Emigration can't actually reduce the number of pops on a planet either right? It can just wipe out pop growth.
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# ? Oct 18, 2018 21:40 |
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# ? May 26, 2024 02:29 |
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Pretty sure it can, there is both a growing pop and declining pop spot on the UI, and I think the idea is that if emigration exceeds growth then one of those pops starts to decline. And it can happen at the same time as immigration and/or growth of another species' pop so planets that are 'at capacity' (even though that's not really a thing anymore) can have migration and demographic changes.
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# ? Oct 18, 2018 21:45 |
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Baronjutter posted:I'd love to have the opposite problem in my fully automated luxury gay communist utopia where people barely grow and the state has to give huge expensive incentives to grow the population. Where the default is low/no growth and I need special edicts to really get people to drop their fulfilling careers and leisure time and focus on people-production. That or have lovely utopias self-regulate better, as in the population growth will just naturally peter out based on housing conditions on the planet.
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# ? Oct 18, 2018 22:03 |
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Pretty sure Wiz has mentioned that all things being equal mixed race planets will trend towards equilibrium. I don't know if this means populations can shrink or if pops of one species will just be replaced by pops of another. I suspect that if you continue to grow but run out of space for more housing overcrowding will become a concern. At the point where the lack of something becomes so extreme its counteracting any growth progress you may be in a lot of trouble. No idea how long it would take to get to that state.
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# ? Oct 18, 2018 22:12 |
Nevets posted:Pretty sure it can, there is both a growing pop and declining pop spot on the UI, and I think the idea is that if emigration exceeds growth then one of those pops starts to decline. And it can happen at the same time as immigration and/or growth of another species' pop so planets that are 'at capacity' (even though that's not really a thing anymore) can have migration and demographic changes. I thought the decline just mean that some pop would transform into another species. Pop decline apparently happens when a species is "over-represented" on a planet, though emigration does speed it up. planetary rework part 2 dev diary posted:Pop Decline: Pop Decline represents the decline of certain Species on the planet, and usually is a result of shifting demographics or Purging. Overcrowded Planets that have over-represented Species will have those Species begin to decline in numbers and be replaced by newly growing, under-represented Species. This means that planet demographics will change over time, for example having your homeworlds turn more cosmopolitan and multi-species over time as a result of signing Migration Treaties as a Xenophile, or your privileged main species with Full Citizen moving onto conquered planets and replacing the less privileged population already living there as a Xenophobe. Purging a particular species will essentially guarantee that Species' rapid decline, creating massive amounts of Emigration in the form of Refugees if Displacement is used.
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# ? Oct 18, 2018 22:14 |
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Staltran posted:I thought the decline just mean that some pop would transform into another species. Pop decline apparently happens when a species is "over-represented" on a planet, though emigration does speed it up. Pop decline only happens if there's some reason for it to happen, it doesn't happen just because there's a population imbalance on a planet. Generally, that means pops only begin declining on a planet that has significant emigration push (because it is overpopulated), in which case it begins working its way down a priority list based on a number of different factors. Presumably, unemployed pops will be the first to go. When a pop fully declines, it doesn't transform into a different pop, it vanishes completely. Poof, the pop is gone. This is counterbalanced by other, less populated planets in your empire experiencing Immigration Pull, which is simply a bonus to their Pop Growth rate. As noted, Purging pops will also cause them to decline. Mechanically speaking, when the pop declines fully it will disappear completely, rather than transferring to a different planet as with current Immigration/Displacement mechanics. If you're running Displacement, however, this will generate a HUGE amount of Emigration that will be distributed to anyone that is accepting refugees.
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# ? Oct 18, 2018 22:47 |
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Did they ever talk about the corporate tab?
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# ? Oct 18, 2018 23:34 |
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Step 1 to approaching 2.2/LeGuin is to stop thinking about single pops as persistent and immutable. Pops will not jump between planets with migration like they do now, you'll instead have relatively higher and lower growth rates. When a pop disappears from a planet, it doesn't go anywhere, it's just gone. When a pop is generated thanks to migration affected growth rates, it didn't come from anywhere, it just appears.
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# ? Oct 19, 2018 00:10 |
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The Grey Tempest events are a bit poo poo. You can't go from area to area in L-Space without a science ship which gets instantly blown up when it goes into each area, so I've gone through loads of the things. Let normal ships explore it! Or at least let them escort the science ships.
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# ? Oct 19, 2018 00:56 |
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Taear posted:The Grey Tempest events are a bit poo poo. If you have improved sensors on your warships that should give them the ability to move into systems you haven't entered before.
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# ? Oct 19, 2018 01:02 |
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Strobe posted:If you have improved sensors on your warships that should give them the ability to move into systems you haven't entered before. The Lgate area is considered a nebula, so you have to send a science ship. The thing to do is to just buy new level one guys to send into each system as a sacrifice. I actually had one sacrificial lamb who survived the last two systems, so he ended up getting to retire to a planet and assist science once he was done.
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# ? Oct 19, 2018 01:04 |
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I have never had that issue. I send in all my fleets and slowly move them around L-space with a science ship moving slightly in front of it.
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# ? Oct 19, 2018 01:22 |
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binge crotching posted:The Lgate area is considered a nebula, so you have to send a science ship. This is what I did but it's pretty irritating!
