The solution to the late game lack of pops,and making pops more important! [LP]

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GnoSIS

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I won't lie and write here that I've been keeping this problem in my mind for months now. Especially since the recent pop update. I believe I have come up with an elegant and inexpensive solution for it, that won't require a rewrite of the game and that will make pops even more important, while not leaving out the dozens of planets empty in the galaxy map!

Impossible you say? Read on! (Long Post!)

Consider where we are:

1. Pops are expensive to simulate and we can't keep adding more units as time passes. This has led to the current design choice of slowing pop growth based on number of pops, to keep the total down by slowing it down to a crawl.
2. From mid game onwards, you can build planets, buildings and districts, but you won't have the pops to run them.
3. From mid game onwards, most resources become irrelevant, and you keep getting more from megastructures. Usually this means repurposing pops into other jobs.
Each of those points fills a role and offers solutions to the technical implementation and serves the way the game is modelled and the fantasy of the genre. As the game is, unemployment seems not to be an issue at all and at any time and this is wrong.

Job Automation

The way automation is presented in the game seems to be contradicting: You either need pops for basic things, then there are the op buildings of the FEs that don't require any pops but you can't build them en mass, and then the game considers automation units a lifeform in the presence of robots, droids and synthetics. To top it all off, megastructures need no pops (what?) and then space mining and labs also need no pops.

This is because of the abstract notion of a pop unit that represents an unknown X number of pops. That number is big enough to make mining stations pop free, and insignificant enough that the game gives up on them living on megastructures - with the exception of ring worlds of course.

I tried all takes on automation with mods. And it seemed there was no middle ground. Unlimited FE buildings make pop units irrelevant, as did the "Machine & Robot Expansion" mod, by introducing World Machines - fully automated districts.

Towards a solution:

Ingredient 1: pop efficiency.

I really liked how with the pop rework we got the job efficiency techs. It made sense: you now have less pops in the end game, but now they produce more. it seems fitting with the setting and with technology advancing. I thought that we should move towards this direction - let's have even less pops that are more productive and have more of an impact - like the tile version used to be!

But then how would you fill ecumenopoli and ring words? or even just the dozens of planets out there? This got me thinking: What does job efficiency represent in the game world? it seems to be everything, except or even including one thing "size"

Ingredient 2: Job size

I got the hint from our little friends: the rare resource factories: they have 1 job but they take a full building slot. In essence, we need to combine this design element with pop efficiency and make the game require less jobs as technology increases to exploit a given space,surface,district or building, which makes sense with the setting, the idea of automation and the notion of a prosperous future - if the governing elite allow the pops to experience it that is - and all of that regardless if the pop is a synth/robot or whatever.

Base Solution:

Make buildings and districts require less jobs as technology improves, that produce more.

Problem: It's just silly that you just researched a tech and suddenly, you have unemployed all over the place, or your output instantly doubled! The AI can't cope with it, and the player can't cope with it, to say the least about multiplayer.

Inspiration from Victoria II:

The RGOs would get "smaller" and employ less, as you get technologies that offer tools for the population to manage the entire RGO. At the start of the game you needed a huge mining/farming population to get resources, and it was almost impossible to fill the fields, near the end of the game, with the right techs a small population would work the fields releasing the rest to work in other jobs. And this was happening gradually.

This is the solution for districts: Districts should start with say 5 or 8 jobs but near the endgame they should get down to 1 job. However this should be gradual, and NOT FREE. I propose to introduce district upgrades/levels to represent the ABSTRACT machinery, computational equipment and other infrastructure that would be needed to make a districts jobs BIGGER. This should happen on a per district level, and should have a sizeable cost in alloys, and a new upkeep. Also Upgrade speed should be a bit slow, not something that happens in a year.

Same for the buildings: Building levels should NOT represent a capacity improvement as they do now, by adding jobs, but an automation improvement. The base building would have say 6 jobs, but a level 4 or 5 would have just 1 job and produce even more that a fully staffed 6 job level 1 building would! (and cost waaaay more to build and maintain - including being a sweet bombardment target!)

The AI and player will prioritize what planet and what type of districts to upgrade first, releasing pops to do other jobs, or to colonize other planets. In this way district/building cost modifiers become really important! You don't get the newly researched job efficiency bonus, unless you upgrade the building/district first.

