r/Stellaris•
Hroppa

Population Growth Strategies in 3.0

Discussion

An awful lot is being said about the merits of the new pop growth system, perhaps a bit prematurely. One of the fun parts of a new patch is trying to work out the new meta. Here are a list of strategies/considerations I've seen suggested or tried myself. I'd be really interested to hear others' thoughts.

There are two major parts to the population growth system: planet capacity and empire capacity.

Planet capacity control

Planet capacity can be increased by the player. Planet capacity = housing + unblocked districts. The idea is that each normal, built resource district gives +2 housing, so +2 capacity, and each unbuilt, unblocked district gives <2 capacity. The amount of capacity that unbuilt, unblocked districts gives depends on the planet class - it's almost 2 for Gaia planets, and much lower for Tomb Worlds. But generally, the idea is that as you build districts, capacity increases.

Growth sweet spot: You get the maximum modifier to base growth (x2) only when you have >64 capacity, and >32 population. So you should aim to get some 'mediumly developed' planets into this sweet spot as quickly as possible. At that point, you can develop them further, or leave them at that size, exporting pops to other worlds.

Core worlds: It's now more important than ever to try to get maximum efficiency out of the pops you have. So it could well be worth dedicating some high habitability, high efficiency core worlds to specific specialisations, and focus on growing these, while leaving your other worlds at 32 pop.

Rim worlds: It might be worth leaving a few low (<10) population worlds undeveloped while you grow your other worlds, if you don't think it's worth getting them into the sweet spot, since you don't get penalties for growth at very low population levels. I think this would generally only be relevant if you find yourself with a very large number of colonisation opportunities early on (such that you don't have enough minerals to develop all planets).

Empire capacity loopholes

Empire capacity can't be increased by the player. It slows your population growth as your empire population increases - for example, when you have 200 pops, it slows your pop growth to half of what it would otherwise be.

As empire capacity is out of your control, you can't manage it - you can only try to find loopholes.

Invest more in space stations: While it's harder to grow your planets, non-pop incomes are more important than ever.

Steal pops: Whether from civic or ascension perk (Nihilistic Acquisition), stealing pops is now more important.

Buy pops: The slave market is far more important than it used to be.

Immigration: Standard immigration (migration treaties) don't actually escape empire capacity, as immigration effects are mediated by empire capacity. However, welcoming refugees may be very useful in 3.X.

Vassals: Vassals have their own separate empire capacities.

Conquest: The age old tactic, more relevant than ever.

Posted Apr 17, 2021, 3:46 PM UTC · edited

166124
UristTheDwarf•

The planetary capacity system is great, it makes sense and nobody really finds it objectionable.

The empire capacity, on the other hand, is arbitrary, unintuitive, mathematically nonsensical, and the only way to play it is to exploit loopholes. It's a bad system.

159
catwhowalksbyhimselfDriven Assimilators•

Yeah, first game out of my normal umodded new to the DLC game I will add a mod to remove empire capacity. It's nonesense and just bad.

I thought the intention was just to reduce the overall number of pops, not limit pops per empire. This is the wrong way to do it.

50
nighoblivion•

What's the right way to reduce the overall number of pops if not limiting pops per empire?

3
PersonalFan480•

If the goal is to reduce end-game pop-caused lag, then a better solution would be to cap the maximum number of housing slots on the galaxy map. At the moment there is no limit to how many housing slots can exist on the map due to megastructures and habitats, so pops can grow perpetually provided you are able to span habitats everywhere. Cap the number of habitats to one per system, or get rid of them entirely. Get rid of housing-specific buildings and districts. You now have a cap on the number of pops the galaxy can support, and players now have to figure out how to deal with overpopulated planets again, but without nonsensical growth curves. Sure, your pops can grow at a stupidly high rate, but with nowhere to live they're not reproducing.

