Stellaris

Stellaris

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Zabu Apr 16, 2019 @ 1:36pm
PoP auto migration
Why arent pop's automaticly migrating to underperpopulated worlds when there arent any jobs left on their main planet?

Managing planets in the late game when you have like 20+ planets producing pops at around 9-10/100 is absolutely horrible. It really seems like this game wasnt thoroughly tested before releasing 2.2.x.
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Showing 46-60 of 87 comments
Zabu Apr 17, 2019 @ 12:22am 
Originally posted by Lady Crimson:
Actually uh, to not throw a wrench at this all.. but I just started having a pop emigrating away.. like it's losing population (and is flagged as the physical pop picture moving away).

Admittedly I'm gaining different population.. but the pops do migrate away with enough reason to.

This is my main population by the way, I'm not driving them away or anything.. they're just leaving on their own accord.

Also to the note about the war and having a bunch of unemployed pops.

Have you tried the pause button?

It's why I don't trust anyone who says they have to play on fast to very fast at all times in a Stellaris Game.. even if you auto most of the stuff you're doing something wrong if you don't have anything to do.

Are you actually joking? You are actively encoluraging me to pause the game to move around pops like every 2 minutes in 50 planets instead of fixing the game? Noone in their right mind thinks this is good gameplay. Have you actually played the game?
Jewbacca Apr 17, 2019 @ 4:38am 
They are. Just not fast enough to notice. The emmigration usually just slows down planetary grow instead of actually declining pop.

The solution for modding/developing would be increasing the unemployment's emmigration effect. If we would make unemployment's effect to 10000 then pop would decline in a year, if jobless drastically increasing the pop grow of other colonies "migrating" to them.

Before the rework stuff worked similar to that. If a planet got full, and other colony was available, then 1 pop migrated, if migration was not disabled.
happyscrub Apr 17, 2019 @ 5:11am 
Originally posted by kbmodigity:
POINT of this thread is that its not that migration is broken .

"PoP auto migration
Why arent pop's automaticly migrating to underperpopulated worlds"

lawls
happyscrub Apr 17, 2019 @ 5:35am 
This thread is sad. So many people don't know how the mechanics of the game. Let me teach you kiddies on why migration is broken in this game. Now I haven't played this game in months so my numbers might be slightly off (cause I don't feel like looking up the exact numbers).


Emigration and immigration. Emigrate is leaving and Immigrate is coming. Both have a cap but it's more important for immigration. But it's something like 2 to 3 or something. Base pop growth is I believe 3.0. So at the most, base pop growth can double (natural growth + immigration).

The problem with that is as the game goes on, you have more planets with emigration than immigration. Lets say you have 1 planet at immigration cap and 9 planets with emigration cap (and it's 2.0). That would be 9 planets with a total of 18 pts of pops wanting to move but the game only uses 2 pts. So you have 16 pts of pops going into a black hole or something.

That wasn't the case before 2.2. Before, each planet migration could freely send pops anywhere there was a free unclaimed space. There was no cap.

That's why migration is broken and empires that can resettle are OP in this version of the game because you don't lose pops when you resettle.
Last edited by happyscrub; Apr 17, 2019 @ 5:36am
Zabu Apr 17, 2019 @ 11:34am 
Originally posted by Jewbacca:
They are. Just not fast enough to notice. The emmigration usually just slows down planetary grow instead of actually declining pop.

The solution for modding/developing would be increasing the unemployment's emmigration effect. If we would make unemployment's effect to 10000 then pop would decline in a year, if jobless drastically increasing the pop grow of other colonies "migrating" to them.

Before the rework stuff worked similar to that. If a planet got full, and other colony was available, then 1 pop migrated, if migration was not disabled.

It doesnt usually do one inste3ad of the other. It never actually immigrates pops. You really should at least now how the basic stuff functions before you come here and try to explain it
Zabu Apr 17, 2019 @ 11:36am 
Originally posted by happyscrub:
This thread is sad. So many people don't know how the mechanics of the game. Let me teach you kiddies on why migration is broken in this game. Now I haven't played this game in months so my numbers might be slightly off (cause I don't feel like looking up the exact numbers).


