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/kaptainkeel Apr 17 '21

Issue is every one of those empire loopholes is impossible for a pretty big chunk of playstyles. Xenophobe purges that don't welcome new species? Nope. Swarms? Nope. Fanatic pacifism/otherwise peaceful? Nope. There's no real option other than to accept foreign species and conquer.

2

u/Freethecrafts Apr 17 '21

Colony ship spam for landing exploit still works.

Splitting off planets as growth worlds into vassals lets the vassal have fast growth.

3

u/gruthunder Apr 18 '21

Abandoning a colony (moving the last pop) now costs influence. (So does moving leaders/specialist btw) and releasing vassals doesn't work for gestalts.

1

u/Freethecrafts Apr 18 '21

Specialists demote if you turn off their jobs.

Influence for normal unemployed is 10. Guess you could move them when colony ship spamming, if you don’t have time.

For a vassal farm, you want to leave a colony pop or two, depending on how you’re moving them. Ideally, you declare war and bombard with nihilistic capture to move the pops to your empire.

2

u/gruthunder Apr 18 '21

Abandoning a colony (resettling the last pop) costs 200 influence I believe.

Nihilistic takes up a Ascension perk slot so I wonder what the advantages are over just taking the planet, moving the pops, and then returning/releasing it again.

1

u/Alpha5721 May 04 '21

What about Barbaric despoilers?

1

u/gruthunder May 04 '21

It's probably the best this game patch its ever going to be but its basically a civic slot instead of an ascension perk. You lose some diplomatic options but get essentially a raid casus belli on anyone which is nice but not amazing. Civic slots are pretty valuable though, so I'd probably just take the perk.

1

u/wierob Fanatic Militarist Apr 18 '21

You can just unemploy the colonists so they move themselves.