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Сообщить о проблеме с переводом
Other thing when city growth its impossible to raise moral as the citizen complain about the lack of habitat but the more you make the more come and the cycle repeat until your territory is only made of suburbs and still have negative moral
As there is no way to stop the birth rate its impossible to maintain moral at positive values
The trick is:
You can cut food-production. When you producte about 0.9 times of what is shown as needed the growth is stabilized.
For example: You have 50 pop and don't want it to grow anymore, make sure to have -5 food per turn at no reserve.
If you don't hit the 0.9 times exactly, you'll either have very slow decline or very slow growth, which should be a good enough approximation in most cases.
Oh, and the AI actually makes use of this mechanic when either a war makes expanding too dangerous or when there's no available city-spots left.
Yet would really appreciate a growth lock option
If your land is covered in Suburbs but you still can't get positive morale, then you need more cities.
Large crowded cities will have small growth rates because their Birth-Rate is matched by their Emigration rate.
New small cities will grow like weeds because of all the +8 housing they start with, making people in more crowded cities flock to them.
But in all of this, the overall growth rate of your population will be roughly constant.
Building a new city though does cost you about half a population, since each city has their own separate baby-meter which will be at some level between full and empty. You have more baby-points spread out in meters which haven't yet filled up. Each city's meter will be on average half-full, which represents about half a population's-worth of baby points sitting in limbo rather than being productive members of society. If you gathered the points together from the meters of 10 different cities, and put them all in the same place you'd earn yourself about 4-6 extra people.
This is made up for by the flat +1 baby bonus for Gene-Therapy clinics and Replicant Factories, which overall make building extra cities a slight boost in your total pop growth.
I remember Hans figuring out a formula to determine their ROI (return of investment) so I can use it in the AI to help deciding when these buildings should be built.
How do you compare this with a Refining Array which very clearly pays for itself in ~24 turns? Which do you build first? Greater population further boosts the value of the Refining Array, but greater worker productivity increases the value of the extra citizens.
I'll need to actually run a side-by-side comparison where I play out the same start for 100 turns using different development strategies...