Consequences and further changes:

1. You need resources for the mid/late game to upgrade the infrastructure across your worlds - a huge and constant resource sink.
2. You release more pops to colonize and do other things or even have unemployment - by only requiring a few of them to work for an entire planets surface! Utopian Abundance and friends could have larger meaning - as their bonuses and all bonuses from free jobs, would need to scale on a per tech level.
3. You need less pops to fill the entire galaxy! YAY!
4. Internal politics would have a larger impact: Suddenly a non compliant pop ethic could create a big issue.
5. New improved AI is needed for district upgrades.
6. This is more micro heavy, but in a good way, as it could be easily automated with planet/empire ministers. (prioritize district upgrades)
7. Core systems would become a much more valuable and sweet prize with less pops on them and far better jobs than the frontier trash worlds.
8. Frontier worlds would have more pops working on inefficient jobs, until the development is there.
9. We'll have tension again on requiring more "Lebensraum", as you will need more land again, for your pops.
10. Megacorp branch building jobs should produce a % total of the total planetary output, making them very powerful for fully developed worlds. They are pathetic now.
11. it solves the lack of jobs at the beginning for empires that are boxed in, because no one would be able to have 300 pops to fully exploit a planet at the start, giving them time to get to those first extra habitats up, making the game flexible about colonies.
12. Some ethics would be against those technologies, introducing an extra conflict axis.
13. It makes unemployment somewhat relevant again, including strategies for free jobs - if you don't have more colonies.
14. Endgame, with all upgrades, a size 25 colony would have just 25-30 pops. A 3k pop empire could fill 100 such colonies.
15. Suddenly bombardment makes you worry again: Reducing district and building levels would be a major threat! Especially if such upgrades costed thousands of resources.

Modding it in the game as we are now:

1. You can only remake the buildings. The game doesn't support district upgrades.
2. You could make all district upgrades with new districts per planet tier, by adding terraforming levels for all planet types (i.e. Terran I -> Terran 2). Messy and tedious to code.
3. I was experimenting with a single planet wide infrastructure building and with planetary modifiers. (I somewhat gave up on that mod)
4. You could remove all districts, and implement all district types as buildings and add more building slots.
5. You still need to make large changes to AI code.

That's the gist of it. Thanks for taking the time to read it all (if you did!)

let me know what you think!
 
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Pancakelord

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Simpler process, with similar performance benefits: just cull district jobs from the start.

All 'normal' planet districts / habitat districts provide 1* job, max (debatably forge/cg is left unchanged to a single job doing both - which can be affected by modifiers). Housing and district-job output would also need retuning, but in my experience this takes about an hour in excel playing with @Variables. Buildings unchanged.

* 2 jobs per district if ecumenopolis (not relic worlds), hive or machine world. 5 if ringworld.

This reduces aggregate galactic pop counts by anything from 20-60%, depending on the size of a galaxy and the year you're in.

I've found, with default growth settings, this is already enough for most games to reach the vanilla end date without pop growth tanking anywhere near as much as it does now by the mid/late game. Performance is also improved proportionately. This also makes housing buildings and clerks a little more important/powerful, too, in my experience. As well as unemployment a little more relevant.

Pop growth doesn't even need to be modified as housing reductions pull down carry capacity, indirectly soft-nerfing pop growth to suit the smaller populations on planets.

Further performance can be squeezed out via reducing the minimum size of planets and moons. Smaller worlds hit CC faster with fewer pops (and I enjoy the zen-like feeling of minmaxing size 3 moons).

I do like your idea of Changing building higher tiers to just increase output. Feels like that would be best for performance, better for job matching (fewer jobs to test for/less chance of AI screw ups) and ties in to tooltips better.

Also, you can fake modding in district upgrades without changing planet class, by swapping out districts conditionally. You have to use planet flags (or a planet static effect). E.g. the base 5 districts can exist IF the planet doesn't have "Tier1 infrastructure". Then 5 new modded districts can only exist IF the planet DOES have Tier1 infrastructure (a static effect or planet flag). Im not able to pull the game files up now, but if I'm remembering right this is done in the potential field of districts (normally this is where the planet_uses_default_districts check goes, but creative use of IF statements works too). You can use the conversion field to delete old tiers, or convert them on a 1:1 basis or x:y basis - e.g. after spending (5000+#indy_districts*1000) alloys on a planet decision to upgrade 50% of your forges to T2, and delete the other half, it swaps the surviving 50% for Advanced forge districts that do whatever)
 
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GloatingSwine

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Yeah, just culling jobs/pops in general and shifting even more towards efficiency increases rather than the ability to employ more would solve the problem.

Returning to a model of one district/building = one job and having more ways to improve the efficiency of jobs (both in terms of inputs and outputs).

