Alternative Pop Growth Mechanic

stellaris 3 - Alternative Pop Growth Mechanic

So, with Pop growth one of the systems that px are looking to overhaul, I had an idea.

TL;DR Anchor pop growth to pop species, rather than planets.


Currently, each colony produces its own pop growth, leading to a situation where more discreet colonies increases overall empire pop growth. Futhermore, those pops are produced on planets based on some weights, but may not be the best fit for a colony in question. For example, once a species arrives on a colony, it may have an outsized chance to spawn on it, even if theyre are no jobs suited for it OR if the colony is ideal for its type.

The Solution

Rather than grow pops at each colony, instead, the pop growth mechanic is centralized under the species window (and would likely be removed from the colony UI's). For each pop in your empire, you would see a pop growth ticker.
Growth Rate
The Growth rate of the pop would likely be influenced by a variety of factors, but namely would be the number of free housing available on planets that are habitable to that species (with lower habitable planets would factor in a factor of that planets housing into the weights). This combined with available food and rights, would produce a growth rate for the species.
As an empire gains multiple species, you main gain a small bonus to growth due to multiple species, but you could then divide the effective growth rate among each, representing a division of resources needed – though this would be before species advantages and rights – allowing EVENTUALLY for some species to out grow others, given time. Xeno Compatibility would then reduce this penalty.

Pop Spawning and Declining
When a species completes producing a new pop, it would spawn semi-randomly in a colony in your system, based on several factors – such as available housing, open jobs, habitability, and planetary decisions. In general, pops would likely spawn in the colony that has the highest job slots open, with housing, and are habitable, but policies, rights, and decisions could be used to tailor each species to your needs.



The one thing that would remain on colonies would be immigration pressure. Colonies that have high emmigration pressure would simply increase the chance/reduce time for a pops on a colony to simply move to another colony – maybe this would take over the pop window UI portion. Conversly, some colonies might be importing certain pops based on need. With growth moved to species, you might reduce pop windows to two: one for emigrating pops, and one for immigrating

Colony Demographic

Something else that would help then would be a sort of population history tab or window, that tracks the pops that have appeared, immigrated, emmigrated, or declined on a colony over time – something that a player could see, at a glance, to understand the demographic shift of a colony over the years.

The best part is you can use this same system for robots – you could have all robots built using a shared robot assembly rate produced across all colonies, and divided among all available robot templates (and you could assign priority among robot templates (if not synthetic) – allowing an empire to churn out desired ratios of certain templates.

I think this system would alleviate the scaling problem with pops, and allow empires to grow pops all at a relative uniform rate, based on more realistic factors (infrastructure, resources, habitability).
I look forward to any feedback or questions on this idea.
Thanks for reading!

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