the BlorgNet gets breached if it uses windows 98 :p
 
Last edited:
  • 9Haha
  • 1Like
Reactions:

Jabiru

Recruit
9 Badges
Nov 19, 2020
1
0
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Prison Architect
  • Stellaris: Ancient Relics
  • Prison Architect: Psych Ward
  • Island Bound
Thank you for your work. This is an interesting and welcome change.

Suggestion: Make a pop an administrative unit that change size with planet population. So, every time there is a new pop on a planet, each pop on that planet corresponds to more individuals. This means all the production and costs will increase by a few percents (buildings and sectors will need a mineral upkeep cost to account for their development, as well as a similarly scaled storage capacity). With an increase of 4.5%, a planet with 1 pop would have an economy of, say, 1 million individuals. A planet with 100 pops would have an economy of 10 billions individuals. By changing this increase percentage, you could set a full planet at 50 pops without changing balance, reducing the computation needs. This would make the game much more realistic in terms of development differences and sheer mass of a fully populated empire. This would permit to increase the costs of mega structures and colossus to a more realistic level. The ships performance could be similarly scaled by adding a mechanic saying a "ship" is in fact of squadron. I calculated the military ships below Titan are probably more 20 ships + 5 support vessels. You could add a variable for the ship number in a squadron, make the squadron lose ships (and firepower) when the hull points are too low. The only way to go back to full squadron would be to send reinforcements. The squadron size would be tied to the empire naval capacity. This change of scaling would probably cause a rebalancing of the whole game, but would be worth it and would not have CPU costs.

Suggestion: Lost crew mechanic => When a ship is lost, a part of its naval capacity stay used for a few years, because the crew died. There would be technologies/traditions to improve this (escape pods, on-ship medical facilities, rescue ships, automation...). You could also have policies: Current design; Empire-like design => More firepower at the cost of more naval capacity; Mon Calamari-like design => Less naval capacity cost, more health, but you need to put a lot of engineering research in a special project to activate it.
 
  • 10
Reactions:

mial42

Colonel
16 Badges
Sep 28, 2020
1.111
2.138
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
No, I do understand the math. And you don't understand that those farms won't work, as their pop growth will slow down for 2 resons:
1. Pop growth is based of total empire pop count not just colony pop count.
2. You will get "unwanted" migration back into the housing planets from the rest of your empire as they will appear more desirable to unemployed pops elsewhere.

Also for authoritarians and slavers: This is a nerf, because slaves and livestock and such will tank your base species growth. OUCH!!
This isn't a nerf for slavers at all. They still get manual resettlement with no influence cost, and having more slaves is a good thing, since slaves are so much more productive. You only need/want enough main species pops to serve as rulers, with robots as enforcers/entertainers and slaves doing everything else.
 
  • 9
  • 1
Reactions:

kohour

Recruit
18 Badges
Mar 21, 2020
5
20
  • Stellaris: Apocalypse
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Season pass
  • Stellaris: Galaxy Edition
Organic pop assembly line... Blade runner event chain when?
 
  • 3Like
  • 1Love
  • 1
Reactions:

AlknicTeos

General
100 Badges
Jan 30, 2006
1.777
101
  • PDXCON 2018 "The King"
  • PDXCon 2019 "King"
  • Europa Universalis IV
  • Victoria 2 A House Divided Beta
  • Surviving Mars
  • 500k Club
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Victoria 2
  • Victoria: Revolutions
  • Imperator: Rome Deluxe Edition
  • Rome Gold
  • Cities: Skylines
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • March of the Eagles
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Age of Wonders III
  • Majesty 2
  • Magicka
  • Europa Universalis III: Collection
  • A Game of Dwarves
  • Pride of Nations
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
regarding to the basic job buildings (energy nexus and co), imho shouldn't need advanced ressources, when upgraded to lvl 2. You need many many mines, farms or energy production to make the +10% (from lvl 1 to 2) job effeciency useful. It must effect about 25 pops with this basic ressource type to be useful. ( 25 pops * 4 base ressource production * 10% effic gain = 10 base resource cost of 1 = 10 base advanced ressource cost

edit: at least the advanced ressource upkeep should go, the inital build costs could stay ...
 
