How to Manage Population Growth in Low-High Quality Colonies
Jul 15, 2016 11:11:44 GMT -5
Cory Trese and exxodus like this
Post by tenbsmith on Jul 15, 2016 11:11:44 GMT -5
This document is incomplete; a living document to be updated as new info becomes available.
Unexpected Population Growth & Empire Income
Population growth in ST4X is driven primarily by the arrival of Star Traders fleeing the shattered galactic core. As a result, population for any given colony increases unexpectedly. This can lead to overpopulation--more population than hab units. Overpopulation decreases morale. Lower morale increases colony maintenance costs. If left unchecked, overpopulation can ruin an empire economy leading to negative income and empty treasury.
--The challenges of population growth are further complicated by the fact there is no way to reduce population or move it between systems.
Factors Influencing Population Growth
Population growth has a random element, likely based on a roll for each colony. TB comments suggest a number of factors influence population growth. Below are documented factors, but there are probably other unknown factors.
--Quality-Population Max: Hard Max Population = (Quality / 2) * 3. By building more Hab Units than Hard Max, player can encourage further refugees to land. Overpopulation above Hard Max does not occur. startradersrpg.proboards.com/thread/13290
--Additional Hab Units can increase population growth rates. If the Colony has 20 Population, every additional Hab Unit above 20 will yield an adjusted percentage (assuming a single Colony empire) of approximately 4.45%. This is an unlimited scalar, but functions as a sub-ordinate to primary factors such as Quality-Population Max. startradersrpg.proboards.com/thread/13872
Tips for Managing Colony Population Growth
--Keeping Hab Unit capacity one or more points ahead of population is a good way to avoid overpopulation and the associated drops in morale.
--New colonies--especially those using Colony Module 1--are vulnerable because it takes them longer to build Hab Units. So, as soon as a new colony is founded, start building a Hab Unit. Once this Hab Unit is 1-2 turns turns from completion, start a Factory and move it to the top of the build list. Once the Factory is 1-2 turns from completion, consider starting something else (Mine/Exchange/Palace) and moving it to the top of the build list. In this way, you can keep a Hab Unit 1-turn from completion in the build list and move it to top when you need it.
--Minimize the use of Colony Module 1, which comes on the Colony Ship unlocked early in the game. Instead, unlock Colony Module 2 (Space Colonization 2) and design a new ship that includes it.
Low Quality Systems
Low quality systems can be especially challenging because there is limited space to build Hab Units. At times, they can be frustrating and you may be tempted to give up on them, hoping they'll turn independent. I've had games where I wanted a low-quality, low-morale system to go Independent, but it stubbornly refused. So, I suggest you persevere.
Once you've unlocked the proper tech, low quality systems can make a contribution to your economy. Hab Units/Population provide income. Assuming decent levels of morale, a system with only hab units, spice dens and factories can make you money--especially when factories idle.
Tips
--Plan your approach to the Technology Tree to ensure you unlock population supporting techs like advanced Hab Units.
----Starports and Orbital Platforms can support more than one population and are worth upgrading.
----Palaces and Orbital Defense Stations support one population regardless of level.
--Higher level Starports and Palaces provide spice to entertain population, an important part of maintaining morale.
--For each colony, plan your building to ensure you can create: 1) Enough Hab Units and others (Starport) to support the Quality-Population Max. 2) Enough Spice Dens and others to keep morale up. 3) At least 1 Factory, ideally more.
Unexpected Population Growth & Empire Income
Population growth in ST4X is driven primarily by the arrival of Star Traders fleeing the shattered galactic core. As a result, population for any given colony increases unexpectedly. This can lead to overpopulation--more population than hab units. Overpopulation decreases morale. Lower morale increases colony maintenance costs. If left unchecked, overpopulation can ruin an empire economy leading to negative income and empty treasury.
--The challenges of population growth are further complicated by the fact there is no way to reduce population or move it between systems.
Factors Influencing Population Growth
Population growth has a random element, likely based on a roll for each colony. TB comments suggest a number of factors influence population growth. Below are documented factors, but there are probably other unknown factors.
--Quality-Population Max: Hard Max Population = (Quality / 2) * 3. By building more Hab Units than Hard Max, player can encourage further refugees to land. Overpopulation above Hard Max does not occur. startradersrpg.proboards.com/thread/13290
--Additional Hab Units can increase population growth rates. If the Colony has 20 Population, every additional Hab Unit above 20 will yield an adjusted percentage (assuming a single Colony empire) of approximately 4.45%. This is an unlimited scalar, but functions as a sub-ordinate to primary factors such as Quality-Population Max. startradersrpg.proboards.com/thread/13872
Tips for Managing Colony Population Growth
--Keeping Hab Unit capacity one or more points ahead of population is a good way to avoid overpopulation and the associated drops in morale.
--New colonies--especially those using Colony Module 1--are vulnerable because it takes them longer to build Hab Units. So, as soon as a new colony is founded, start building a Hab Unit. Once this Hab Unit is 1-2 turns turns from completion, start a Factory and move it to the top of the build list. Once the Factory is 1-2 turns from completion, consider starting something else (Mine/Exchange/Palace) and moving it to the top of the build list. In this way, you can keep a Hab Unit 1-turn from completion in the build list and move it to top when you need it.
--Minimize the use of Colony Module 1, which comes on the Colony Ship unlocked early in the game. Instead, unlock Colony Module 2 (Space Colonization 2) and design a new ship that includes it.
Low Quality Systems
Low quality systems can be especially challenging because there is limited space to build Hab Units. At times, they can be frustrating and you may be tempted to give up on them, hoping they'll turn independent. I've had games where I wanted a low-quality, low-morale system to go Independent, but it stubbornly refused. So, I suggest you persevere.
Once you've unlocked the proper tech, low quality systems can make a contribution to your economy. Hab Units/Population provide income. Assuming decent levels of morale, a system with only hab units, spice dens and factories can make you money--especially when factories idle.
Tips
--Plan your approach to the Technology Tree to ensure you unlock population supporting techs like advanced Hab Units.
----Starports and Orbital Platforms can support more than one population and are worth upgrading.
----Palaces and Orbital Defense Stations support one population regardless of level.
--Higher level Starports and Palaces provide spice to entertain population, an important part of maintaining morale.
--For each colony, plan your building to ensure you can create: 1) Enough Hab Units and others (Starport) to support the Quality-Population Max. 2) Enough Spice Dens and others to keep morale up. 3) At least 1 Factory, ideally more.