The way industrial districts work now should be the model, with the enhancer building for them making jobs more productive and the planet designation allowing the planet to be specialised. Could be done for science as well to allow you to go in hard on planet bonuses the way you used to be able to.
 
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Arrnea

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The way industrial districts work now should be the model, with the enhancer building for them making jobs more productive and the planet designation allowing the planet to be specialised. Could be done for science as well to allow you to go in hard on planet bonuses the way you used to be able to.
Yes, exactly. Give us a science district, for example, but also make research labs and the planetary supercomputer buildings increase the output and resource consumption of these jobs.

The OP's suggestion also has some good thoughts as well, and I think the overall idea of "make pops more efficient as time passes" is a good one, just needs a lot of ironing out for balance.
 
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GloatingSwine

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Switching to a system based more on efficiency could also allow ways to address the "everybody robots" concern that being able to double build population is just super efficient.

Instead of robots/droids/synths being pops they could be a planetary decision per job type, eg "Roboticise Mining" that pays the build cost once then shifts all your Miner pops into "Robot/Droid/Synth Controller" pops with appropriately enhanced outputs and upkeeps (and maybe adds a surcharge to the district cost for new districts). With decisions appropriate to each job type that can be roboticised/droided.

Then only synths with rights actually become pops at some rate determined by how often you've roboticised. Which would be a really good way to represent the outcome of that decision as well and mean you'd have to deal with what is supposed to be a cost (dey tek er jerbs).
 
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Pancakelord

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Yeah, just culling jobs/pops in general and shifting even more towards efficiency increases rather than the ability to employ more would solve the problem.

Returning to a model of one district/building = one job and having more ways to improve the efficiency of jobs (both in terms of inputs and outputs).

The way industrial districts work now should be the model, with the enhancer building for them making jobs more productive and the planet designation allowing the planet to be specialised. Could be done for science as well to allow you to go in hard on planet bonuses the way you used to be able to.
Yeah overall it should apply to buildings too, though they're harder to account for - some rely on many pops, like the sacrificial temple, and clerk complex. others don't use popsike the slave centre or auto-curation vault (but Imo almost every single building ought to provide 1 job, at least).

I think once we reach that state, you'll open up the possibility of something more interesting - demographic shifts. So when at max cap pop growth still occurs but now for every pop that grows (e.g. after hitting 1.10x carry cap) one pop must decline.

This would essentially depress and bias populations on full worlds and could feed in to crime and stability in interesting ways - though that's a way off, admittedly.
 
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GloatingSwine

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Yeah, though the current multi-job buildings are often that simply because there is an expectation to have a lot of pops.

The only ones that would need really looking at are the ones that provide multiple jobs of different types that don't have a sensible upgrade path, like the temple of sacrifice. Ones like the Commerce Megaplexes could just provide +1 Clerk then upgrade to +1 Merchant with Merchants being a bigger upgrade.

Capital buildings could probably still be multi-job because they're inherently limited anyway.

The efficiency model would also address the fact that it feels bad to upgrade a building where the upgrade requires an upkeep of a strategic resource but the effect of the upgrade is flat compared to building another copy of the building without the strategic resource upgrade.
 
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GnoSIS

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The efficiency model would also address the fact that it feels bad to upgrade a building where the upgrade requires an upkeep of a strategic resource but the effect of the upgrade is flat compared to building another copy of the building without the strategic resource upgrade.
So much this! After the mid game with our pop model, I'd be willing to pay maintenance in rares, if the workforce requirements of building were to go down.
The idea that now the upgrade is just a capacity upgrade, i.e. more job slots with the same output, instead of an efficiency/employment reduction upgrade kills it.

This is why with the new pop model, I spread pops around and don't do lvl2/3 building upgrades until the late game. Why pay for it so much, while you have empty planets and slots?

Yeah, just culling jobs/pops in general and shifting even more towards efficiency increases rather than the ability to employ more would solve the problem.

Returning to a model of one district/building = one job and having more ways to improve the efficiency of jobs (both in terms of inputs and outputs).

The way industrial districts work now should be the model, with the enhancer building for them making jobs more productive and the planet designation allowing the planet to be specialised. Could be done for science as well to allow you to go in hard on planet bonuses the way you used to be able to.
Yes, but for it to make sense it must me gradual with upgrades as I suggested. If they just change the model to be 1 district = 1 job from year 1, we're back at square one.