4
Gigaus•

'If the goal is to reduce end-game pop-caused lag'

It wasn't. I think they mentioned it once, then never again, and started talking about econ balance as the reason. And this 'solution' doesn't actually stop the lag; since pop-dropping is the meta now, and the only way to grow pop now, people are doing it in extreme-- instead of 3 or 4, I've seen streams where people are doing 15 to 20 to make up the difference-- and that results in roughly the same or more population than pre 3.0 . Which means more lag.

There's mods that address this problem effecitvely, if PDX wanted to actually fix it, they could have just gotten or copied the code; instead they nerfed pop-growth into the ground and didn't fix the underlying problem.

1
Bhruic•

Rebalance the game around lower populations. A planet is generally considered "full" by player standards when there is no more available building/district slots, and no more available jobs. That fact is independent of the number of building/district/jobs in general. If it currently takes 100-200 jobs (ballparking) to "fill" a planet, adjust the numbers until it takes half that. Hell, if you go back to the original vision of the game, you couldn't have more than 25 pops on a planet. The tile system might not have been the one they wanted, but it certainly didn't have the end-game lag of the current one.

4
nighoblivion•

Yeah, I agree. Changing how the economy works and limiting planets is likely the way to go. I remember disliking the change over to districts and such back in the day. Too much planet micro all of a sudden. Building queues were sweet. So if they can remedy the issues with districts, while avoiding the stuff they didn't like with tiles, that could be the way to go.

1
catwhowalksbyhimselfDriven Assimilators•

Slow down the base rate. Perhaps instead of slowing down the rate per empire, slow it doesnt, per pecentage of uncolonized planets. There shouldn't be a flat cap on how large any empire is allowed to be. That's against the entire point of playing a game like this.

1†
nighoblivion•

But the point of the change is limiting end game pop numbers to reduce lag. Your suggestion wouldn't do that.

3
steve235689•

Just use Colossuses more. If the amount of pops is the problem then just glass every inhabited planet in the galaxy that isn't your own. Or better yet uncap the amount of colossuses people can build and Make it so that the pop growth penalty applies galactic wide rather than just per empire. That should hopefully incentivize people to get on with cleansing the xenos filth of life

0
DanielPBakPurity Assembly•

Suuuuuuure is! Very very bad system.

5
HroppaOP•

I think it's a little early to conclude - the empire capacity system might feel better if tweaked.

That said, I completely agree that mechanics should have thematic, in-universe explanations, and I really don't like the fact that empire capacity lacks that entirely. I'd prefer if they just increased the impact of pops on sprawl, for example - that at least has an in-universe explanation.

3
Gigaus•

'The planetary capacity system is great, it makes sense and nobody really finds it objectionable.'

Habitats and low cap worlds; Housing means absolutely nothing now and is 100% irrelevant in the new patch. You can fill a planet/hab with nothing but house domes, and it won't effect your capacity, so your growth there stops entirely. Which also means Shared Burdens has no use outside of roleplay.

1
UristTheDwarf•

That's probably because the capacity of a place isn't a function of the number of physical houses currently constructed. Although the lack of physical houses would definitely be felt, an superabundance of unoccupied houses does not produce the opposite effect, as China has found out.

1
Gigaus•

That's the point though. Previously, low cap worlds and habs only had the issue of limited housing, which is why City districts were a thing. Once you run out of housing, you run out of building.

Now, housing will never be an issue. You will always have 100% housing vs your capacity, and seeing as you can't out grow capacity like you could housing, you end up with an entire class of building being pointless, City units being only used for building slots, and habs that are permanently locked out of growth.

2
Akasha1885•

The AI isn't using loopholes, so why do you feel the need to do it?

-20
cyrusolMachine Intelligence•

If you're not playing multiplayer you're playing against the endgame crisis.

Normal AI empires are just bystanders like Tea Gardner in Yu-Gi-Oh!. They do absolutely nothing in terms of trying to win the game.

29
TheLimonTree92Rogue Servitors•

Normal AI empires are just bystanders like Tea Gardner in Yu-Gi-Oh!. They do absolutely nothing in terms of trying to win the game.

