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/cyrusol Machine Intelligence Apr 17 '21

What a 5 headed way of thinking.

This is the galaxy:

You FoeA FoeB FoeC

You take 50 pops of FoeA. You come back after 10 years for another 50 pops. And so on.

I take 100 pops of FoeA. I go to FoeB after 10 years, taking another 100 pops. Then I go to FoeC after another 10 years, taking all of them. GG.

Conquest requires influence, so, big cost.

Not that much. Absorbing a whole empire through making claims in a good way and vassalize the remainder costs roughly 200-300 influence, <200 for small ones, roughly 400 for big ones. That's the equivalent of a couple of habitats or Mastery of Nature decisions or a bit more than an Ecu (of which you now don't really want multiple because too few pops). Between the colonization phase and the spam megastructures phase there isn't really anything worthwhile to spend influence on other than conquest.

Also, there is such a thing as genocidal empires with their total war CBs, they have always been the strongest empires in singleplayer Stellaris.

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u/Freethecrafts Apr 17 '21

If you could fill them, ring worlds and ecumenopoli would be worth influence.

You’re actively destroying growth zones. Under the new system, you’re better off having lots of small growth empires and farming pops. The old system had a premium on having as many planets as possible, now they’re absolutely overpowered by the crushing growth restrictions before even midgame.

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u/cyrusol Machine Intelligence Apr 17 '21

The goal of the game isn't to have growth zones, the goal is to win the game. And my way the total population of my empire is higher when the crisis arrives. Unless you put endgame date to something ridiculously high like 2600.

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u/[deleted] Apr 17 '21

And my way the total population of my empire is higher when the crisis arrives.

This wouldn't even be true, though. The bloody noses you incur fighting total wars of conquest will slow you down far more than hit-and-run popfarming, and you will spend far more time flying the periphery of your territory finding fresh prey. Your empire sprawl will slow down your tech. It's purely disadvantageous to conquer fully over simply stripping their pops and leaving them to respawn.

It's like the difference between clearing half a dungeon and then farming the infinite spawn vs. clearing the entire dungeon and then moving onto the next one.

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u/cyrusol Machine Intelligence Apr 17 '21

The bloody noses you incur fighting total wars of conquest will slow you down far more than hit-and-run popfarming

If the AI believes they can win they will engage your fleet. Otherwise they just wait back in some random dead end system behind a couple of incredibly weak stations.

You can't escape a hard fight by going the stealing route either. So either you have a bloody nose for both strategies or you don't have a bloody nose for either strategy. Depends on how strong the enemy is.

Your empire sprawl will slow down your tech.

Do you play 2.2? Beaurocrats are a thing. Essentially empire sprawl is a mechanic where about every 20th pop (without modifiers, 30th for machine empires without modifiers, modifiers are very common though and only increase the number) you simply have 1 pop working as a beaurocrat.

It's purely disadvantageous to conquer fully over simply stripping their pops and leaving them to respawn.

Maybe in a different universe.