In a sense, this represents the job efficiency with improved output for the same investment per cubic kilometer per job AND the fact that with abstract automation, that farmer can now farm almost an entire continent by himself. For the 300-400 years that the game covers this is expected. Consider the increase of efficiency in farming from 1700 up to 2020 - And we've yet to see forcefields, antigravity, and sentient AI.

I left it out of my OP, but this concept can also be used for megastructures: i.e. have jobs on them (dyson sphere and the rest) Have it produce a smaller baseline with full automation, but also have perhaps infinite? jobs that would be x4 efficient, and perhaps even have further upgrades for the dyson sphere districts i.e. you upgrade each facet of the structure seperately!
 

GloatingSwine

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Ultimately I think the idea of having districts upgrade to produce fewer but more productive jobs is just a fiddlier way of upgrading district job output to the point you can convert some of the districts into something else*.

It would add a lot of click load for something that doesn't actually feel like an upgrade because the feeling of "getting more" would be lessened even if you're now only taking, eg. 5 jobs to get the output of 8 plus now you've got three supernumerary pops you have to either manually do something with or hope they figure it out on their own. (Plus obviously requiring a UI which lets you easily tell how many of which district you have at which upgrade level).

You're probably not going to want to leave it to automated governors either because, well, the same thing that bedevils automation in all 4x games. The early game teaches you to favour efficiency and the automator cannot be as efficient as a human (or otherwise why have the human in the first place), so you see the automator "doing it wrong" and have to correct it. (See: the entire dark and sordid history of sectors)

* Having an attractive "something else" that wasn't just moar science would also be nice. Like if trade value was more interesting and leisure districts were a thing for planets with a trade role between clerks and merchants.
 

GnoSIS

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Ultimately I think the idea of having districts upgrade to produce fewer but more productive jobs is just a fiddlier way of upgrading district job output to the point you can convert some of the districts into something else*.

It would add a lot of click load for something that doesn't actually feel like an upgrade because the feeling of "getting more" would be lessened even if you're now only taking, eg. 5 jobs to get the output of 8 plus now you've got three supernumerary pops you have to either manually do something with or hope they figure it out on their own. (Plus obviously requiring a UI which lets you easily tell how many of which district you have at which upgrade level).

You're probably not going to want to leave it to automated governors either because, well, the same thing that bedevils automation in all 4x games. The early game teaches you to favour efficiency and the automator cannot be as efficient as a human (or otherwise why have the human in the first place), so you see the automator "doing it wrong" and have to correct it. (See: the entire dark and sordid history of sectors)

* Having an attractive "something else" that wasn't just moar science would also be nice. Like if trade value was more interesting and leisure districts were a thing for planets with a trade role between clerks and merchants.
Don't be fooled here, I prefer if we could get 100.000 pops, but the reality is that this is the engine that we have.

We can only consider solutions that don't require a complete rewrite. I don't worry about the click load. A the worst case that could be One click for a specific district type, and if you are rich, even an upgrade all button. Besides, you do't have to do everything at once.

If there could be another solution? I've been considering that for months now. The numbers going down? That was not a problem with Victoria2 RGOs so I really can't say it will be an issue, besides the average stellaris player is far more inteligent than a candy crush player to understand that he's getting more output and more availiable pops! :p :p
 

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reducing pops was the solution to the lag problem, it even turned out to be somewhat effective, introducing new modifiers for the cpu to account would jeopardise it

if you want more pops then conquer enemy empires
 

GloatingSwine

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I don't worry about the click load.

You should. It's one of the big problems of the high-pops model.

One of the things people don't like about the current number of pops is that you have to keep faffing about resettling them or hoping they migrate to a sensible place (especially in empires that don't have migration).

Your proposed system introduces a lot of manual faff that mostly amounts to running faster to stay still.

Just having less pops to start with solves the problems people actually care about (performance and click-heavy micromanagement). Having interesting district types to convert excess ones into once production bonuses render the current number excessive feels like you are freeing up pops from automation without needing to systematise that.
 

exi123

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Mh, what i liked with the tile system was that with every new tech and an investion in an upgrade the production of that one pop increased. It was a very satisfying way of demonstrating new tech, progression and gave you something to do (and could later be automated from sectors pretty easy).

This is stil the go to for me, one building/district = one job. That one job provides multiple things, in special cases it could really be maybe two jobs per building. Upgrades apply a better job, not new ones.

Basic resource-production could stil multiple jobs per district, which are eliminated with tech completely to the lategame (maybe a specialist or ruler job is stil around from the booster building), leading all pops from these to unemployment which causes chaos and social instability.
 

