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Post by RedHowl on Jul 8, 2014 17:27:46 GMT -5
Sorry if this has been mentioned before - I did not see it on the forums.
Would it be possible to add a visual indication of population progression per planet? Currently it seems that the player needs to build headroom and hope for the best that population will not overflow existing capacity whilst other upgrades are being built. Effectively habitat planning is a bit random in absence of even a rough gauge on population growth.
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Post by Cory Trese on Jul 8, 2014 19:14:55 GMT -5
I'm not sure. The game doesn't track fractional population units, so I'm struggling to figure out what we would display.
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Post by RedHowl on Jul 9, 2014 1:36:23 GMT -5
Aw! I thought it was since once you start having overcrowded planets there is the red coloured progression against the orange background.
Just for curiosity how is population growing?
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azedenkae
Consul
[ Star Traders 2 Supporter ]
Posts: 87
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Post by azedenkae on Jul 9, 2014 2:41:16 GMT -5
How about a probability display? I assume population growth is built on a probabilistic model of some sort. If it is, would be cool to know.:3
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Post by fallen on Jul 9, 2014 15:43:28 GMT -5
Thanks for the feedback, but this isn't something we are likely to add.
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Post by lazarus on Jul 10, 2014 2:45:17 GMT -5
I thought about making this idea into it's own thread but my idea is somewhat tied to the Population control topic. Have you given any thought to Colony Ships reducing Population by one on the planet on which they are built before or after construction has finished? It would give the players a way to control high Population, low quality planets and it also makes sense. I find myself often wondering, "Where are the citizens coming from?" Cory Trese fallen What do you guys think of this idea?
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Post by redhowl on Jul 10, 2014 8:20:29 GMT -5
I thought about making this idea into it's own thread but my idea is somewhat tied to the Population control topic. Have you given any thought to Colony Ships reducing Population by one on the planet on which they are built before or after construction has finished? It would give the players a way to control high Population, low quality planets and it also makes sense. I find myself often wondering, "Where are the citizens coming from?" Cory Trese fallen What do you guys think of this idea? That would definitely help in keeping the lid on unforeseeable creeping pop!
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Post by fallen on Jul 10, 2014 9:26:22 GMT -5
lazarus - having tried it in the early stages of development, we disliked the effects and won't be putting it back in the game. It hurts colonies that are colonizing. The roadmap does include more active ways to balance out populations through politics and treaties. Those will be a fun an effective answer, damaging a planet because it made a colony ship is a short term answer that doesn't really address the issue. Then you'll be making colony ships and demolishing them in space.
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Post by lazarus on Jul 11, 2014 0:11:08 GMT -5
lazarus - having tried it in the early stages of development, we disliked the effects and won't be putting it back in the game. It hurts colonies that are colonizing. The roadmap does include more active ways to balance out populations through politics and treaties. Those will be a fun an effective answer, damaging a planet because it made a colony ship is a short term answer that doesn't really address the issue. Then you'll be making colony ships and demolishing them in space. There's always gotta be some way to abuse it that keeps the rest of us from having fun. I agree that it was only a short-term solution, but I really brought it up moreso for the fact that it makes more logical sense. Where do all the people come from? It just doesn't make sense that I can create half a dozen Colony Ships from a Pop 2 or 3 world with no consequence. Oh well. Is there any explanation in the lore for where the people on a colony ship come from then?
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Post by Cory Trese on Jul 11, 2014 0:28:48 GMT -5
lazarus - having tried it in the early stages of development, we disliked the effects and won't be putting it back in the game. It hurts colonies that are colonizing. The roadmap does include more active ways to balance out populations through politics and treaties. Those will be a fun an effective answer, damaging a planet because it made a colony ship is a short term answer that doesn't really address the issue. Then you'll be making colony ships and demolishing them in space. There's always gotta be some way to abuse it that keeps the rest of us from having fun. I agree that it was only a short-term solution, but I really brought it up moreso for the fact that it makes more logical sense. Where do all the people come from? It just doesn't make sense that I can create half a dozen Colony Ships from a Pop 2 or 3 world with no consequence. Oh well. Is there any explanation in the lore for where the people on a colony ship come from then? The Faction coordinates incoming refugees to that planet. You will notice that Population growth on other Faction worlds the turn you create a new Colony for that Faction is 0. The Lore is not different than the Lore for normal Population Growth or Crews for Ships. Building a Cruiser doesn't reduce Population. Just like ST RPG, "Recruit" and "Relocate" population events are not significant enough to cause economic damage to the world.
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Post by redhowl on Jul 11, 2014 2:07:14 GMT -5
lazarus - having tried it in the early stages of development, we disliked the effects and won't be putting it back in the game. It hurts colonies that are colonizing. The roadmap does include more active ways to balance out populations through politics and treaties. Those will be a fun an effective answer, damaging a planet because it made a colony ship is a short term answer that doesn't really address the issue. Then you'll be making colony ships and demolishing them in space. fallen - I understand your point, however I can say that I can't wait for the more active pop-management ways you hint at here!
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Post by Cory Trese on Jul 11, 2014 2:20:52 GMT -5
The best forms of population management are already in the game. Colony evenly across your Factions. Build and Upgrade Hab Units. Encourage Faction Trade via Exchanges and Politics. We're definitely going to add some additional options, but they won't be bigger than the existing features. Using the basic built in strategies of the game I was able to play an 17 year game without going over population once. Have you checked out the tutorial video fallen posted on You Tube for tips?
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Post by lazarus on Jul 11, 2014 2:26:36 GMT -5
The Faction coordinates incoming refugees to that planet. You will notice that Population growth on other Faction worlds the turn you create a new Colony for that Faction is 0. The Lore is not different than the Lore for normal Population Growth or Crews for Ships. Building a Cruiser doesn't reduce Population. Just like ST RPG, "Recruit" and "Relocate" population events are not significant enough to cause economic damage to the world. I misunderstood Colony Ships. I thought they carried an entire 1 Pop worth of citizens on them, not just a regular crew with the necessary equipment. The redirection of incoming refugees makes a lot of sense. Thanks for the quick reply and sensible explanation. :-)
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Post by redhowl on Jul 11, 2014 4:30:11 GMT -5
The best forms of population management are already in the game. Colony evenly across your Factions. Build and Upgrade Hab Units. Encourage Faction Trade via Exchanges and Politics. We're definitely going to add some additional options, but they won't be bigger than the existing features. Using the basic built in strategies of the game I was able to play an 17 year game without going over population once. Have you checked out the tutorial video fallen posted on You Tube for tips? Thanks Cory, the tutorial will be my next port of call
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Post by drdave on Jul 11, 2014 6:23:38 GMT -5
Is there even any way to indicate whether a planet is likely to have fast or slow population growth? Some planets seem to sit on 1-2 for ever and others seem to grow so quickly that I'm struggling to keep up with demand for Hab Units and I don't get any time to build factories to make use of all those extra people to generate extra CP.
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