Colossus weapons have nothing on this level of burn

7
Akasha1885•

Normal AI empires are just bystanders like Tea Gardner in Yu-Gi-Oh!. They do absolutely nothing in terms of trying to win the game.

Most players are the same, some weaker than grand admiral AI. (maybe even most?)
If it's multiplayer, play with a rulesets.
You already know what the issues are, so it shouldn't be an issue.

-16
UristTheDwarf•

The AI absolutely will use this loophole, I've seen the AI divide itself into multiple subpolities even before this was a thing, and they're certainly going to keep doing it.

7
nelliott13•

Because of the planet capacity control mentioned, population growth on habitats is very slow in 3.0. The starting growth rate is lower because empty habitat slots give less capacity than planets (even for voidborn), you start with lower pop (and thus lower on the growth curve), and you can only build four habitation districts without upgrading. The max growth rate is limited because you can only hit 64 pop capacity with 8 habitation districts which requires a fully upgraded habitat and then you don't have a way to give everyone jobs. Because of the pop growth, I've found the voidborn start very underwhelming in 3.0, which is too bad because they finally adjusted some of the traditions to apply to that start.

38
Akasha1885•

I've yet to try it, but since you start with three habitats, you start with more growth than everybody else. (and also the most science)
So it will largely depend on how quickly you can bring out more and how you manage them.

15
nelliott13•

You do get more growth to start but not nearly as much as you did before, and you get surpassed mid-game. Each of your three habitats has the base growth of 3.0 with no modifier because of a. the lower starting pop per habitat (only 10), so you are lower on the growth curve and b. the lower benefit of undeveloped districts. So that's a total growth of 9 (with rapid breeders to cancel the voidborn penalty), whereas you get about 6 on a normal planet because of the modifiers to base growth (plus rapid breeders to make equivalent). 50% more growth to start is nice but nothing compared to the triple growth of before.

Now triple growth may have been too strong, but I think 50% more to start isn't enough to compensate for the disadvantages of voidborn and habitats in general. Especially since habitats also scale poorly into mid-game, because each habitat you construct will always have a lower pop growth rate than a colonized planet.

The bonus science is still great, though, and there are probably tweaks to be made to the voidborn build and playstyle to help make work better in 3.0. Suggestions welcome!

8
Akasha1885•

New colonized planets also have a low pop growth of 3 btw.
It takes you until 20+ pops to get any bonus on that growth.

And isn't assembly then really good for Voidborne?
Since assembly only cares about how many sources you have.

Ultimately you want a Special planet or Ringworld by the end of mid-game as voidborne.
I will start my playthrough today, then I can compare pops with my Hivemind playthrough.

11
nelliott13•

Assembly is essential and your only way forward.

Newly colonized planets do start at a low pop growth, it's true. But it is easier to colonize new planets than to build and colonize new habitats. So after just one or two planetary colonies, a normal empire has caught up to the voidborn in pop growth.

Moreover, planets have a much larger sweet spot in the middle of the S curve for population growth because of their much larger capacity. Population growth on habitats really never gets a positive bonus and slows to a crawl very quickly: a basic habitat with four non-habitation districts built has a total capacity of 18, and with one habitation district plus 3 normal districts it is only 23, which means that your pop growth starts to slow down very quickly. For example, by 2230 my base growth on all three starting habitats is reduced by 2.97 with respective populations of 25, 19, and 18. Assembly is unaffected but even with that added your total growth is lower than the base growth of a newly-colonized planet.

Other issues:

  • habitats often lose the 2nd free pop from settling (from the expansion perk) to migration because habitats only start with one job slot
  • communal and other housing usage reductions don't increase carrying capacity or affect population growth

EDIT: take a look at this tool from u/doctorsandwich8 to calculate the pop growth bonus: https://www.desmos.com/calculator/5vwbgj6eav. Adjust the pop capacity slider P in the upper left to 20 or 30 (reasonable capacities for a low or mid-level habitat). Because of their limited capacity, early habitats essentially never get a buff to growth and start getting a debuff to growth around pop 10 or 15. The only way to get around this is to upgrade to a T3 habitat (which is expensive and slow) or spam habitation districts (but then you pretty quickly run out of jobs).

