Planets Instantly Over Population Cap

Benevolent traits, brindle's observatory, and the hidden alien base event generate colony ships or planets with 5 population.

This is apparently intentional to make them useful, but civilizations that put 5 billion citizens in 3 billion cap planets and kill 2 billion of them do NOT feel appropriately benevolent.

You can transfer population with colony ships but it requires incredibly awkward micromanagement and delays the ability to activate the ideology.  AFAIK Benevolent + prolific actually makes the minimum starting population over 3.  To avoid "genocide" you would theoretically need a fleet of standby colony ships while you construct tier 2 capitals.

There must be a less clunky way.

Instead of providing bonus production on crowded planets with a population drain, what if the extra population stuck around but simply provided no production?  You would still be motivated to move the "unemployed" to reduce the morale penalty.

Additional note: the traits which add bonus planetary tiles in the benevolent and malevolent paths would be better implemented as terraforming improvements instead of a random tile which is frustrating, encourages savescum, and is not conducive to well planned colonies.

26,059 views 4 replies
Reply #1 Top

Long standing issues. GL getting them looked at.

Reply #2 Top

Current workaround for the excess population ships, as they spawn next to the planetary capitals.

Plan to have the capital population drawn down by colonization before the new ship shows up, and then offload the excess to the capital planet where the pop limits are higher and they won't just die off. It's not terrible and it works.

Reply #3 Top

Ideologies haven't had many updates (if any) since the game was first released. The population cap for worlds used to be higher. The excess population problems you're having used to be not problems.

Also, planet invasions used to use population as an attack force, not legions. Having excess population was convenient.