[Suggestion] Population Policy

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Thineboot
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[Suggestion] Population Policy

Post by Thineboot »

There are several threads tackling this more or less, here is just a small excerpt:
Spidey wrote: Sat Apr 16, 2022 3:43 pm
Cyclopsslayerr wrote: Sat Apr 16, 2022 12:55 pm
Spidey wrote: Fri Apr 15, 2022 9:39 pm It is always problematic when "why not just use automation?" becomes the answer to a badly designed UI. One might take that reasoning just a tiny step further and ask why one should even play the game at all, since it's perfectly capable of running by itself on full auto? Just switch that on, turn speed to max, then go make yourself a sandwich and a cup of tea. Ah, what a nice way to play the game, right? And then maybe go find a book or switch on the telly, no?

The task the OP is referring to is not an unreasonable one. And it is not obvious how one would perform that task in a reasonable way at present. And if we look on the UI as a whole, there really are quite a few things that just aren't quite as polished as they could be, to phrase it politely.
The Task of manually setting the Population Policy when I had 5 worlds and 3 species wasn't tough at all. Having to do it for each individual new colony wasn't bad. However, having to do the entire colony list again and again and again, with each new species is why I called the task 'onerous'.
Some species do nothing but grow like mice within the walls of the empire. Wekkaraus, Ugnari, Gizurean, (sic all) have all caused issues and I really desire a 'Bigot' option button to ban these from ALL of my worlds. :D
The game itself tells you that more than one race per world is bad by adding corruption, yet the mechanics of the AI want nothing more than to shift people everywhere. I WANT migration from an overpopulated world to a new world of that species. I don't want the game lying to me when it says 'Colonize this world with Ackdarians' then it ships Gizureans instead, or if it does ship the Ackdarians it really shouldn't migrate in species that HATE the destination world type.
I'm having similar issues, as it happens, mostly because I've got a touch of OCD regarding what races goes where. I actually want all the races to come live in my Ackdarian interstellar coherence, but I want mostly pure race colonies. Humans here, Sluken there, Dhayuts on this desert and Teekans on that one. That way I'll have an easy way of getting the next batch of colonists of whatever race is needed for that world.

But the unfortunate reality is that this means I have to go through each world and carefully figure out which settings I want, hope it's not too late for the excess to be moved through shuttles, and then I have to do this for each darn colony every time I run into a new race. And there's no shortcut or anything. The current UI support for this just isn't great.

Frankly, I'd kill for a dedicated colony screen with better filtering and more options, to supplement the excessively cramped colony menu, and a related race screen where I could see where each race is allowed to live inside my empire.
Prometheus0000 wrote: Fri Mar 25, 2022 12:52 am
Erik Rutins wrote: Thu Mar 24, 2022 8:57 pm It's always good to get population to also migrate to other worlds
I can't really agree with this, as the migration AI seems to like sending my humans to worlds that are not suited to it, and since I have so many, it flips which is the majority race, and then I had high support costs.

I appreciate that there's an empire-wide population policy screen, but we really need one for each type of planet too, so I can tell only species suitable to migrate to ice planets for example. Setting the PP for each planet is tedious, given how many races and potential colonies there are.



Here are a few mockups that would help interested players without adding new general policies, which would tackle the whole problem in a much better way. For now these UI tweaks would be of great help.

1. Expand the window. There is plenty of space, like in Colony Detail Screen.
This would limit/reduce the scrolling and reading and clicking, depending on your resolution.

2. Sorting by Suitability instead of alphabetically.
It's about who wants to live there, not who gets called first.

3. Add sorting buttons and core values to the list.
Everyone has their own preferences, don't force them to use a specific one.
I've picked Suitability, see 2. And Amount for easy deciding which race should be resettled.
Others may and will prefer other values like Assimilation and Growths Rate.
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Last edited by Thineboot on Sun Jul 17, 2022 8:05 pm, edited 1 time in total.
zgrssd
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Re: [Suggestion] Population Policy

Post by zgrssd »

All of those threads are 3-4 Months old.
The mechanics have received several clarifications. For example, only the biggest population is used for support costs.
And several fixes. Indeed, there just was another one the latest beta.

So I do not think you can use those quotes anymore. They relate to a version that no longer exits.
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Thineboot
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Re: [Suggestion] Population Policy

Post by Thineboot »

As I've said, I didn't know whether you quote was still a thing or not. Therefore I removed your quote as requested, zgrssd.

The other quotes are still legit as they describe what I'm experiencing using [1.0.5.6] right now.
arvcran2
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Re: [Suggestion] Population Policy

Post by arvcran2 »

These suggestions look good to me.

Perhaps have the apply button be for all colonies of this orb type instead of all colonies as well :).
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