5
veggiebuilder•

Yeah I was thinking that when I try voidborne again, robot assemblies are essential for them to be playable.

But my main issue on the new voidborne is I can't see a way for decent alloy output (especially when you need them to build habitats), you get so few alloy jobs, even if you get highest tier building to triple them.

Idk, may not be as bad as I think once you her going and I will give them a proper try again at some point, but wanted to enjoy new district system on planets, so won't try voidborne for a few days.

One of problems is so few building slots early for voidborne and they would need to he robot assemblies and enough food jobs.

1
Sumutherguy•

I think the following things could help with void dwellers:

  1. More building slots/districts. Functional Architecture and the adaptability tree are obvious means of getting this, with the latter providing both a free building and a free district.

  2. Reduced housing usage. Less housing used = less capacity used = bigger "sweet spot" for pop growth. Slavery/robots, communal trait, and the adaptability tree help here.

  3. Pop assembly. This is not effected by growth penalties, so can serve as a workaround.

  4. Influence stacking. More influence = more habitats faster = more absolute pop growth. I usually aim for 40-50 new habitats by 2300.

Bio and synth ascension can alao help with several of these.

3
nelliott13•

I may be wrong, but I don't think communal or other housing usage reductions are accounted for in the the population capacity calculation.

1
Aazadan•

The change in the expansion tree that reduces influence cost by 20% is massive. Dropping them from 150/1500 to 120/1200 by finishing that helps a lot in terms of getting more habitats up. 20% more habitats helps to balance it a little bit.

What I was doing in my game actually was just building an absurd amount of habitats and trying to maximize capital building jobs via Technocracy.

2

You lose your 3 growth real fast because habitats have an extremely low capacity.

1
IamMisa•

Started my Crysis run with Void Dwellers origin, and god damn, it's as bad as you say. You can bearly keep up without cheese. Will be a tough run to even survive midgame.

9
kaptainkeel•

Issue is every one of those empire loopholes is impossible for a pretty big chunk of playstyles. Xenophobe purges that don't welcome new species? Nope. Swarms? Nope. Fanatic pacifism/otherwise peaceful? Nope. There's no real option other than to accept foreign species and conquer.

25
NihilisticDragon•

Honorbound warriors right? gonna have a blast liberating everyone into their collective.

2
Freethecrafts•

Colony ship spam for landing exploit still works.

Splitting off planets as growth worlds into vassals lets the vassal have fast growth.

2
gruthunder•

Abandoning a colony (moving the last pop) now costs influence. (So does moving leaders/specialist btw) and releasing vassals doesn't work for gestalts.

3
Freethecrafts•

Specialists demote if you turn off their jobs.

Influence for normal unemployed is 10. Guess you could move them when colony ship spamming, if you don’t have time.

For a vassal farm, you want to leave a colony pop or two, depending on how you’re moving them. Ideally, you declare war and bombard with nihilistic capture to move the pops to your empire.

1
gruthunder•

Abandoning a colony (resettling the last pop) costs 200 influence I believe.

Nihilistic takes up a Ascension perk slot so I wonder what the advantages are over just taking the planet, moving the pops, and then returning/releasing it again.

2
wierobFanatic Militarist•

You can just unemploy the colonists so they move themselves.

1
steve235689•

There is an option for xenophobes and fanatical purifiers. Got a planet or several into a sector and turn that sector into a vassal. From there every few decades or whatever you will use nihilistic acquisition to acquire your own species from there or you could just conquer it resettle most of the population then give it independence again

2
Rhynocoris•

How about getting 4 pops for 200 influence as a calamitous birth lithoid? Would that be viable in the long run?

14
cyrusolMachine Intelligence•

You can escape the influence cost if you unemploy everyone and wait for automatic transit to happen for the last pop.

