Questions on Pop Growth & Ship Design Mechanics

So far, having a great time with the game, but I have a couple questions regarding game mechanics that I haven't figured out yet --

Population Growth seems to occur in blocks of 200 if your planetary morale is above 40%. I have played around with different population growth rates, and the growth still occurs in blocks of 200, so I'm guessing that changing a races growth rates affects thresholds rather than the actual number gained. Just guessing though, because this is kind of hard to test since there are a lot of variables controlling planetary morale. The thing that is weird about this is that a new colony grows tremendously fast rather than growing at a percentage of the colony's base population. Anyone notice this or understand how the population growth mechanics work?

Second thing I noticed that is weird is that ship design with some modules seem to have constraints for how many modules you can apply. For example, I can put 3 Ion engines on a cargo hull without a problem, but when I get Impulse engines, it will not allow me to place more than one on the hull. I played around with this for a while and can't figure out if it is a bug or if there is some rule being applied of which I'm not aware. Anyone encounter this type of behavior where a ship doesn't want to accept X of a certain module? Anyone know why?

Thanks in advance!

10,554 views 14 replies
Reply #1 Top
Each type of hull has a size. The components added (except visuals) take up that space. But more than one impulse drive should fit... are you upgrading or starting from scratch? if you are upgrading maybe it has other engines already? Are you sure it IS a cargo hull? If all these questions do not help you find the answer, then MAYBE just MAYBE you have a bug. But make sure to look everywhere for info (tutorials) first.
Reply #2 Top
Population growth is currently capped at 200 million per turn, which, as you've found, is pretty easy to achieve with decent morale.  In fact, you don't even need much in the way of population growth bonuses to reach the cap.
Reply #3 Top
Thanks for the responses --

1) I am no longer having the problem with the ship builder. I thought I was doing something wrong because it wouldn't let me save a design, and I assumed it had to do with the modules. After restart and reload, problem was gone.

2) Hopefully the modding doc will let us tweak the population growth rate and the cap. I would personally slow down the overall population growth "factor" so that the artificial cap was not needed to keep growth in check. I've always enjoyed treating population as more of a resource.

Thanks!
Reply #5 Top
So is there any point to the racial advantage of population growth rate? I've been skipping out on it so far, and its still quite easy to cap out growth.
Reply #6 Top
So is there any point to the racial advantage of population growth rate?


No.
Reply #7 Top

D'oh! In my current game my race is 'Don't Ask'.

So now I'm definitely starting over. (But that's kinda okay because everybody else has Harpoon missiles, Planetary Invasion, Lasers IV, and I've got... squat. No idea why)

So are there any other racial bonuses that are completely useless right now? Also why can only the Yor choose miniaturization? Seems like if you make a custom race and you choose the EVIL Squirrels, Miniaturization would make sense.
Reply #8 Top
So are there any other racial bonuses that are completely useless right now?


Social Production and research bonuses.
Reply #10 Top
Wait.... Research Bonuses don't do anything???


So there's no value in building starbases on research resources?

Reply #11 Top
Racial research bonuses work, but they aren't as effective as advertised.  Basically, they're cut in half before being applied.  Therefore, a 50% research bonus really only raises your research by 25%.  In the early game, planets only generate out a few tech points per turn anyway, so even a (nominal) 50% research bonus will only show up as one extra tech point on a planet that's putting out 4 tech points without the bonus; lower bonuses won't even register due to round off.  So, the racial research bonus *does* work, it's only half of what it says it is.
Reply #12 Top
Racial research bonuses work, but they aren't as effective as advertised. Basically, they're cut in half before being applied. Therefore, a 50% research bonus really only raises your research by 25%. In the early game, planets only generate out a few tech points per turn anyway, so even a (nominal) 50% research bonus will only show up as one extra tech point on a planet that's putting out 4 tech points without the bonus; lower bonuses won't even register due to round off. So, the racial research bonus *does* work, it's only half of what it says it is.


But correct me if i'm wrong, but social bonuses ARE completely broken, ne?
Reply #13 Top
Will v1.1 fix the bonuses? Either change the advertised bonus to match the real bonus or change the real bonus to match the advertised bonus. I prefer the later.
Reply #14 Top
I've run into the "won't let me save a ship design" bug, myself. Happens on about 1/3 of launches. Reload usually fixes the problem.