There are endless opportunities for exploration in No Man’s Sky, but you probably did not know that the game has an infinite number of planets hidden away. You can find them by simply flying to a new system and watching your map scroll past the stars.
The “stellaris planet capacity formula” is a post that talks about how you do not have to max out each and every planet. It also includes the “Must Have” text.
Almost every time this subject is brought up since the most recent revamp of pops and the inclusion of logistic popgrwoth, I get complaints about it or the suggested mechanics. “Building Ringworlds today is utterly pointless.” “Setting up a new colony later in the game is utterly worthless.” …something like that. You understand what I’m saying.
First and foremost, if you don’t like the new system, that’s alright; you can actually undo the modifications to the popgrowth system using these sliders, which were added soon after that patch (as a bandaid)
http://imagegod.b-cdn.net/wp-content/uploads/2021/11/PSA-You-do-not-have-to-max-out-each-and.png
Now that that’s out of the way, let’s get to the point of my discussion. In the past, you could establish a colony and, a few decades later, even the most remote planet would be a bustling city with a plethora of pops and fully populated districts. While this is still possible, it isn’t ideal, and I feel that many gamers are unaware of this.
The distinction between your population hubs and feeder planets has grown more apparent with the introduction of logistic pop expansion and automated resettlement. You’ll want a few Ecumenopoli, Ringworlds, or simply enormous planets with plenty of employment and housing for a lot of people, but the rest of your planets will be built up just to the extent where it makes sense given their specialty and the logistic popgrowth boost is still maxed out.
Let me give you an example to demonstrate what I mean. Let’s take a look at the mining industry:
The commercial zones are due to the fact that this is from a merchant guild playthrough.
We can see that there are still a lot of districts open, as well as ample housing for all those miners. In the past, I would have just maxed out those mining districts and utilized all of those construction slots for whatever I wanted, but a deeper examination of the planet reveals that this isn’t the best option (given you have more decent mining worlds available and REALLY need those miner jobs)
https://preview.redd.it/3ynyt4zk40z71.png?width=560&format=png&auto=webp&s=f074473c6cc13afdbfebc2b9259d77c742a54413
https://preview.redd.it/vcurw9zq40z71.png?width=609&format=png&auto=webp&s=3f55f67ec8e7142fdb2cd39e7bc54b96d4753f55
As we can see, our planet’s capacity isn’t very large, thus we don’t obtain the maximum amount of logistical pop growth benefit. We’re only at +1.21 from logistic popgrowth right now, compared to a maximum of +1.5 with conventional settings. Note that the popgrowth benefits are applied to this, so assuming there wasn’t a lithoid pop growing there, we’re now losing out on around 0.4 popgrowth.
With the existing structure, we’d want to establish at least one, if not two, city districts, and fill the building slots with commercial zones for merchants (alternatively, we could likely build one city district + one mining district, as well as 1-2 luxury residences). The aim is to have just enough planet capacity to still apply the maximum logistic popgrowth benefit.
If you’ve arrived at that point, the planet is finished, and nothing further has to be done. Every new pop that emerges is expected to relocate to a new location (e.g. your newly built ringworld). Ringworlds and new colonies will still have a chance to expand late in the game if you build up your empire this way, since they will be loaded with pops from all of your other planets.
While I believe there are valid arguments against this new system, and I personally dislike seeing those goddamn red suitcases on half of my planets (PDX, please turn them off), I like the implications this new system brings, as it forces you to think more about how you set up your planets and empire as a whole. While I agree that the empire-wide restriction on popgrowth (pops get more and more costly) doesn’t really make sense in any real-world scenario, I do think that the emphasis on migration in the latter stages of the game is fascinating and makes logic. It makes logical that if you build a massive ringworld, the bulk of the new population would travel there rather than obtaining a massive population only via reproduction within a single generation. Just my two cents’ worth.
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The “stellaris how to increase population” is a PSA that was released by Paradox Interactive. The company has stated that the player does not need to max out each and every planet in order for their empire to thrive.
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