In fact that's a faster way of getting pops and cheaper compared to assembly.

3.0 is so bad.

16
Rhynocoris•

Man, I just tested this, the planet is decolonized almost instantly, with no influence cost whatsoever. Imma try a lithoid hivemind with this later.

8
cyrusolMachine Intelligence•

Yeah, it just requires a transit hub. (For anyone else reading this.)

1
Rhynocoris•

I tested it without one, worked fine.

5
Aenir•

Hivemind pops won't resettle themselves.

1
Rhynocoris•

I tested it and they did.

8
Nebulon-B_FrigateFTWScience Directorate •

This is hilarious, and probably not the most broken thing either.

6

Don’t undeveloped districts add 4 capacity for normal planets, or is that just old information?

8
nelliott13•

It depends on the planet type, I think: 4 / slot for normal planets, 3 / slot for undesirable planets (tomb, habitat), and 5 6 / slot (thanks u/0WatcherintheWater0) for great planets (gaia and ringworld).

11

I think it’s 6 for great, not 5, but otherwise you’re correct

1
Freethecrafts•

Planet capacity goes up by three for each city district, down by two for each of the others.

3

Pretty sure it’s only 1 for base city districts

2
Freethecrafts•

I ran the testing yesterday by taking data, destroying district, taking data...

I’ll check it again later. Too disgusted by how we’re stuck playing to even open the game right now.

-1
nelliott13•

Change in capacity when building a district is equal the housing capacity of the newly-built district (including tradition and tech modifiers, I think) minus the undeveloped district capacity which depends on planet type (better planets, e.g., gaia, have more capacity than bad ones, e.g., tomb worlds and habitats).

3
veggiebuilder•

Yeah, usually it's supposed to be more capacity than a resource district would give but less than the residential ones, I believe.

3
Lawlcat•

This system kind of results in, for me, a stall near end-game. I've kind of maxed out on fleet capacity/starbases, I'm emperor with the full galactic defense force, I've destroyed one of the FEs but at 1130 pops, I'm looking at 5-6 years per pop now on planets with still huge capacity. This means that even if I take these 10-15+ 100% habitability planets, the game will be over by the time they reach planetary administration level.

So what do I do? I can't build more ships without going well over fleet cap, there's no point in colonizing... I just kinda sit here with the game running waiting for the crisis to show up and hope that the fleets I've built (with max tech) are enough. Normally at this point I'd be hunting out new planets to colonize to get even more victory points and income

8
steve235689•

Aren't there repeatable techs that get more fleet capacity? As for what you can do create a vassal state out of a sector with one or two planets that is undeveloped for the most part and then conquer or re integrate it back again every few decades and take the pops off of it.

1
DneSokasOne Mind•

Very late to the thread but the repeatable fleet capacity tech actually seems to have a limit where it stops appearing.

1
ruphone•

I reached pretty much the same conclusions, however some of your intital information isn't correct. I actually made a video on this, I'll link below (which I think is okay/allowed).

So first, capacity (on normal worlds) = housing + open, unblocked districts * 4
for habitats; capacity = housing + open, unblocked districts * 3
for gaia worlds unblocked are I think multiplyed by 6, and tomb multiplied by 2.

So the fastest most effective way to increase capcity in this edition is to clear tile blockers, as they will tend to add 4 capacity, whereas (at least in the very start before tech and traditions) building a housing district only increases capacity by 1, and building any other district actually reduces it by 2!

The equation they use for monthly base pop growth is (almost exactly) this:

r * ( n - n**2 / (k - 1) - n / (k - 1) ) * 3

where n = population, k = capacity, and r = rate (0.125 in base game)
this equation is also bounded between 0.03 and 6, and cannot be below 3 whilst the population is less than half carrying capacity.
If you don't want to take my word for this equation follow the link below, I show graphs in it, and fit curves based on it really well to game data.

​

So how do we use that equation ot maximise pop growth and what this means for you!