  • 7
Reactions:

Hester

Recruit
71 Badges
Oct 29, 2014
4
9
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Magicka
  • 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
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Necroids
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Rome: Vae Victis
All planets with free sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher. This chance is increased if there are multiple unemployed pops that meet the criteria.
Would there be any possibility of a migration option along the lines of "yes but only to planets this species already exists on"? As it stands you way too often get low (<70%) habitability pops showing up on a planet and then monopolising (and tanking with their <100% habitability penalties) your growth until they reach their 'quota', and the only way around this is turning migration off completely - when, in fact, migration would be fine (and even desirable) between planets the species already inhabits.

Are the Ecumenopolis's and some of the Habitat's resource production districts supposed to have a bit of surplus housing? Currently, and for most of the post-tile planet economy, resource production districts have provided only enough housing for the jobs they create, meaning you need housing districts to house pops for buildings.
With the Alloy Foundry / Civilian Industry buildings (and now planet specialisations too, apparently) giving bonus jobs per district, it's possibly that they're lowballing the initial district job count so that you'll end up with housing = jobs on planets dedicated to that resource.
 
  • 4Like
  • 1
Reactions:

Red Death

Colonel
59 Badges
Apr 19, 2015
836
1.355
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Europa Universalis 4: Emperor
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
1. Pop growth is based of total empire pop count not just colony pop count.
This doesn't affect how you setup any 1 planet though, right?

2. You will get "unwanted" migration back into the housing planets from the rest of your empire as they will appear more desirable to unemployed pops elsewhere.
That only happens if the "pop farm" planet has jobs available, right?
 
  • 4
Reactions:

Lorenerd11

Captain
14 Badges
Mar 25, 2020
498
1.414
  • Stellaris
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
I'd prefer it if the Organic Pop assembly got moved from cloning vats to Medical centers so that biological empires won't have to go Biological Ascension to use the assembly slot.
I think by default, Organic Pop Assembly should remain exclusive to Clone Vats. Instead we could make the Clone Vats building available as soon as Cloning tech is researched, with no Bio Ascension requirement.

My initial suggestion was also for Clone Vats to produce a Cloner job that produces Pop Replication (Organic Pop Assembly) from Food, rather than the building itself operating without any pops.

Instead of unlocking the Clone Vats building, the 1st Bio Ascension perk would then add +1 Cloner jobs to Clone Vats, giving it +2 Cloner jobs in total, and perhaps also add +1 Cloner job to Gene Clinics, making Organic Pop Assembly commonplace in Bio Ascended empires.

I don't however like the idea of Gene Clinics producing Organic Pop Assembly without Bio Ascension.
 
Last edited:
  • 14Like
  • 3
Reactions:

Spaceception

Lt. General
11 Badges
Jan 25, 2018
1.442
821
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
regarding to the basic job buildings (energy nexus and co), imho shouldn't need advanced ressources, when upgraded to lvl 2. You need many many mines, farms or energy production to make the +10% job effeciency useful. It must effect about 25 pops with this basic ressource type to be useful. ( 25 pops * 4 base ressource production * 10% effic gain = 10 base resource cost of 1 = 10 base advanced ressource cost

edit: at least the advanced ressource upkeep should go, the inital build costs could stay ...
Well, you gain a job per district, so I think it works fine. 8 districts and a building should net 17 jobs for lvl 1, and 18 jobs for lvl 2.
Plus it's 15 and 25%, not 10%.

Before it was just 1/2 jobs, and the production bonus, but the same upkeep.
 
  • 2Like
Reactions:

Ethanol

Captain
110 Badges
May 29, 2012
465
234
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Rome: Vae Victis
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Age of Wonders: Planetfall
  • Victoria 2
  • Stellaris: Necroids
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Prison Architect
  • Pillars of Eternity
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Sign Up
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Distant Stars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis III Complete
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis III Complete
No, I do understand the math. And you don't understand that those farms won't work, as their pop growth will slow down for 2 resons:
1. Pop growth is based of total empire pop count not just colony pop count.
2. You will get "unwanted" migration back into the housing planets from the rest of your empire as they will appear more desirable to unemployed pops elsewhere.

Also for authoritarians and slavers: This is a nerf, because slaves and livestock and such will tank your base species growth. OUCH!!

