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Basically, pops will grow faster or slower relative to how much space left is on the planet.
The cap for it is 1.5, which is very useful to take advantage of if you can.
In order to constantly get the 1.5 bonus, your planet capacity needs to be roughly double than the current population. "Planet capacity" is given by the number of districts (built or unbuilt both have different values, and housing).
In practice, I've noticed you need about 15 or so pops on a planet for it to appear on the first place, and then you need about 20 cap above the number of cutrent pops. The cap only really becomes an issue on a very small world or if you're nearing 50 pops (as you'd need a cap around 70 to 80 to keep taking advantage of it)
Something really had given me the thought/I feel as if I had noticed it before on 10 population planets. I did originally have the idea - although yes it would be more computational hassle, but originally my mind went to '0.5' at 5-9 population, '1.0' at 10-14 population & '1.5 MAX' at 15+ population (so long as you were at or above your ideal separated population capacity)
But in the main game I've been coming back to recently I did get the unfortunate double-pop death with the two Odd Factory events & most habitable planets were out of the way & distant from me. So it seems that I'm right at that cusp of that growth burst then... and it simply is just showing up later than usual this game.
Blockers also reduce Capacity, that's why you want to remove them pretty early, if doing so can boost your Logistical Growth to the +1.5 value.
A slight complication is that unbuilt Districts add different Capacity based on planet type. In most planet types, they add 4 Capacity, so even basic City Districts are a win, since 5 Housing beats 4 raw Capacity. And it gets better as you improve your City Districts to add 6, 7, 8 Housing each.
Gaia Planets add 6 Capacity per unbuilt District, though, so there you don't want to spam City Districts unless they each give 7 or 8 Housing. Also, with the Gaia Origin you get a Size 30 planet meaning that you'll hit +1.5 Logistics no matter what you do.
One more thing that's useful to know, is that queued up Districts also reduce Capacity. Unless PDX finally fixed it without mentioning it in the patch notes. This means that if you queue up 3 City Districts, then you reduce Capacity by 12 (or by 18 on a Gaia Planet).
That's the one reason why you want to free rather more Capacity than what's actually required to hit the +1.5 Logistics Growth. Remove those Blockers!
use slave types that use very little housing
Housing reduction traits
All these increase growth. Since slaving is not very productive due to loss of happiness the best use of slaving is to reduce housing effectively increasing your empire growth on worlds.
This is not to be overlooked as it has significant impact on how long you can continue growing pops for getting closer to using up the housing.
I once used livestock + domestic servants with max house use reductions and was able to get a world up to 200 pops before it started slowing down. Not that you'll reach that in a game.
If you turn it to eccumonopolis... oh boy. Eccumonopolis you can move pops to if your other worlds start slowing down in growth.
A heavy slaving run + necrophage or syncretic origin can be effective ways to reduce housing... if you don't mind being an evil slave empire that is.
I got 12 xeno immigration centers in my bastion vassal.
https://steamcommunity.com/sharedfiles/filedetails/?id=2837326425
This is my latest clone experiment. And no, you're not looking at clones.
My clones are like Sardaukar, making the 100 ruler fraction of my pops.
Clone Ascendant, Psionic, Weaver of Strands (has no effect).