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A way to increase population growth

 
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A way to increase population growth - 6/28/2020 8:14:13 PM   
GodwinW


Posts: 511
Joined: 6/5/2020
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I love this game. Today again had such an awesome time playing. I think I averted total catastrophe now..
It started by noticing that my capital was suddenly going unhappy.
Turned out almost all QoL Private assets were mothballed.
Turned out the private economy was running at a deficit and had 0 credits.
This tanked my food income (also mothballed) (not an issue: bought some extra but had a reserve, adjusted that in time).
Turned out there were way too few people in my capital for all the private jobs.
Turns out many were migrating to a newly built town (where they were needed as well).

So, I massively invested in the private economy, lowered taxes, sent recruits and colonists to the capital, spent 5 turns playing the 'Attract Free Folk' stratagem (this was useless actually), built 2 of the lowest QoL structures myself.
And now, it's turning around.. QoL goes up, Private economy is in the positive (had stopped investing as well), there are people migrating to the city themselves... PHEW!

What an extremely awesome game where you can find these causes and solve them! Discovering what goes on in your empire is such a joy. Imagine if I had had a pop-up at the first sign of trouble: this is the problem. WAY less cool and fun. It is actually awesome that the info is there but that you have to piece it together yourself!!
Such a rare joy, thanks again Vic!



As title, I would like some more efficient way of increasing population growth.

Either by cloning, governmental child support stratagem, 'Week of Aphrodite', idk.

The current emergency solution (not the 'Free Folk forced Roundup', haven't tried that one), where the director of the Economic Council rolls Oratory and then you might get 600 Free Folk is really not cutting it. At all.

Using colonists is also no option if you just have too few people overall.

EDIT: cloning is a bad idea in hindsight: having pop be an important resource makes it so city-spam can't be overdone as a tactic, which I like.
Probably pop should come from other zones/cities of other regimes. A stratagem to lure them to your zone.
But then they could do that to you... hmmm. That wouldn't be cool :p War!

< Message edited by GodwinW -- 6/29/2020 12:42:26 AM >
Post #: 1
RE: A way to increase population growth - 6/28/2020 8:21:33 PM   
zgrssd

 

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Joined: 6/9/2020
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One option I thought up, was to get a culture with a rather high fertility - and then intentionally not convert them. Just let them do their "thing".

I have not yet tested if that actually works decently.

(in reply to GodwinW)
Post #: 2
RE: A way to increase population growth - 6/29/2020 12:40:05 AM   
GodwinW


Posts: 511
Joined: 6/5/2020
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Hm well it would be good actually if it came from another zone. Something like 'advertise immigration' in target zone, getting people from that zone's pop.
Should probably lower relations :p

I'm adding this because after some thought it's actually cool that population is low. It makes sense and it's also a defense against city-spamming tactics.

People are an important resource, so it shouldn't be too easy. And preferably come from already-existing pop in other cities or so.

(in reply to zgrssd)
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RE: A way to increase population growth - 6/29/2020 1:31:01 AM   
Lovenought

 

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If you are lucky enough to get a few refugee camps (directly add population to zone) and Merc camps (give you recruits, which you can disband as civilians), it helps a bunch.

You can also gerrymander zone borders to get more free folk in the zone you want to boost.

I think a problem with population growth is that the game goes really quick. Even 100 turns is only 16 and a half years. You are conquering the planet in much less than a Human lifetime, so not that much room for long term nation building like pro-natalism to have an effect.

(in reply to GodwinW)
Post #: 4
RE: A way to increase population growth - 6/29/2020 5:57:33 AM   
Gozzon

 

Posts: 55
Joined: 6/20/2020
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quote:

ORIGINAL: zgrssd

One option I thought up, was to get a culture with a rather high fertility - and then intentionally not convert them. Just let them do their "thing".

I have not yet tested if that actually works decently.

I actually tried this and doesn't seem to do the job. Not sure if fertility is bugged or the effect is just so minor that it doesn't show all that well.

So I got a Hunter village. Hunter culture has 135 Fertility but the villages tend to be pretty small like 10k pop. Kept eye on the village and pop growth was just single pop (100 population) each turn. So more or less completely overshadowed by 200k cities with 5 pop growth.
Maybe it isn't bugged it is just that the villages are so small that they do not show any effect but for what it's worth it takes way too long to grow them to actually matter

Edit. Also about the cloning: There's cloning facility stratagem that you can discover from ruins which gives 1000 population each turn to the zone it is applied to

< Message edited by Gozzon -- 6/29/2020 11:16:16 AM >

(in reply to zgrssd)
Post #: 5
RE: A way to increase population growth - 6/30/2020 11:27:31 AM   
GodwinW


Posts: 511
Joined: 6/5/2020
Status: offline

quote:

ORIGINAL: Gozzon
Edit. Also about the cloning: There's cloning facility stratagem that you can discover from ruins which gives 1000 population each turn to the zone it is applied to


Yes! Was just going to post this. Found it as well :)
This way cloning is fine of course since you cannot spam it.

(in reply to Gozzon)
Post #: 6
RE: A way to increase population growth - 6/30/2020 12:40:36 PM   
Atros

 

Posts: 48
Joined: 6/26/2020
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quote:

ORIGINAL: Gozzon

quote:

ORIGINAL: zgrssd

One option I thought up, was to get a culture with a rather high fertility - and then intentionally not convert them. Just let them do their "thing".

I have not yet tested if that actually works decently.

I actually tried this and doesn't seem to do the job. Not sure if fertility is bugged or the effect is just so minor that it doesn't show all that well.

So I got a Hunter village. Hunter culture has 135 Fertility but the villages tend to be pretty small like 10k pop. Kept eye on the village and pop growth was just single pop (100 population) each turn. So more or less completely overshadowed by 200k cities with 5 pop growth.
Maybe it isn't bugged it is just that the villages are so small that they do not show any effect but for what it's worth it takes way too long to grow them to actually matter

Edit. Also about the cloning: There's cloning facility stratagem that you can discover from ruins which gives 1000 population each turn to the zone it is applied to


Just for curiosity, do you actually build a city on top of the village or do you let it just stay inside the state borders of existing city?

(in reply to Gozzon)
Post #: 7
RE: A way to increase population growth - 6/30/2020 1:01:24 PM   
Gozzon

 

Posts: 55
Joined: 6/20/2020
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quote:

ORIGINAL: Atros
Just for curiosity, do you actually build a city on top of the village or do you let it just stay inside the state borders of existing city?

Sorry but I didn't quite catch what did you mean but hunter village is a full fledged zone and city just like farmers and marauders have. It only has a hunter gatherer private building in it and very low pop. It's a zone which has high fertility culture
It's not a hex perk like refugee camp or mercenary camp

(in reply to Atros)
Post #: 8
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