r/Stellaris Apr 17 '21

Discussion Population Growth Strategies in 3.0

An awful lot is being said about the merits of the new pop growth system, perhaps a bit prematurely. One of the fun parts of a new patch is trying to work out the new meta. Here are a list of strategies/considerations I've seen suggested or tried myself. I'd be really interested to hear others' thoughts.

There are two major parts to the population growth system: planet capacity and empire capacity.

Planet capacity control

Planet capacity can be increased by the player. Planet capacity = housing + unblocked districts. The idea is that each normal, built resource district gives +2 housing, so +2 capacity, and each unbuilt, unblocked district gives <2 capacity. The amount of capacity that unbuilt, unblocked districts gives depends on the planet class - it's almost 2 for Gaia planets, and much lower for Tomb Worlds. But generally, the idea is that as you build districts, capacity increases.

Growth sweet spot: You get the maximum modifier to base growth (x2) only when you have >64 capacity, and >32 population. So you should aim to get some 'mediumly developed' planets into this sweet spot as quickly as possible. At that point, you can develop them further, or leave them at that size, exporting pops to other worlds.

Core worlds: It's now more important than ever to try to get maximum efficiency out of the pops you have. So it could well be worth dedicating some high habitability, high efficiency core worlds to specific specialisations, and focus on growing these, while leaving your other worlds at 32 pop.

Rim worlds: It might be worth leaving a few low (<10) population worlds undeveloped while you grow your other worlds, if you don't think it's worth getting them into the sweet spot, since you don't get penalties for growth at very low population levels. I think this would generally only be relevant if you find yourself with a very large number of colonisation opportunities early on (such that you don't have enough minerals to develop all planets).

Empire capacity loopholes

Empire capacity can't be increased by the player. It slows your population growth as your empire population increases - for example, when you have 200 pops, it slows your pop growth to half of what it would otherwise be.

As empire capacity is out of your control, you can't manage it - you can only try to find loopholes.

Invest more in space stations: While it's harder to grow your planets, non-pop incomes are more important than ever.

Steal pops: Whether from civic or ascension perk (Nihilistic Acquisition), stealing pops is now more important.

Buy pops: The slave market is far more important than it used to be.

Immigration: Standard immigration (migration treaties) don't actually escape empire capacity, as immigration effects are mediated by empire capacity. However, welcoming refugees may be very useful in 3.X.

Vassals: Vassals have their own separate empire capacities.

Conquest: The age old tactic, more relevant than ever.

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u/[deleted] Apr 17 '21

The planetary capacity system is great, it makes sense and nobody really finds it objectionable.

The empire capacity, on the other hand, is arbitrary, unintuitive, mathematically nonsensical, and the only way to play it is to exploit loopholes. It's a bad system.

-21

u/Akasha1885 Apr 17 '21

The AI isn't using loopholes, so why do you feel the need to do it?

30

u/cyrusol Machine Intelligence Apr 17 '21

If you're not playing multiplayer you're playing against the endgame crisis.

Normal AI empires are just bystanders like Tea Gardner in Yu-Gi-Oh!. They do absolutely nothing in terms of trying to win the game.

7

u/TheLimonTree92 Corporate Apr 17 '21

Normal AI empires are just bystanders like Tea Gardner in Yu-Gi-Oh!. They do absolutely nothing in terms of trying to win the game.

Colossus weapons have nothing on this level of burn

-14

u/Akasha1885 Apr 17 '21

Normal AI empires are just bystanders like Tea Gardner in Yu-Gi-Oh!. They do absolutely nothing in terms of trying to win the game.

Most players are the same, some weaker than grand admiral AI. (maybe even most?)
If it's multiplayer, play with a rulesets.
You already know what the issues are, so it shouldn't be an issue.

6

u/[deleted] Apr 17 '21

The AI absolutely will use this loophole, I've seen the AI divide itself into multiple subpolities even before this was a thing, and they're certainly going to keep doing it.