Emigration and immigration. Emigrate is leaving and Immigrate is coming. Both have a cap but it's more important for immigration. But it's something like 2 to 3 or something. Base pop growth is I believe 3.0. So at the most, base pop growth can double (natural growth + immigration).

The problem with that is as the game goes on, you have more planets with emigration than immigration. Lets say you have 1 planet at immigration cap and 9 planets with emigration cap (and it's 2.0). That would be 9 planets with a total of 18 pts of pops wanting to move but the game only uses 2 pts. So you have 16 pts of pops going into a black hole or something.

That wasn't the case before 2.2. Before, each planet migration could freely send pops anywhere there was a free unclaimed space. There was no cap.

That's why migration is broken and empires that can resettle are OP in this version of the game because you don't lose pops when you resettle.

Way to literally miss the entire point of the post while trying to sound like you know stuff.

Thats actually hilarious how far you missed the point and went on a retardsplain mission
happyscrub Apr 17, 2019 @ 6:51pm 
Originally posted by panisha:
Can anyone pls explain me in short what this thread about and what conclusion you came to? Thanks!

people not know how the game work and arguing about not knowing how the game work.
Jewbacca Apr 17, 2019 @ 11:04pm 
None of us has access to the actual source code, that would give a precise answer.

The idea:

Each planet has some immigration/emigration pull/push. Emigration push decrease pop. grow., and if it's great enough, then it can stall, or even decline pop.. Immigration pull increase pop. grow depending on how much emigration push other planets have. Ratio decided between your planets depending on their immigration pull. Back in the day they promised the possibility of one race declining due emigration, and another race growing/migrating. Making all your pops settle on the best available planet over time.

In reality:
Under normal circumstances POP. DO NOT AUTO MIGRATE! EVER. If you want to reduce population on a planet, then you can only resettle, expel, or purge. Stalling population grow, or nearly stall it is possible. Extreme circumstances can create pop declining with huge emigration, but that also comes with very low stability.
Last edited by Jewbacca; Apr 17, 2019 @ 11:29pm
Zabu Apr 18, 2019 @ 12:31am 
Originally posted by panisha:
Can anyone pls explain me in short what this thread about and what conclusion you came to? Thanks!

The thread is being derailed by people on purpose at this point i can only assume.

The thread is about the problem of overcrowding on planets. When you start having a lot of planets it gets more and more tedious to deal with constantly moving pops around.

People are then suggesting to stop pop growth on "full" planets which is an option but is going to severely put you back compared to people who just ironman through it and move them around all the time. Its not a fix its a band aid.

Other people are suggesting its a part of the micromanaging but those people havent played beyond 10 planets so they can safely be ignored.

As for solutions there is one on the first page, a mod, that moves pops around for you. Personally i dont like using mods to fix core issues. Other solutions come from the thread derailers who keep spouting that emigration/immigration already fixes the issue which is just completely wrong
HugsAndSnuggles Apr 18, 2019 @ 1:33am 
Originally posted by Zabu:
People are then suggesting to stop pop growth on "full" planets which is an option but is going to severely put you back compared to people who just ironman through it and move them around all the time. Its not a fix its a band aid.
Since when does 5% stability severely puts you behind?
Zabu Apr 18, 2019 @ 2:11am 
Originally posted by HugsAndSnuggles:
Originally posted by Zabu:
People are then suggesting to stop pop growth on "full" planets which is an option but is going to severely put you back compared to people who just ironman through it and move them around all the time. Its not a fix its a band aid.
Since when does 5% stability severely puts you behind?

Ehm. Stopping pop growth, means pops wont grow, means less pops. Says right there in the text "but is going to severely put you back compared to people who just ironman through it and move them around all the time".

