Problem - Population Migration

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gavicola1
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Joined: Mon Mar 14, 2022 4:56 pm

Problem - Population Migration

Post by gavicola1 »

I believe i've seen versions of this complaint elsewhere, but never really expressed clearly. There are a couple of problems that all compound here.

1) When you colonize a new planet, unless you micro the colonizer, it will usually pick up the 'wrong species' of people from your empire.
2) There is not enough fine control on the population manager on the automation settings. Auto does a crap job, so i have to use manual. Manual is OK, but setting the settings on each planet is a *HUGE PAIN* - it pops up this tiny little window and you have to click through 20 races individually and scroll 3 or 4 times just to get to the bottom. If yo uadd more races to the game it just gets worse. Its part of the general UI isn't good enough part of the game design issue.
3) Poplulation grows fast, even if the race isn't suited to the planet they landed on. its almost impossible to get rid of those pops without murdering them
4) If you set the population setting to forcibly remove, the game does not prioritize this. I've watched the civ passenger liners, and they do indeed move population around from planet to planet, but not nearly fast enough or in enough quantities to do what the game suggest you should be able to do - ie extract pops from a less desirable planet and move them to a more desirable planet.
5) To check this, i did an experiment. I colonized a continental world with seclurians which were decent but not optimum. I then set ALL of my human worlds to remove pops, and i set this world to accept humans. many many game years have gone by and not a single human has set foot on this world.
gravyten
Posts: 45
Joined: Fri Mar 18, 2022 2:05 am

Re: Problem - Population Migration

Post by gravyten »

I think they’ll fix this in future update
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Cyclopsslayerr
Posts: 338
Joined: Fri Mar 18, 2022 3:33 pm

Re: Problem - Population Migration

Post by Cyclopsslayerr »

I can 100% confirm this!
I had an Ackdarian empire spread over 2 Deep Ocean and 1 Ocean world. I found an Ugnari refugee fleet with a two colonizers and an Ugnari Independent colony nearby.
Ugnari style worlds were more common.
Step forward a few game years, the AI migration and the faster breeding Ugnari had destroyed all but my Deep Ocean homeworld. Nineteen worlds, eight were Ocean, all but my homeworld and a new colony were now Ugnari worlds which trashed their happiness and my cashflow sank rapidly from +55k, to -20k, and when I gave up to -70K.

Migration completely killed my empire...
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Erik Rutins
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Re: Problem - Population Migration

Post by Erik Rutins »

Could you please share some save files with us showing these issues in action?

https://www.matrixgames.com/forums/view ... 6&t=380457
Erik Rutins
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Dampfnudel
Posts: 175
Joined: Wed Feb 27, 2019 7:49 pm

Re: Problem - Population Migration

Post by Dampfnudel »

Cyclopsslayerr wrote: Mon Mar 28, 2022 2:39 pm I can 100% confirm this!
I had an Ackdarian empire spread over 2 Deep Ocean and 1 Ocean world. I found an Ugnari refugee fleet with a two colonizers and an Ugnari Independent colony nearby.
Ugnari style worlds were more common.
Step forward a few game years, the AI migration and the faster breeding Ugnari had destroyed all but my Deep Ocean homeworld. Nineteen worlds, eight were Ocean, all but my homeworld and a new colony were now Ugnari worlds which trashed their happiness and my cashflow sank rapidly from +55k, to -20k, and when I gave up to -70K.

Migration completely killed my empire...
I have the same issue. I got a planet with the sand hive insectoids (gizu something). They breed rapidly and migrate everywhere. 10 years later they toke over most of my small colonies and causing massive deficits as they had low suitability. They never moved to high taxes planets though.

Though forced migration does work if applies early. Before they can grow too big. I enslaved them to prevent further growth and used forced migration to move them away.

AI suffers allot, as they do not understand this. My neighbouring ackdarian empire is taken over by humans. All their deep ocean and normal ocean planets are majority human. Their empire is completely crippled. I bombarded their planets to wipe them clean then colonized them with fresh suitable species.
gavicola1
Posts: 5
Joined: Mon Mar 14, 2022 4:56 pm

Re: Problem - Population Migration

Post by gavicola1 »

I thought it was worth re-visiting this thread to point this excellent post out on Steam that outlined the problem better than i.

https://steamcommunity.com/app/1531540/ ... 705747372/

"In the last game I purposely left everything on auto. And at one point I had a collapse of the economy. Because I made a full alliance agreement with another race, which also includes a free migration policy. As a result, my newly established colonies were overrun by an alien race's population, which greatly increased the cost of maintaining them.
Distant Worlds 2 added a great habitat suitability mechanic to the population. But it doesn't work now. It doesn't work because the auto-control mechanism doesn't work.

Suggestion: The default demographic policy (in auto mode) should leave only the race most suited for the colony. All others should be relocated. And at the very least should not be accepted.

Separately, I would like to note the mechanics of colonization that are not working properly. If you scroll through the list of new colonies, then you can be surprised to find Securan on the Volcanic or Zenox on the Ocean planets. Although the interface of the new colonies shows a hint with the correct races, the colonial ships take the first population they see. For this reason it makes no sense to open and build more advanced colonization modules, you will still have to relocate the population.

Suggestion: It should be possible to unload already loaded population into the colonization ship. And it should be possible to choose which population to load from a multiracial planet.

In manual mode of population control everything works fine. But it's uncomfortable, terribly uncomfortable. Have to constantly open the help and look through all the races to find the one that will have the maximum bonus to the conditions of the planet. And what's more, the tuning mechanism is inconvenient. With contact with a new race you have to scroll through all the colonies to update the racial policy setting.

Suggestion: In the context window of suitability of races to conditions of this planet to show not only those that already exist on this planet, but in general all living in the galaxy. Also in the window of setting of demographic policy also show all inhabiting races, to do this setting once at the foundation of a new colony, instead of coming back with each new race."
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