Population growth

Is there any plan to slow down the population growth? I find it very disconcerting that within a few years a new planet can have a population of billions and be more productive than my home planet. I would love to see some options here.

How about ...

growth setting - would affect difficulty and gameplay style. Slow growth is more difficult as planets take many centuries to reach full population potential. Would make it impossible to colonise a new planet and start building a new colony ship!!

Population transport - Allow you to change a slider which diverts a percentage of your expenditure to transport. This in effect shifts the population around in your empire and allows faster 'growth' of new colonies. Alternatively allow population transport ships which move 20 million people to an already coloniesd planet (maybe too much detail though)

Moral Implications - cloning, genetic manipulation, enviromental adaption, social divergence, etc... should all be avaliable as ways of improving growth rates on various types of planets. They should have potential implications to moral though and possibly to the senate.

Paul.
179 views 5 replies
Reply #1 Top
Maybe it would be enough to derive growth from planetclass - +1% a turn for class 1, +20% a turn for class 20.

OR, make a choice between growth and production for the planet - if the people are having night shifts, growth is slower ;)

Or, if you remember Imperium, there was a slider to set pro- and contra- population policy, the reason was that crowded planet started to loose efficiency since some point.
Reply #2 Top
Population growth related to planet class / quality would make sense. I also like the idea or linking growth and production. Also moral. The idea of +20% though is far too high. No society could encompass such growth rates. A maximum growth rate (internal growth only) of about +5% should be allowed (and even this is very high). External sources such as immigration could be added.

The suggestion was made in previous posts of trying to model the age and usefulness of the population. Obviously any births would still take 15-25 years before it was turned into production / research / engineering resources.

My biggest problem here is the ability to colonise a new planet and immediately start producing a colony ship. This is just foolish. It should take decades to build the infrastructure and population required for such an undertaking.

Paul.
Reply #3 Top
Sorry, about the 20% it was just example - lets say planet class / 5 rounded up, or something like that ;)
Usability of population is nice point as well.

Again from Imperium from EA (its just my beloved game :) ), there was "planet infrastructure ranking". It was rising in time (faster with bigger population, and subsidy - but I dont know about subsidy in GalCiv) , lowered by wars and catastrophs, and it reflected how the planet performs generally.Maybe it would just require to have XXX infrastructure to build a ship.
Reply #4 Top
Petr,

I think you just hit upon one of the problems with the code I have been seeing and talking about for
some time. Every calculation I have exposed through use shows an alarming tendency to round down. Hence,
you get cases where there is no growth at all when there should be followed by an attempt to compensate
that causes excessive growth where it is not needed. As an example, if a planet has a population of 10
(just colonized) and a moral of 59% it will not grow. But a planet that had grown to 100 whose moral has
decreased to 59% will grow. This is inconsistent. This is wrong. This is NOT a moral problem, but a
basic problem with how growth is calculated, hence, a bug.

Cheers,
Jack
Reply #5 Top
All the numbers (economy, growth factors, etc.) will be changing dramatically in coming betas. We'll be tuning it until we get the right feel.