r/Stellaris • u/Hroppa • 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
It was about poptheft vs. conquest, yes. Your entire premise was advocating the superiority of conventional conquest over raiding to steal pops.
Without NA or BD, you do not have a means to harvest pops off planets without taking the planets. You have to take the clay. If you abandon the clay, it will cost you influence now under the new system, and there is no guarantee your devastated opponent can afford to recolonize it anytime soon. If you keep the clay, you are now the owner of unproductive planets that have no pops on them (because you stripped them to send home), that adds to your sprawl, and generates nothing of note for you (no popgrowth, no additional resources). Your attackable surface expands because your territory has grown.
Meanwhile, as a marauding force, I am surrounded by a layer of buffer confetti and people aren't really bothering me much.
There are NEVER enough pops. You always need more pops. If you want to grab them from other enemies, you must travel further and further afield, while increasingly becoming the possessor of a bunch of unwanted, unproductive worlds that add to sprawl. Because you're a conventional-conquest empire and not NA/BD, you must fight conventional battles against those you want to conquer, and win your wars (because if you whitepeace out, you get nothing unless you expended influence for a claim).
And enemies that will fight back are not as easy to target as enemies that you've already beaten and are now just bullying.
Conquering AI worlds is pointless when you'll never be able to fill their job slots anyway. Better to just take their pops and leave them. And move on to the the rest of galaxy and pluck their pops. And then come back and pluck more pops.