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# ? Oct 19, 2018 01:50 |
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I just had a fleet destroyed by a really annoying bug I haven't seen before - I was trying to jump out before the enemy got to me, I was down to about 3 days. They got to me, but three days later my fleet fuzzed and suddenly lost a poo poo load of fleet power and I got flattened. Ouch.
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# ? Oct 19, 2018 02:13 |
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The most important new ascension perk has been shown on stream.
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# ? Oct 19, 2018 02:50 |
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"Kirking", as it has colloquially come to be known.
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# ? Oct 19, 2018 02:55 |
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binge crotching posted:The Lgate area is considered a nebula, so you have to send a science ship. You can get around this by pausing the instant the science ship reaches the new system and using the Experimental whatever drive to instant-travel back to the planet they came from.
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# ? Oct 19, 2018 03:30 |
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popewiles posted:"Kirking", as it has colloquially come to be known. I prefer to call it "we'll bang, okay?"
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# ? Oct 19, 2018 05:43 |
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Vengarr posted:You can get around this by pausing the instant the science ship reaches the new system and using the Experimental whatever drive to instant-travel back to the planet they came from. I restored a defunct sensor array.
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# ? Oct 19, 2018 06:03 |
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Sky Shadowing posted:I prefer to call it "we'll bang, okay?" Excuse me but the technical term is "rishathra." Actually not for procreation, rishathra is the boning equivalent of a handshake after signing a contract.
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# ? Oct 19, 2018 06:17 |
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The official forums spotted some stuff:
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# ? Oct 19, 2018 07:59 |
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Anticheese posted:
It's good of Wiz to licence a million mods about aliens banging, but surely this should be on a sliding scale depending on the number of species you have in your empire?
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# ? Oct 19, 2018 10:43 |
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Yeah, the 4th tab and those corporate things, which do not exist, is probably all DLC related.
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# ? Oct 19, 2018 10:49 |
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Truga posted:Yeah, the 4th tab and those corporate things, which do not exist, is probably all DLC related. There are three tabs. Also there are five lights.
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# ? Oct 19, 2018 10:54 |
Anticheese posted:
It has been "upgraded" https://twitter.com/Martin_Anward/status/1053223103692791809 Xenophiles is OP!
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# ? Oct 19, 2018 10:59 |
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Aethernet posted:It's good of Wiz to licence a million mods about aliens banging, but surely this should be on a sliding scale depending on the number of species you have in your empire? I post this, then he posts this: https://twitter.com/Martin_Anward/status/1053223103692791809?s=19 I especially like the buff to migration pull. 'Come to the Empire of Xenophilistica and bang all the aliens you can get your hands on!' E:f;b
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# ? Oct 19, 2018 10:59 |
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canepazzo posted:It has been "upgraded" Yesssss more Ascension perks like this. Off the wall flavorful stuff.
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# ? Oct 19, 2018 11:02 |
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Finally a cool buff to xenophiles. I do wonder, for the purpose of gene modding, will we haven dozens of hybrid species? If you have just 5 different species, you have 10 possible hybrid species, so 15 in total. And 5 different species is very much on the lower end if you play xenophiles... Alternatively, procreation may only be possible within species groups. Mammalians with mammalians, plantoids with plantoids, etc. That would cut down the number of sub species.
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# ? Oct 19, 2018 11:05 |
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That's a much better pick for an ascension perk, because yeah +20% growth is a tradition point, not a perk. Though yes I am curious about the species gore.
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# ? Oct 19, 2018 11:06 |
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OwlFancier posted:That's a much better pick for an ascension perk, because yeah +20% growth is a tradition point, not a perk. As I said on the stream, the effect was placeholder until the proper functionality could be implemented.
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# ? Oct 19, 2018 11:06 |
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gently caress yes alien orgy empire
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# ? Oct 19, 2018 11:10 |
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What about the species tab though.
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# ? Oct 19, 2018 11:12 |
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dissapointing it doesnt result in horrible looking mutant species with random parts of each parent
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# ? Oct 19, 2018 11:13 |
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But apart from the concerns of species gore, this is a fantastic ascension perk. It's not quite psionic/biological/synthetic ascension, but it's very fitting for xenophile ethics, it's pretty flavorful both in the wording/effect of the perk itself, as in the way those hybrid species very much fit a xenophile empire. And this is exactly the kind of pretty different gameplay that's needed to truly differentiates the ethics. Frankly, I love it.
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# ? Oct 19, 2018 11:14 |
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Davincie posted:dissapointing it doesnt result in horrible looking mutant species with random parts of each parent That's literally what it does though. Can't wait to see how the portraits handle it!
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# ? Oct 19, 2018 11:15 |
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Wiz posted:As I said on the stream, the effect was placeholder until the proper functionality could be implemented. Just give up, no matter how many times you say "non final numbers everything is placeholder" it's never going to register
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# ? Oct 19, 2018 11:17 |
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unless im massively misreading it, it takes the portrait of one of them rather than my vision of half mushroom/half elf portraits
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# ? Oct 19, 2018 11:18 |
Finally, a perk that makes me literally lose the ability to feel human.
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# ? Oct 19, 2018 11:19 |
https://twitter.com/Martin_Anward/status/1053224528581660672
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# ? Oct 19, 2018 11:23 |
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# ? May 26, 2024 02:29 |
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canepazzo posted:Finally, a perk that makes me literally lose the ability to feel human. Depending on your empire makeup, it might give you the ability to feel human(s)!
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# ? Oct 19, 2018 11:28 |