1) Nope its growth cost that depends on empire pops, not the growth in itself, and pop assembly is not affected by that so having two additionnal parallel pop production lines, one of which is unaffected by empire pop size will always be a better choice whatever the state of the planet.
2) You're missing the point, pops only move to planets that have jobs and don't emigrate if they have one, so the whole purpose of breeding worlds is to have plenty of housing and no jobs so that they want to leave but not come back.

The problem here is not necessarily the new system, its a great improvement, but the fact that as long as each additionnal planet gives an additionnal (two now) pop growth line you will always be shooting yourself in the foot by not settling whatever colonisable thing lies within your space.
 
  • 2
Reactions:

uberion

Corporal
95 Badges
May 15, 2016
28
19
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Imperator: Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris: Humanoids Species Pack
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: El Dorado
  • Prison Architect
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Age of Wonders
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Age of Wonders: Planetfall
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Heir to the Throne
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Necroids
  • Shadowrun: Dragonfall
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Age of Wonders: Planetfall Premium edition
  • Stellaris: Megacorp
  • Europa Universalis IV: Rule Britannia
  • Shadowrun: Hong Kong
  • Victoria 2
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall Deluxe edition
  • March of the Eagles
  • Europa Universalis III Complete
  • Imperator: Rome Deluxe Edition
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Tyranny - Bastards Wound
Can you stop butchering your games for the sake of the vocal minority of toaster abusers?
 
  • 42
  • 5Haha
  • 1
Reactions:

Foxosaur

Second Lieutenant
16 Badges
Aug 3, 2020
175
181
  • Crusader Kings II
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Knights of Honor
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
I can understand the perspective of a couple of posters here. The "number" of pops e.g. say a high of 130+ and a low of 10 is what gives more long standing value/economic difference to a empire. If someone loses one of their core systems, that can literally half or more their economic output but the same can't be said for taking their frontier systems/planets.

If you make this number smaller, you're making "developed/matured" planets more inconsequential to a less developed one.

I like that it will help fix performance and I sure would love to see a Huge map at late game but I'm unsure whether its "worth the sacrifice" and may take a way an aspect of the game that a lot of people like. So I can understand the perspective that this seems a "easy way out" and a case of being "convenience" over direction.

I honestly think making this an option of a galaxy setup would be a smarter option. I can't imagine you guys are are "done" with doing more performance enhancements or are you? It sounded like what you have done is only a small, tentative step forward. So this seems very abrupt with the messages we had been receiving lately "on-going performance"

Hopefully you are just testing the water...
 
Last edited:
  • 7
  • 1
  • 1
Reactions:

Ffc

Galactic Emperor
61 Badges
Jan 27, 2016
331
656
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Necroids
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
I can understand the perspective of a couple of posters here. The "number" of pops e.g. say a high of 130+ and a low of 10 is what gives more long standing value/economic difference to a empire. If someone loses one of their core systems, that can literally half or more their economic output but the same can't be said for taking their frontier systems/planets.

If you make this number smaller, you're making "developed/matured" planets more inconsequential to a less developed one.

I like that it will help fix performance and I sure would love to see a Huge map at late game but I'm unsure whether its "worth the sacrifice" and may take a way a core part of the game that a lot of people like. So I can understand the perspective that this seems a "easy way out" and a case of being "convenience" over direction.

I honestly think making this an option of a galaxy setup would be a smarter option. I can't imagine you guys are are "done" with doing more performance wise, are you? It sounded like what you have done is only a small, tentative step forward.

Well if you, for exemple, do a division by 2, this is exactly the same effect.

Losing a 25 pop planet in a 100 pop Empire is exactly the same as losing a 50 pop planet in a 200 pop Empire.
So you could still lose half or more of your economy
 
  • 11
  • 1Like
  • 1
Reactions:

Shirasik

Decentralized Hive Mind
19 Badges
Jun 28, 2016
1.046
237
  • Stellaris: Galaxy Edition
  • Warlock: Master of the Arcane
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
Also never going to get Necrophage dlc unless they make it compatible with Hiveminds.
Hmm.. does any DLC content interact with content of another DLC directly in Stellaris? If not, then I guess this is due to technical limitations of game engine. If so, then there will never be such a thing as necrophage gestalt. :/
As well as there no reason to buy Necrophage DLC as it will always be in the same contentless frame as gestalts.
 
  • 2
Reactions: