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You'll have to wait a bit longer than "multiple months" to see your pops moving. Even at 5%, there's a good chance that some of your pops won't have moved after a year.
I knew about (and was fine with) the low default resettlement chance values thanks to looking up how they worked, but this is something else. Thanks for the info.
it's not really fun, but if you want to minmax eco meta, you must disable clerk jobs and manually resetle pops, both slaves and free, as soon as they are "born".
automatic resettlement is only viable if you want to decolonize planet and do not want to pay 200 influence.
In most management games overpopulation and unemployment is a problem. In Stellaris it isn't, and that's just weird.
Imho, the overall package provided by the jobs is not completely terrible anymore, but the building still underperforms and isn't really worth the slot.
Still, its another case of a job in stellaris that doesn't do as much as it should.
it have reasonable effect only on planet with othervice zero habitability.
in all other cases you need like 60 years to get extra pop from growth bonus given by gene clinic.
4.5 * 0.125 = 0.56 per month extra
110 (for an extra pop) / 0.56 (the extra growth) = 195 months to get an extra pop
195 / 12 = 16.25 years
imo worth, and this doesnt count anything but the growth you get.
you math is wrong and does not take in account pops that actually work in gene clinic.
imagine, that your planet have 10 pops, each work in some job, producing 1 unit of something per month.
you get 10 per month, 120 per year, everyone happy.
when you build gene clinic, that will give you one pop per 16 years, you remove two pops, that will work in gene clinic.
now you have 8 per month and 96 per year.
this lasts for 16 years, total accumulated loss is 24*16 = 384
pop is born, now you have 9 per month and 108 per year
this lasts again for 16 years, accumulated loss is 12*16 = 192, total accumulated loss is 192+384 = 576
pop is born, now you have same 10 per month 120 per year and gene clinic, this costed you 32 years to reach same production as before you made gene clinic.
you lost 576 units total.
16 more years pass, you have exactly same production as before and new pop is born
now you have 11 per month and 132 per year, you still have 576 units loss and still have gene clinic.
16 years passed, additional pop produced 192 extra units and new pop is born, now you have 384 loss and 12 per month production 144 per year
16 more years passed, now you have zero net and 3 more pops producing 13 per month and 156 per year.
lets count:
32 years to fill gene clinic with pops produced by gene clinic
16 years to actually get extra pop that can do real work
32 years to cover lossed caused by removal of two pops
80 years total to get any real benefit from gene clinic
probably yes, probably you can use that 80 years to produce alloys, turn them into ships and take planet or two (or much more) from AIs (not seen 300 years multiplayer game yet, almost every MP game ends significantly faster then 300 years).