Pancakelord

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an upgrade the production of that one pop increased
One thing I do miss is the readability of early Stellaris versions' tooltips.

+1.0[resource icon] is immediately more understandable than a dry "+34% output" - from X/Y/Z factor.

Just converting aggregate production output '100%' in to '+1.00(resource icon)' would help with UI approachability and, for lack of a better term, modifier fatigue (at a certain point I stop caring about modifiers, as they come from so many places).
Though I imagine it's a ballache to actually implement, given how many tooltips there are.
 
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gamerk2

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Going to jump in here:

If the end goal is fewer pops (which honestly, it should be), the economic system needs to be re-built around it.

Right now, I'm doing a game where most of the planets I had access to were colonized late (had to Terraform most of them). I'm in 2400, and the amount of planets with only 5-10 pops is staggering. It's better then in 3.0 because it's about two years per pop, but the number of mostly empty planets running below capacity as I near the crisis is staggering. So I absolutely agree the number of jobs per building/district needs to be tuned WAY down to fit the current po-growth model.

One job per building/district is the cleanest solution. You still get most planets supporting a good 30-40 pops, and even smallish ones (size 8, for example) can fit 20 before building upgrades are considered. That fits the current growth model far more when you consider planets can easily support upwards of a hundred pops without too much issue. Also makes it easy for the AI to figure out: Have an unemployed pop somewhere? Build ONE building/district to address it.

Beyond that, there's the separate discussion on if building upgrades should provide extra jobs, or just efficiency upgrades. Both sides are viable, though I'd lean efficiency upgrades as it makes Tall playstyles a bit more viable. Besides, if you need additional living space/jobs, Habitats/Ecunopoli are things. Both are viable though (I'd keep the +1 job/building upgrade); it really depends where you want the pop growth/job curve to line up.

Out of curiosity, anyone know how easy this would be to mod? If you *just* wanted to adjust the jobs per district/building and make the building upgrades be efficiency based instead of +jobs, I don't think the work is that bad. Might be worth someone doing the changes and testing how they work out in practise.
 
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GloatingSwine

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Yeah, the upside of the tile system was that when you researched a new tier of mines you got a tangible easily visible upgrade from upgrading the mine.

The downside was that you had billions of them and had to do it all over the place, in waves as you upgraded your capitals on each planet.

That's why the current system for production districts is nice and elegant. The districts stay the same, but you get a combination of percentage modifiers and flat modifiers from buildings which means you have to upgrade less things per planet.

Which could happily be applied to science because science districts are a thing, with the tiers of labs building then adding production to the people working those districts in the same way thing like Alloy Nano Forges do right now (and returning to having a different labs building per flavour of science like there are for consumer goods and alloys with a planet designation that converts all output to that science flavour, again like with industrial districts).

It could easily be rebalanced to having one pop per district or building by jimmying the numbers.

Then the buildings that produce what are supposed to remain limited and specialist jobs just get a better version of the job as they upgrade.
 

Pancakelord

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Out of curiosity, anyone know how easy this would be to mod? If you *just* wanted to adjust the jobs per district/building and make the building upgrades be efficiency based instead of +jobs, I don't think the work is that bad. Might be worth someone doing the changes and testing how they work out in practise.
I have a personal mod (not updated for 3.1) it took 30 mins or so for the districts - a good bit longer was spent creating scripted variables and multiplying up the outputs to offset this (x2 for normal planets, x3 for habs and x2.5[this was when it was 10 pops per segment] for rings).

The big issues with districts are industrial districts, either:
  1. leave as is, or
  2. create a 'Industrialist' job that outputs both alloys and cgs, and replace tonnes of mettalurgist / artisan specific modifiers - and some civics like the artisanal one from humanoids. (Basically merge them, like how the 3 sciences fall under a single researcher, but output can still be biased).
And city districts have a lot of conditional +1 jobs coming from traditions.

T1+x building changes 'should' be fast individually - though there are a ton to get through, and some, which aren't strictly about resources (like strongholds and Bureaucrats), or have complex jobs (sacrificial temples /anything that adds servants) don't have decent equivalent modifiers. Scan down to the add x job line, change it to = 1 and insert a modifier field (if it doesn't exist) adding X-job output. (All of this is in the modifiers docs).

Changing upgraded buildings and all non industrial (and non -ringworld) districts is probably the fastest and gets you most of the way there for a basic test.
 

GnoSIS

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Going to jump in here:

If the end goal is fewer pops (which honestly, it should be), the economic system needs to be re-built around it.