-You will NEVER reach maximimum growth of 6 on any world at a carrying capacity of 66 or below.

- You can get to maximum growth on larger sized worlds (capacity 80+) at population of 25 (or 23/24 on truly huge worlds), and maintian this maximum growth for around 30 pops (to around 60 for size 82).

-due to the equation worlds with carrying capacity under (roughly) 35 will never have increased population growth, which is why habitats struggle with population so much.

Important note: all pops on a planet contribute to biological growth rate, even robots.

​

Link to video with extra graphs, explanations and examples:

https://www.youtube.com/watch?v=TvVcYaZUqDU&ab_channel=MontuPlays

6
Akasha1885•

Another thing on Empire capacity is planet specialization.
I finished my game around 3340 by destroying a huge galaxy.

I only had 7 production planets.
The other 10+ planets were just there for extra pop growth and grabbing strategic resources. (they were running 2-5 pops at most)

5
Shonkjr•

Im 60 years into my robopurge game and well ik getting at least 3 pops per planet to 15 homeworlds purged into my core systems / new core worlds taken

5
heroicsquirrel•

I went full evil necrophage that uses nihilistic aquisition to get fresh blood and it worked perfectly. Had a few feeder empires around me and just went clockwise draining thier empires of pops. Corvee system was VERY useful now to move them around.

3
Double-__-Great•

Do you have to switch from purge to non purge before raiding pops like before (pops just disappeared last patch when raiding with necrophage purges)

2
heroicsquirrel•

i think non purge is default? maybe depends if your xenophobic? I normally go authoritarian.

2
Soverayne•

Technically yes but its just easier to have them as slaves and naturally necrophage them. Works the same pretty much.

1
tosser1579•

So I'm wondering if they set Empire Capacity so that its either 200 or based on a large percentage (say 50-75% or something) of your Administration cap. Then you would have a means to expand it while at the same time while also having a floor so that smaller empires have a one up.

Past that either policies or Edicts that expand the Empire Capacity further.

3
Stalins_Ghost•

Tying it to admin cap would be very interesting at least. Though why everyone has to ask the local ombudsman for permission to fuck, who knows xD.

3
VenatorielloDetermined Exterminator•

Is the game going slower than it used to be? Mine feels like it idk

2
danshakuimoMote Harvester•

The pace of the game feels slower, but looking at the time pass it's pretty fast. But this is my personal experience.

3
NihilisticDragon•

Hypothetically could I say use corvee system void dwellers and make a sector full of habitats

Turn them into a vessel and integrate them later, move all the pops to me. And then restart the process assuming they would having 1 pop per habitat rapidly grow ?

2
steve235689•

Yes you totally can and I'm fairly sure it's one of the more efficient methods to gain population

1
gruthunder•

With planets yeah but not with habitats since the growth is terrible on them now.

2
steve235689•

Oh I didn't know about the change to habitat growth my bad

1
Aazadan•

So, here's what I'm figuring out to do now.

I'm turning my Administrative cities into growth cities.

You have two options here, either shoot for 18 pops to maximize the curve, or shoot for 30 pops to get the higher tier government building. Take this, and then build to either 48 or 60 surplus capacity (2/4/6*undeveloped district depending on planet type + available housing). Use the building slots given by this to add robot/biological pop assembly as available. Then build to 18/30 total assembly and admin job slots.

Close all other jobs.

If you have surplus building slots (likely as you hit T2 and T3 buildings), you can close a couple jobs to fill your remaining building slots with rare resource jobs.

From here, these planets should maximize their growth rate, and each will support 144 or 240 admin cap. As new pops grow, since they will be unemployed they can resettle elsewhere in your empire.

Use the same strategy elsewhere and close irrelevant jobs (especially clerks), to focus each planet on it's designation.

If you're limited on starbases, prioritize transit hubs on the admin planets.

I haven't tried this in a game yet, but I think this can let you keep a couple planets on growth, while easily folding it into an existing planet type. And, it's a good use for your capital as well since it's not reliant on any sort of designation to actually work.

