Why not tie planet habitability to district availability?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MrGuyPerson

First Lieutenant
74 Badges
Sep 30, 2015
262
839
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Pillars of Eternity
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
I think that tying planet habitability to district availability (e.g., 20% habitability means 20% of the districts are available) would make sense gameplay-wise and in terms of realism. Let's say a tropical species has 20% habitability on a tundra world. In the current system, this effectively means that the species has 20% habitability across the entire planet surface. To me, it's more realistic that this species could live happily on 20% of this planet; that is, the habitable zone is much smaller. It makes no sense that the climate would be completely uniform across the whole planet, or at least not on a planet similar enough to one's own that it is somewhat habitable. Rather, the overall temperature of the planet is lower, and therefore more of it is covered with tundra environments. But enough (20% of it), around the equator for example, would be adequate for your species to thrive.

Techs that increase habitability would be more valuable (open more districts) and their impact on the game would be more sensible (e.g., your species developed better climate controls in alien environments, allowing you to expand into previously uninhabitable areas; as opposed to 'your species now requires fewer grocery stores on your planets').

This might also help with the current situation in which habitability doesn't really matter. At the start of the game, tomb worlds would be completely uncolonizeable without some habitability trait, and small, low-habitability planets may not be worth colonizing at all (size 12 world with 20% habitability would yield 2 or 3 districts, depending on how rounding worked).

TL;DR. Tying habitability to districts changes the tropey planet classification to something that reflects reality without any major overhauls. It also addresses gameplay issues with the current habitability system.

What do you think?
 

Derp

nice
69 Badges
Jan 28, 2011
2.041
1.589
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • 500k Club
  • Hearts of Iron IV: Together for Victory
  • Age of Wonders: Planetfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Stellaris: Distant Stars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Stellaris: Federations
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Lithoids
  • Shadowrun Returns
  • Victoria 2
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
so how does this work with multiple species with differing biome preferences
 

MrGuyPerson

First Lieutenant
74 Badges
Sep 30, 2015
262
839
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Pillars of Eternity
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
so how does this work with multiple species with differing biome preferences
Since tiles are gone, it's more difficult to assign pops to a particular district per se. However, let's say you had an arctic species and a tropical species on a tundra world, the former with 60% habitability and the latter with 20%. Let's then suppose that habitabilities aren't additive. Rather, you have access to 60% of the districts in this case. Growth priority would go to the higher-habitability species. Jobs produced via districts would be capped by habitability on a per species basis. This would require a rework of species selection for growth, which the devs are supposedly already working on.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
But then the number of districts would constantly gyrate, wouldn't it?
 

MrGuyPerson

First Lieutenant
74 Badges
Sep 30, 2015
262
839
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Pillars of Eternity
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
But then the number of districts would constantly gyrate, wouldn't it?
I'm thinking that it would work like planet blockers. That is, planets would have base districts determined by planet size and features. Habitability would determine the percent of those that you could actually build, and the others would be grayed out until you increased your habitability through tech, gene-modding, or acquiring additional species. It would only trend upward unless you did something like resettling all of your high-habitability pops for some reason.
 

MrGuyPerson

First Lieutenant
74 Badges
Sep 30, 2015
262
839
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Pillars of Eternity
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Natural Disasters
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
Sounds like a confusing and unintuitive mess, no thanks.
What's confusing and unintuitive about it?

Habitability being related to... well the amount of habitable space on a planet (which is represented by districts in this game) is perfectly intuitive. Much more so than the hand-wavy increase to amenities and consumer goods. As far as paradox math goes, a percent times a number < 25 is not particularly complicated. The effect from multispecies planets would be simple. Use the habitability of the species with the highest value, but cap the jobs species with low habitability can occupy so that their habitability is still accounted for.
 

Spaceception

Lt. General
14 Badges
Jan 25, 2018
1.604
1.292
  • Stellaris
  • Stellaris: Nemesis
  • 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
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
It's not much different than the concept of the tidally locked modifier, which locks a portion of the districts. It was previously 50%, but they buffed it a bit so you have access to a bit more.

