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.
Also for authoritarians and slavers: This is a nerf, because slaves and livestock and such will tank your base species growth. OUCH!!
hat only happens if the "pop farm" planet has jobs available, right?
1. Pop growth or total growth points is the same, once you normalize the values to one-another.This doesn't affect how you setup any 1 planet though, right?
That only happens if the "pop farm" planet has jobs available, right?
This is a game policy not engine limtation. It would be bad for the game if you need a dlc for a dlc. On the cons however old dlcs feels lacking and left behind. In eu4 the solution was to integrate old mechanics to the base game making them "free" that way you can rewamp them freely when new content comes.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. :/
Reduction in Pops
Due to the effects on performance and a desire to reduce the micromanagement burden in the mid to late game, some of the things we’ve been deeply looking into are different ways of dramatically reducing the number of pops in the galaxy.
These experiments have generally revolved around modifying the growth (or assembly required) for pops as an empire’s population grows, with some variants trying a logistic pop growth (where growth follows an S-shaped curve as planets develop, based on a carrying capacity of a planet). These experiments have reduced the end date pop count to somewhere around one half of the old numbers with the expected performance improvements.
Organic pops will follow a curve where they begin at standard population growth, increase growth as the approach a midpoint between population and the planetary carrying capacity, then slow down to zero as they reach the top of the curve. Pop Assembly, on the other hand, is generally slow but consistent. The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.
A significant reduction in pops has a cascade of major implications for the overall economy, production, and other gameplay effects. As such, these also require a pass on buildings, technologies, and even seemingly minor ripple effects like what the value should be for the trade value generated by pops.
There will be a lot of patch notes.
Most buildings have been standardized to now give 2 jobs per tier rather than the old 2/5/8 progression.
View attachment 653804
Just one example of many.
And a few new techs have been added to help compensate for lost productivity. One tech line increases both the job production of a planet as well as job upkeep - those fewer pops are still capable of producing the work of more on a developed planet.
Like the Ring Worlds, these start with all building slots open. As mentioned before, you can now use the Arcology Project decision on a planet that has a mix of City and Industrial Districts.
The ecumenopolis has a unique distinction of being able to have both the Factory and Foundry building lines on the same planet.
Not the best idea: to double building job capacity you have to pay ten times the upkeep.Most buildings have been standardized to now give 2 jobs per tier rather than the old 2/5/8 progression.
Seem kind of arbitrary.We’ve also changed a few buildings to have new or additional features, such as the Spawning Pool and Clone Vats, which have had their Pop Growth modifiers replaced with the new Organic Pop Assembly. This fills the same slot on the planet as Robotic Pop Assembly, so generally you’ll want to pick one or the other. (Clone Vats also picked up a food upkeep cost to represent simple materials to break down.)
And so habitability buff of hospitals is back again. Not sure if it's worth it considering ease of getting more habitability... although, for cyborgs on machine worlds and with some resolutions in place might be worth considering.A few other jobs got minor perks added to them, like the Medical Workers from Gene Clinics making it a little easier to live on less hospitable worlds.
So, you are slowly reversing past changes? Not sure I get the idea.As part of the balance pass, Ring Worlds have been bumped up to 10 segments from 5, and the jobs per segment have been adjusted.
Why? Why must you clutter all possible information into one giant wall-of-text of a tooltip? Is it so hard to make them adjustable based on player choices? Just add a warning icon on a tab where origin is selected or something - would work way better, I think, since such things are only going to pile up as you put in more content.The Shattered Ring origin now possesses a warning that it may be a Challenging Origin for Lithoids due to a scarcity of minerals
FInally. Now make it possible to fully restore the thing.and now also applies the Ring World Habitability Preference to your pops.
So, your plan is to turn every Ecumenopolis in research world? Because it'll be the only use for excess housing you're creating here.The ecumenopolis has a unique distinction of being able to have both the Factory and Foundry building lines on the same planet.
This is what you should have changed more, tbh.The changes to Habitat modules are much smaller in scope, but here’s the list of their districts.
And what about Ecuenopolis? Research World designation for life?Many people requested the ability to fully specialize their foundry and factory worlds. We've modified the Forge and Industrial World planet designations to shift one pop on each Industrial District to the appropriate job if possible.
And how does it work, exactly? Base chance of 0% (unless you have Greater than Ourselves of Transit Hub) multiplied by 1.5?Democracies now have a bonus encouraging their pops to seek their dreams, and Dictatorships have a bit of an easier time holding things together when they’re a bit overstretched.
Unrealistic: in such "egalitarian" society you'd have few dozen half-founder species after you filter them upOne other little quality of life improvement that was just added is this filter on the colonization interface.
Matter over MindAs a spiritualist player it is quite fitting that they finally remade the pop growth system and it made spiritualists and psi ascension even weaker. Not only will we be massively outgrown by synthetic players but now genetic ascension as well. ALso so fitting that of all the incredibly weak bonuses identified already spiritualist was not buffed or even mentioned. Such is the fate of the spiritualist always weak and ignore das much as hive minds.
I think that's what the global increase in pop growth cost with empire population is supposed to achieve, but we can't really say how effective that'll be yet.While I approve of generally cutting the number of pops, and the conversion of cloning vats to organic pop assembly, I feel like there are a few problems. In particular it produces even more incentives to do gamey things to maximise pop growth (ie aiming to keep all planets half full), and it still keeps the original problem that 10 planets with 10 pops have 10 times the growth of 1 planet with hundred pops.
It would be better if number of planets owned was less of a factor, or to reintroduce mechanics that balance small and large empires against each other.
I agree. I think a good balance would be if psi Ascension gave some kind of production bonuses. So you have less pops but they produce more. Perhaps producing ~1 extra base resource for all jobs?As a spiritualist player it is quite fitting that they finally remade the pop growth system and it made spiritualists and psi ascension even weaker. Not only will we be massively outgrown by synthetic players but now genetic ascension as well. ALso so fitting that of all the incredibly weak bonuses identified already spiritualist was not buffed or even mentioned. Such is the fate of the spiritualist always weak and ignore das much as hive minds.
At least hive minds got a origin
What is going on in-universe to make this happen? Are people on rural planets not having kids out of a concern that their kids might one day move to a densely populated city world and not be able to find somewhere to live or something? Gameplay mechanics that don't make any sense are bad mechanics.The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.