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Jormarn

Iorrmharrn
58 Badges
Jan 13, 2013
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Hey everyone,
after reading this thread in the main forum I couldn't help but wonder what it would feel like to have some more population interaction. That is why made two small mods targeting population dynamics:

1) Colony Ships cost population
This simple mod will remove the origin pop when a new colony is established, so that colonizing is (at least initially) a null-sum, pop-wise.
(steam link)

2) Overpopulation Drama
This is more or less a haphazard collection of modifiers right now. Full planets suffer happiness penalties due to overpopulation if no policy or edict limits population growth.
(steam link)



I think the best way to discuss new mechanics is to actually test them, so that is what this is all about. Please let me know what you think :)
 
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Hmm I'm conflicted. I kinda like the idea of moving a pop instead of duplicating it, on the other hand a pop is a billion-ish people.

Then again there could be behind-the-scenes transportation going on during the frontier phase, and it's not like we can't easily move them with influence already. It also means if your favourite ethos is reduced to 1 pop out of 20 then you can't just keep copying him. It also feels like sending pops on an exodus.

I think I'll try it out.
 
I take it back, I thought the pop would disappear on launch, but it seems he isn't removed before the new colony finishes the settling process and becomes a pop.

Better this way really, it also means I can reason the 10 years of frontier period covers behind-the-scenes transfers of all these people.
 
@Velorian did you try out his 2) Overpopulation Drama mod. I have let to try it, but was thinking about doing something like this.
 
@Velorian did you try out his 2) Overpopulation Drama mod. I have let to try it, but was thinking about doing something like this.
No I'm afraid I didn't like the idea. I consider 25 pops to be about 25 billion which is quite lowish for a high tech civilization, I'd love if it would be at all possible to let worlds have higher populations than their class signifies, THEN I'd love overpopulation mechanics.

As a compromise perhaps early techs could have overpopulation then have it go away when certain techs are researched.

I really, really wish it was possible to mod in a way to exceed planet cap though.

I like the colonies cost a pop mod however.