2
TheLimonTree92Rogue Servitors•

I wonder how this comes into play when you add death cult into the mix (especially if you also go void born)

1
joshakazam04•

My tactic is hyper-specializing planets. Not every planet needs to have 70+ pop on it anymore. you can have a fully functional specialized planet at a way lower pop than that.

1
Aazadan•

I have two loopholes right now. I see the whole game right now as coming down to eugenics because you really want maximum pop quality.

In this regard I see two optimal outcomes. Either you go Robot or you go Biological. As a Robot/Synthetic you get to invest in all the pop mod points, and then upgrade your pops for maximum efficiency.

As a Biological you get to do the same thing.

Before getting to this point, I'm finding builds that let you build as many systems as possible to be the best option. For 11 influence per system you can blob out rapidly by using Fanatic Xenophobe plus Interstellar Dominion. I'm accomplishing this at ~2208 with a high Unity build initially to quickly finish a tree (generally Expansion), and then nabbing Interstellar Dominion.

That makes for a ton of early systems that don't require jobs.

Then I can settle planets as needed. Later on, if going robot it doesn't really matter what you do. If going Psionic or Biological, get into Xenophile, which is an easy switch due to being opposite of Xenophobe. Use that to get into Xeno Compatibility and start cross breeding your pops. If you want to become the crisis though, you can't do this.

Taking population growth reduction seems to work best because it's damn close to free as a trait, and the Lithoid drawback is practically non existent.

Abducting pops seems to be really powerful right now as well. And I'm still trying to figure out a good way to push Psionic quality higher. Right now I think their highest quality outcome is from Imperial Cult and using that extra edict on a subsidy like Mining/Generator so that you don't need quite as strong of pops.

This might lead to some really weird outcomes like Psionic having some sort of natural affinity for Mining Subsidies + Mining Guilds + Natural Miners and becoming the crisis for mineral ships. Which you should generally be able to mod in easily as well from any starting build just by removing a negative and leveraging the gene points everyone gets from tech.

1
Gigaus•

You missed the actual meta strat now.

Build habs, colonize, remove pops for free with the right Civs, recolonize.

Even if you took away the pop growth nerf and kept the growth speed buffs, this still is faster by a large margin. And isn't hampered by the nerf.

edit: Also, you didn't mention that galaxy cap. It's not stated and after looking at the code looks unintentional, but the number of pops in the galaxy also effects pop growth.

1
Airowird•

I just want to point out a MASSIVE flaw in the current system:

Planet capacity = current housing + 2x unassigned districts

Currently sitting on a planet with 135 "capacity", 150 actual pops and >20 housing left.
Next pop to grow takes 36820 months (aka 3068 years) due to "High Pops"

Because not only does that growth formula not take Adaptibility Tradition or Communal into account, it also totally ignores slaves or anything that reduces housing needs on current pops. (Some of my Domestic Servitude Servants are using 0.20 housing, but count for 5x that in pop capacity :$ )

All the egalitarians, bulky robots and other big bottom pops are now the best meta, because otherwise, you're forced to first overextend into housing to grow unemployed pops, to then convert those empty houses into useful jobs.

Why couldn't they just make it
Planet capacity = current pops + empty housing + 2x unused districts

Would it be that difficult or game breaking?
Because right now my options to fill a planet are a) Nihilistic Aquisition (requires war), b) mods to change the game mechanics or c) console me some grow_pops when the penalty kicks is, so I can sleep at night.

1
mauporte•

'One of the fun parts is finding out the new meta' I completely disagree, in fact meta makes games boring; why would you play a game if you do the exact same thing in the exact same order every time? What's fun is thinking on your feet, having to read and interpret and make desicions, trying new strategies, etc.

1
OfficialNullus•

I agree completely. The idea that it's "fun" to only be able to play a game in an extremely specific and obscure way is a massive cope for a bad (or at least poorly-implemented) feature.

1