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I get that some guys like the "realism" of this. It also assumes every possible species we create, is going to have our own inherent lack of values towards sustainability. (Why am I creating factions, if every faction created is essentially human, with our worst traits?)
Admin cap has broken wide play for the user, yet I see AI Empires with apparently 0 penalty for being wide. I thought they only gained advantage, at Captain difficulty or higher?
If I can't expand, the overcrowding issue becomes inevitable. If I can't turn it off, and I'm not a fan of 3rd party modding, I'm left with 0 options.
This DLC/Update, feels like a lot of the options, and replayability that came with them, or variations of them, has been removed from the player.
Is this an ethics thing? Enabling population control for my Authoritarian empire has stopped pop growth dead.
It's in planet UI. Decisions - "enable population control" or something like that, should cost 25 influence. Removing it should be free
Decision itself attaches planet_population_control modifier to planet for -1 days (forever).
and in defines.txt it says:
Also, when I used it on my planets before, the 'currently growing pop' in planet interface was empty, there wasn't any species in it
Unless you only just realise population controls via policies are a thing, but don't want to touch them because that goes against your empire's egalitarian ethics.
I thought you were having issues stopping the growth period, and were asking for help.
Overcrowding is a issue in real life. The game presents you with several ways to deal with the issue depending on what sort of empire you are (Slowing pop growth, stopping population growth all togheter, exiling excess people, selling people of as slaves, etc).
It stands to reasons that certain empire/ethics will have more of a issue with this then others (since many ways to "deal with it" can be considered evil). If i were you i would just realise that its a weak point of whatever empire type you made and try to find new solutions (like constantly expanding to new world and resettle a lot of pops), eventually you will be forced to deal with it in a more extreme manner (As will likely eventually happen pretty much everywhere in real life).
Personaly i kinda love it, since it forces you to do some real life like bad choices, wars are often fought over land even by the "good guys" ya know.
If we look at issues of population growth (or lack thereof) in what we consider to be modernized societies in the real world, this mechanic is backwards. The richer your population, the harder it should be to convince them to keep producing offspring. I agree with you on most things my friend, but the admin cap and population growth are things that should be equated to the difficulty we pick upon start, not something inherent to every game (thus crushing the replayability).
In real life we don't have the tech of Stellaris (adapting genes and a lot of other "growth" bonuses). If you keep throwing on tech that increases growth (and you will since theres no other option) the populations wealth and willingness to produce offsprings would be offset by that.
Also, the admin cap is a non issue, just ignore it or use it as a pointer to when to build more labs, the penalty for going wide before was harsher then it is now, its just easier to see now.
Admin cap has always existed, we just weren't shown it. You're not supposed to stay below it.