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Nithralder

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Jun 23, 2022
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I've been a long-time Stellaris player, and whenever I get time off work, I love diving into the game. That said, after spending several sessions with the 4.0 patch, I have to say — something feels fundamentally broken right now, especially around pop growth and job functionality.

Pop Growth is Severely Stunted​


In my latest test game, it took nearly 10 in-game years to grow from 100 to 200 pops, despite establishing new colonies and focusing heavily on growth. Compared to 3.14, where planetary setup and expansion flowed much more naturally, 4.0 feels like it's artificially bottlenecking growth.


I even tried multiple games stacking pop growth modifiers:


  • Xenophobe ethic (+20% pop growth)
  • Pharma State civic
  • Overtuned traits for growth bonuses

Honestly, it didn’t feel like they made any noticeable difference. Planets seemed to stagnate unless they were highly developed, with most jobs filled and specialist roles satisfied. Only then did pop growth start to pick up — and by that point, you're already deep into the mid-game.


But what’s worse is this: new colonies with mostly worker jobs barely grow at all. Unless you specifically unlock Cloning or Xeno-Compatibility, it seems like early and even mid-game colonies are essentially frozen in population terms. That’s not just frustrating — it undermines the entire early expansion phase of the game.

Worker Jobs Feel Useless​


Another issue is the way worker jobs function — or don’t. Workers feel much less valuable than they did in 3.14. Without specialists present, it’s as if growth is disabled, and most new colonies start off with just worker jobs. This creates a negative feedback loop where growth stalls, productivity is minimal, and planetary development becomes painfully slow.


Lack of Job Output Transparency​


One more point: the UI doesn't clearly show per-job resource output anymore. Hovering over a job only gives you total output, not the specific breakdown per 100 pop. For those of us who like optimizing and managing our economy closely, this lack of clarity is a real step backward.
 
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Looks like you don't know how the new pop growth system works:

They removed the floor on pop growth, so each planet does not get a bunch of free growth (assembly is different of course).

So two things now mainly determine your growth on each planet:
  1. The number of pops already on it.
  2. The amount of planetary capacity (essentially housing + housing you could get from unbuilt districts) still available.
So yes, your newly colonised planets don't yet have a lot of growth, but your homeworld does. And your Civilian-strata pops will move to whatever planets that have free jobs. So the trick is to let them move to those new planets (or manually resettle them). colonising will still increase your overall growth rate, because those new planets have more free planetary capacity.
 
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Uh...did you read the 4.0 patch notes?


Pops now breed as one might expect. More pops = a lot more breeding happening = a lot more pop growth.

The intended playstyle is now to only colonize when you have excess civilians to migrate to the new colony. I think the colonies lost the pop growth malus at 1000 pops?


Dyson Swarms and Arc Furnaces haven't changed, so specialists are still MUCH higher value than workers
 
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I don't understand what you are trying to say about workers.
You talk about pop growth, which has nothing to do with them. Is it about not having a worker strata medical job?

If it's about their output, having only played with faunas since they exist (and a bit of bio ships in 4.0), I am obviously biaised, but their output has a lot of use case.
There is the late game issue of upkeep reduction though (which makes needing minerals to craft alloys irrelevant), maybe it's about that?
 
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You need 3k pop to get maximum pop growth on colonies. It's not worth to colonize new planet unless you can fill it with 1k pops asap because you won't get any growth while still getting empire size from the planet
 
I broadly disagree but there's one thing that I'll highlight, which is that the changes to how colonies grow annihilates the ability to colonize via migration treaty.

The current system relies heavily on civilians migrating or being resettled from the homeworld or older colonies to new colonies. It's very clearly been balanced around that, since colonies with <1,000 pops basically don't grow at all and that's the threshold for upgrading to a planetary capital.

Which is fine IF your civilians have decent habitability on your new colonies. But try to colonize via a migration pact, and that colony will sit at ~100 pops until the end of time regardless of what you do to encourage migration.
 
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I have a technical question: assuming the most vanilla civ in early game, two guaranteed habitable planets: am i rigth to assume that the best, almost mandatory design for optimal play is to allow forced resettlement and move a couple of hundreds pop from the capital to the new colonies for the extra growth? I'm bad at math so this is just assumption.
It could had been a "best" strategy in 3.x, but i never done it, i think new planets had growth bonus, maybe it was not that beneficial.
 
I have a technical question: assuming the most vanilla civ in early game, two guaranteed habitable planets: am i rigth to assume that the best, almost mandatory design for optimal play is to allow forced resettlement and move a couple of hundreds pop from the capital to the new colonies for the extra growth?
It's better, but not mandatory.
Having open jobs on the colony AND civilians chilling on another world will be enough, they will resettle fast enough.
 
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It's better, but not mandatory.
Having open jobs on the colony AND civilians chilling on another world will be enough, they will resettle fast enough.

I did some basic test just now, watched the pop growth on homeworld and 1st colony without resettling and with resettling 300 extra pop. I did not care about jobs or anything. it was hard to tell what is happening because the tooltip doesn't say what change comes from what (growth/migration etc). The growth on the HW increased a bit, but still there were months with -8 change followed by a +3/+5, and on the colony growth has decreased, but again it was inconsistent.. so yeah, probably no need to play with the resettling unless I need to set up a colony real fast.
 