I don't know if it should be 1:1 But like, if habitability is above 75 or 80%, all districts are unlocked. at 50-75 (or 80)% say 2/3 are unlocked, and below that, at 50% and lower, 1/3 are unlocked. And the habitability techs can improve that once you reach a threshold in habitability.
It makes a little sense. You don't expect a tropical species to adapt well to the cold and vice versa. And you'd be cluttering it even more if you bring up technological workarounds like heaters, so a simple restriction like this could be good, and make terraforming very much worth it in every case.
 

Knotw

Private
24 Badges
Jan 18, 2019
18
1
  • Stellaris: Megacorp
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
This doesn't actually address the core of what makes habitability largely not matter. The reason habitability isn't a meaningful obstacle is because you still get full pop growth on those worlds so you can just use them to rapidly accelerate the growth of your more habitable planets via resettlement.

A better way to fix this would be to give a species bonuses or penalties to its base growth rate based on the habitability of the planet it's on. There'd be bonuses on 81%+ habitability, normal growth on 80% worlds, penalties from 50-79%, no base growth on sub 50% worlds, and a natural decline on sub 20% worlds. They'd all still be usable this way, but climate mismatches would rely on immigration for growth and particularly poor planets like tomb worlds would need immigration boosts just to keep from failing. Poor habitability planets should generally be tough enough to make useful that unless you desperately need them for something it's better to either terraform it and come back later or get another species with good habitability.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
I'm thinking that it would work like planet blockers. That is, planets would have base districts determined by planet size and features. Habitability would determine the percent of those that you could actually build, and the others would be grayed out until you increased your habitability through tech, gene-modding, or acquiring additional species. It would only trend upward unless you did something like resettling all of your high-habitability pops for some reason.

That's not how migration works ATM. In the long term pops sort themselves, but in the short term it's not uncommon to have lower-hab pops immigrate to a planet.
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
This doesn't actually address the core of what makes habitability largely not matter. The reason habitability isn't a meaningful obstacle is because you still get full pop growth on those worlds so you can just use them to rapidly accelerate the growth of your more habitable planets via resettlement.

A better way to fix this would be to give a species bonuses or penalties to its base growth rate based on the habitability of the planet it's on. There'd be bonuses on 81%+ habitability, normal growth on 80% worlds, penalties from 50-79%, no base growth on sub 50% worlds, and a natural decline on sub 20% worlds. They'd all still be usable this way, but climate mismatches would rely on immigration for growth and particularly poor planets like tomb worlds would need immigration boosts just to keep from failing. Poor habitability planets should generally be tough enough to make useful that unless you desperately need them for something it's better to either terraform it and come back later or get another species with good habitability.
I agree, a growth modifier would be better. Would help with the wonky demographic growth weighting too.
 

Derp

nice
69 Badges
Jan 28, 2011
2.041
1.589
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • 500k Club
  • Hearts of Iron IV: Together for Victory
  • Age of Wonders: Planetfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Stellaris: Distant Stars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Stellaris: Federations
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Lithoids
  • Shadowrun Returns
  • Victoria 2
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
or just like, make habitability increase housing requirements, then you need more cities to house the same number of pops

a hell of a lot simpler than this mess
 

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.890
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
I'm thinking that it would work like planet blockers. That is, planets would have base districts determined by planet size and features. Habitability would determine the percent of those that you could actually build, and the others would be grayed out until you increased your habitability through tech, gene-modding, or acquiring additional species. It would only trend upward unless you did something like resettling all of your high-habitability pops for some reason.

That's how Stars in Shadow handles it.

- Planets are made up of biomes, different classes of planet have different sets of biomes.
- Each species has a set of biomes that they can inhabit
- To fully utilize a planet's capacity, you need a selection of species that are suited to the biomes on the planet.

It's quite a neat & streamlined way of doing it, while maintaining some of the strategy & realism of population management.
 

Magdaki

Just Another Friendless Blorg
80 Badges
Sep 13, 2011
597
733
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Semper Fi
  • Cities: Skylines - Snowfall
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Crusader Kings Complete
  • BATTLETECH
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: First Colony Edition
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings III
  • Europa Universalis III Complete
The existing system (extra food and consumer good), plus a growth modifier would be the best approach I think. I really don't like the idea of modifying the number of districts at all because it could cause fluctuations in the number of districts. Being able to plan on X districts on a planet is pretty vital.