Lets say you have 10 planets with full pops on it growing at a 6-10 rate that you just stop growth on. Thats a lot of pops you loose

???
Last edited by Zabu; Apr 18, 2019 @ 2:12am
kbmodigity Apr 18, 2019 @ 3:08am 
I think most people dont know how to properly play the game. They keep arguing the same thing that people have pointed out is counter productive, yet they keep arguing it. It makes no sense. A lot of noobs in this forum. Most of them I see all the time and spend more time in the forums instead of playing the game. Im guessing they arent very good. They can spout off about numbers of the game, and might be right, but since they never play the game i dont think they know the full user experience.

Anyone that thinks I am calling them a noob, I will gladly play you and put you in your place. Hit me up scrubs.
HugsAndSnuggles Apr 18, 2019 @ 4:13am 
Originally posted by Zabu:
Lets say you have 10 planets with full pops on it growing at a 6-10 rate that you just stop growth on. Thats a lot of pops you loose
Growing at 6-10 rate? While 100% growth bonus kind of a stretch (unless you specifically aim for it, which is kind of self-created problem), over 200% is more in a realm of fantasy.

Planets with stopped growth add 5.0 to migration pool, each, while also freeing clinic slot for something more useful. Considering that it also saves you micro at a stage of the game where pops are no longer relevant, I don't really see the problem.

Gesalts are still a micromanagement nightmare, though - was always the case if you factor in (gen/robo)moding.
Jewbacca Apr 18, 2019 @ 5:10am 
Originally posted by HugsAndSnuggles:
Originally posted by Zabu:
Lets say you have 10 planets with full pops on it growing at a 6-10 rate that you just stop growth on. Thats a lot of pops you loose
Growing at 6-10 rate? While 100% growth bonus kind of a stretch (unless you specifically aim for it, which is kind of self-created problem), over 200% is more in a realm of fantasy.

Planets with stopped growth add 5.0 to migration pool, each, while also freeing clinic slot for something more useful. Considering that it also saves you micro at a stage of the game where pops are no longer relevant, I don't really see the problem.

Gesalts are still a micromanagement nightmare, though - was always the case if you factor in (gen/robo)moding.

Such as the part of efficiency worth. How much attention you are willing to sacrifice for it.

Back in the day i offered a suggestion for gene modification. Both more realistic, and easier to do.

Instead of creating design for each race we would create an aim design for each job. We would pick the perks, and set priority order, then as modification allows it we spend it. In case of gene ascention the full build can apply no matter what. The modification itself could be done manually for race, or we could let it policy do. Policy makes modification one by one using X% (could be set on global policy) of the society research outpot, if there is any pop. to modify.

Also there would be policy on modification, that can be set for each race.
Forbidden: Race can still be modified manually, but no auto modification will happen.
Allowed: Each pop. has chance to modify itself so they can do their job better. Greater chance for xenophile pops, and lesser for xenophobes.
Enforced for slaves: slaves of this race will be modified.
Enforced for all. Obvious.
Zabu Apr 18, 2019 @ 5:31am 
Originally posted by HugsAndSnuggles:
Originally posted by Zabu:
Lets say you have 10 planets with full pops on it growing at a 6-10 rate that you just stop growth on. Thats a lot of pops you loose
Growing at 6-10 rate? While 100% growth bonus kind of a stretch (unless you specifically aim for it, which is kind of self-created problem), over 200% is more in a realm of fantasy.

Planets with stopped growth add 5.0 to migration pool, each, while also freeing clinic slot for something more useful. Considering that it also saves you micro at a stage of the game where pops are no longer relevant, I don't really see the problem.

Gesalts are still a micromanagement nightmare, though - was always the case if you factor in (gen/robo)moding.

I have 10 growth on my robots every single time i play. Growth speed is the biggest buff to your economy unless you are playing some weird build that most likely dont work anyway.

There is no point in the game where pop growth stops mattering unless you have already won in witch case its over anyway.

10 growth is achievable by robots, hivemind and bio ascension in general. Probably inward perfection and stuff like that aswell.

Honestly for anyone actually playing that should be something you just know.

"Planets with stopped growth add 5.0 to migration pool" but the max amount of growth bonus you can get from migration on one planet is 5.
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Date Posted: Apr 16, 2019 @ 1:36pm
Posts: 87