People defending the blatantly broken pop growth right now, including multi species somehow breeding faster even at the same pop numbers as usual.
 
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People defending the blatantly broken pop growth right now, including multi species somehow breeding faster even at the same pop numbers as usual.
I have heard it has been removed, but I haven't checked myself.
I consider the pop growth far better now than before.
It would be better if it tracked float pops instead of using randomness, and I would drastically increase/remove the growth cap if I was in charge, but otherwise it's doing good.

What is bad is the UI. How the system works and how it is showed to the player are not the same thing.
 
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People defending the blatantly broken pop growth right now, including multi species somehow breeding faster even at the same pop numbers as usual.
Oi. I don't see anyone defending the growth system, just explaining how it works. Because OP clearly does not understand it, and OP will have to understand it in order to actually determine if it is broken or not.

In particular, nobody before you was talking about multi-species growth, which is indeed broken.
 
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The changes are in the right direction IMO, the old system was one of the weirdest things in Stellaris. In addition, the new one reduces colony spam. However, some of the new solutions are also weird, for example, making a space harem for greater growth... IMO it should work the other way around, a diverse planet would have penalties that could be reduced.

I don't understand at all that the growth is somehow counted together and then divided, even if it is for performance, if it is a system in which a species with a large growth and a species with a small growth have the same growth because they are sitting on the same planet then it is absurd and very unintuitive.

By the way, I think the new system is much more intuitive for new players.

The game could use a new UI for planets, a growth bar or something like that that would show when the planet is too sparsely populated, when it is optimal and when it is time to establish a new colony. The player seeing that he is approaching the final stage (it could even be a notification or an icon on the planet list) would know that it is time to expand.
 
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multi-species growth was nerfed few patches ago together with Xeno-Compatibility so it's not really worth it. Pop growth is capped so it's not that good. What you want is pop assembly so you want to go biogenesis or sync/robots for lots of pops without conquest
 
I'm not a fan of being forced to resettle a quarter of your starting world (and subsequent colonies to even newer colonies) in order to achieve decent pop growth on a time scale not measured in half a century. However while I could live with that, the current migration treaty wonkiness as mentioned earlier in the thread is a deal breaker to me thematically and gameplay wise.

Overall pop growth and movement feels very unintuitive and unsatisfying currently. Although I do think it can be fixed with targeted tweaks rather than another total overhaul. It makes sense in the abstract, but in practice the early growth just feels too sluggish (without being forced into planetwide shuffle resettlement every time you make a new colony), and migration should not be outward only, with it worstening the more treaties you sign or xenophilic you are. That's bonkers, but seems simple enough to fix.
 
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If you play say Fanatic Purifiers, you will quickly have a lot of almost-empty worlds, with red habitability. Is it better to abandon these worlds, or take Imperial Prerogative+Expansion to lessen the size effect and just keep the dead weight? Do you get any growth from them at all?
 
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If you play say Fanatic Purifiers, you will quickly have a lot of almost-empty worlds, with red habitability. Is it better to abandon these worlds, or take Imperial Prerogative+Expansion to lessen the size effect and just keep the dead weight? Do you get any growth from them at all?
Good habitability worlds are still giving you overall more growth than not having them, but bad habitability worlds will be a nett negative most of the time, because those pops would give you more growth if they were somewhere else. Unless you have a decent amount of planet-unique/limited pop assembly buildings. Then keep all planets all the time.
 
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I broadly disagree but there's one thing that I'll highlight, which is that the changes to how colonies grow annihilates the ability to colonize via migration treaty.

The current system relies heavily on civilians migrating or being resettled from the homeworld or older colonies to new colonies. It's very clearly been balanced around that, since colonies with <1,000 pops basically don't grow at all and that's the threshold for upgrading to a planetary capital.

Which is fine IF your civilians have decent habitability on your new colonies. But try to colonize via a migration pact, and that colony will sit at ~100 pops until the end of time regardless of what you do to encourage migration.
Migration pacts probably have some bugs.

I have seen pops migrate away from an utopian abundance paradises on a massive scale to be enslaved by xenos.

Now I'm playing a Fanatic Authoritarian with Oppressive Autocracy with non-ruler/enforcers sitting at 0 happiness and the xenos just stream in.
 
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One more point: the UI doesn't clearly show per-job resource output anymore. Hovering over a job only gives you total output, not the specific breakdown per 100 pop. For those of us who like optimizing and managing our economy closely, this lack of clarity is a real step backward.
The other two issues aren't ones that I'm inclined to complain about, but I'd certainly like to see clearer explanation of which pops are producing what. Among other things, this would help clarify things like whether the auto-mod traits are working the way I'd expect.
 
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It depends, on a genetics ascension I have been able to fill my planets very quickly. Clone soldier ascended gor example can stack 4 clone vats on a planet to pump out pops( not just the clones). Like you can get absolutely stupid pop growth On the other hand my lithiod run was super slow. But I could just build robots to make up the difference. I would not say pop growth is broken it is just far more variable now. But between automation clone vats and robot assembly you have tools to make anything viable. Workers are fine, my economy across all playthroughs(and I'm like 6 deep now) has been stronger than it ever was in the old system. Specialize your planets and you should have no trouble.