You can build colony ships in system without colony

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Franky1234

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This make no sense:

It's much faster to build a shipyard in a far away system and build a colony ship there, than to send a colony ship, to colonize the system.

Is this a bug or working as intended ?
 
Last edited:

Typee

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Working as intended I'm afraid.
Ships movement is way too slow anyway. I hate the kind of 4X where your fleet is obsolete by the time it reaches the front line.
I understand they chose that to incite the players to split their fleets to protect a larger territory and alleviate the doomstack issue, but it didn't work anyway.
 

SteelCrow

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This could possibly be solved by adding in a restriction that colony ships can only be built in systems that have a colonized planet/habitat/etc. How they were built before from planets themselves had such a restriction baked in by function.
 

SectorsAreOkay

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Working as intended I'm afraid.
Ships movement is way too slow anyway. I hate the kind of 4X where your fleet is obsolete by the time it reaches the front line.
I understand they chose that to incite the players to split their fleets to protect a larger territory and alleviate the doomstack issue, but it didn't work anyway.
It did work. In early-mid game, you do have multiple fleets (or you just don't bother with certain parts of your empire) and by later game you have gateways, wormholes and jump drive, so you can position your fleets quickly. Also, with hyperdrive and subspace drives fully upgraded, traveling cross-empire isn't so bad.

But what you said has nothing to do with colony ships being built at shipyards.
 

SectorsAreOkay

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Colony ships creating pops out of nothing has always been a problem from the beginning.
I assume they siphon some portion of the population away and that creates a new pop. Pops aren't strictly a fixed number of individuals. Rather, it's a group large enough or organized in such a way that it can perform an economic function at country scale. Let's say a pop is approximately 100 million humans. You take away 10 million of that and put it on a colony ship, you are going to have enough people to do colony work, thus meriting a new pop. The old pop is still functional, albeit slightly diminished. It will replenish itself and thus nothing really changes.
 

buglepong

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I assume they siphon some portion of the population away and that creates a new pop. Pops aren't strictly a fixed number of individuals. Rather, it's a group large enough or organized in such a way that it can perform an economic function at country scale. Let's say a pop is approximately 100 million humans. You take away 10 million of that and put it on a colony ship, you are going to have enough people to do colony work, thus meriting a new pop. The old pop is still functional, albeit slightly diminished. It will replenish itself and thus nothing really changes.
You should be an economist!
 

Ter.Yeah

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It's also a bit funny that you can colonize new planets with a race that a only populates planets without shipyards ;) So last game when I found the primitives in the ruined tomb world cluster and uplifted them, - I could instantly colonize new systems with them even without shipyards on any of the tomb worlds.
 

BlackUmbrellas

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It's also a bit funny that you can colonize new planets with a race that a only populates planets without shipyards ;) So last game when I found the primitives in the ruined tomb world cluster and uplifted them, - I could instantly colonize new systems with them even without shipyards on any of the tomb worlds.
Considering planets don't have shipyards anymore, that's not surprising.
 

Wolfgang I

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I have seen posts claiming that rushing colonization fever and:
1: Colonizing
2: Deleting the colony by moving the pops to another planet
3: Colonizing
4: Repeat as often a necessary is by far the fastest way to produce pops now.
I dunno if that it is true but it sounds like an interesting metagame approach.


It's also a bit funny that you can colonize new planets with a race that a only populates planets without shipyards ;) So last game when I found the primitives in the ruined tomb world cluster and uplifted them, - I could instantly colonize new systems with them even without shipyards on any of the tomb worlds.

You can colonize with pops that do not exist in your empire now if you have a migration treaty. You need to build the colony ship manually though.


Working as intended I'm afraid.
Ships movement is way too slow anyway. I hate the kind of 4X where your fleet is obsolete by the time it reaches the front line.
I understand they chose that to incite the players to split their fleets to protect a larger territory and alleviate the doomstack issue, but it didn't work anyway.

Well it worked in a way. The AI is incapable of uniting its fleet and you are able to defeat AI empires with vastly superior fleet strength now (well when it still built them before 2.2). ;)
Oh wait this is a multiplayer game and it is your fault for playing the unsupported single-player option. ;)