Right now, I'm doing a game where most of the planets I had access to were colonized late (had to Terraform most of them). I'm in 2400, and the amount of planets with only 5-10 pops is staggering. It's better then in 3.0 because it's about two years per pop, but the number of mostly empty planets running below capacity as I near the crisis is staggering. So I absolutely agree the number of jobs per building/district needs to be tuned WAY down to fit the current po-growth model.

One job per building/district is the cleanest solution. You still get most planets supporting a good 30-40 pops, and even smallish ones (size 8, for example) can fit 20 before building upgrades are considered. That fits the current growth model far more when you consider planets can easily support upwards of a hundred pops without too much issue. Also makes it easy for the AI to figure out: Have an unemployed pop somewhere? Build ONE building/district to address it.

Beyond that, there's the separate discussion on if building upgrades should provide extra jobs, or just efficiency upgrades. Both sides are viable, though I'd lean efficiency upgrades as it makes Tall playstyles a bit more viable. Besides, if you need additional living space/jobs, Habitats/Ecunopoli are things. Both are viable though (I'd keep the +1 job/building upgrade); it really depends where you want the pop growth/job curve to line up.

Out of curiosity, anyone know how easy this would be to mod? If you *just* wanted to adjust the jobs per district/building and make the building upgrades be efficiency based instead of +jobs, I don't think the work is that bad. Might be worth someone doing the changes and testing how they work out in practise.

You can't have 1 pop unit still be working the same sized area for 400 years. So to do so from the start achieves almost nothing but creates problems: You will be having explosive growth and lack colonies and jobs. And you're taking out the sense of progression that you would have otherwise. The system needs to be flipped on it's head, because pop growth is flipped on its head.

If I were to take this a step further, I'd have pop needs be based on job outputs, so that a pop working on an inneficient job would be angry. but that's a whole other discussion.

You can mod district job modifiers, but they apply instantly, either across the empire or a single planet. And of course you can mod buildings seperately by level.
 

gamerk2

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I have a personal mod (not updated for 3.1) it took 30 mins or so for the districts - a good bit longer was spent creating scripted variables and multiplying up the outputs to offset this (x2 for normal planets, x3 for habs and x2.5[this was when it was 10 pops per segment] for rings).
Yeah, I can see the modifiers being a killer here.
The big issues with districts are industrial districts, either:
  1. leave as is, or
  2. create a 'Industrialist' job that outputs both alloys and cgs, and replace tonnes of mettalurgist / artisan specific modifiers - and some civics like the artisanal one from humanoids. (Basically merge them, like how the 3 sciences fall under a single researcher, but output can still be biased).
Leaving as is is the easiest, although you end up with 2 Jobs/District which is less than ideal from a balance perspective.

Making an Industrialist job that gets all the associated modifiers would work, but is obviously a lot more work. In this case, changing the planetary designation would still shift jobs to either Metallurgists or Artisans, as would the associated Forge/Factory buildings. A bit messy since you have modifiers applying to two jobs each, which is harder to maintain.

There's also the ultimate brute force fix of doing what Ecunopoli already do and break out the two jobs into two different districts, which is the cleanest solution but obviously creates another district type.

EDIT

Easier solution: An Industrialist just produces 50% of the outputs of an Metallurgist & Artisan combined. That way you don't need to adjust a ton of modifiers to include the Industrialist job, and the job also gains from efficiency bonuses the other two get.

And city districts have a lot of conditional +1 jobs coming from traditions.
Which goes away in favor of Trade Value/Amenity +modifiers. But more work obviously.

T1+x building changes 'should' be fast individually - though there are a ton to get through, and some, which aren't strictly about resources (like strongholds and Bureaucrats), or have complex jobs (sacrificial temples /anything that adds servants) don't have decent equivalent modifiers. Scan down to the add x job line, change it to = 1 and insert a modifier field (if it doesn't exist) adding X-job output. (All of this is in the modifiers docs).
Technically, Naval Capacity and Administrative Cap are and should be treated like any other resource. They may not get modifiers, but should still follow the same overall rules.

Changing upgraded buildings and all non industrial (and non -ringworld) districts is probably the fastest and gets you most of the way there for a basic test.
Agreed.

If I get some spare time I'll start taking a look at all this. The key point remains: The number of jobs per the pop growth we currently have is way out of whack. Ideally, what we really need is a system where pop growth follows the number of open jobs/housing on a planet, but limited so pop growth doesn't get out of control (for both performance/tall playstyle reasons).
 
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