stop growth
Moderator: Pandora Moderators
stop growth
what happened to the stop growth option?
Re: stop growth
I joined the beta after it was removed, but I agree. Eventually you outgrow even the most advanced habitats. This destroys morale and ruins all production.
Realistically, limited housing (habitat) increases cost of living and thus naturally encourages emigration and/or discourages growth altogether if there is now place to emigrate to.
Realistically, limited housing (habitat) increases cost of living and thus naturally encourages emigration and/or discourages growth altogether if there is now place to emigrate to.
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ElegantCaveman
- Corporal - Strongpoint

- Posts: 72
- Joined: Mon Jul 01, 2013 6:13 pm
Re: stop growth
I would definitely like to see a "Stop Growth" button/function or, at least, a more direct way to influence emigration/immigration.
I just started playing today, so maybe I missed something... but an early tip mentioned that population moves around, though I never saw this actually being in effect. This despite my capital being overcrowded (I actually had a -1 Habitat rating for a short time) and newly-colonized cities being very much in need of extra population.
I just started playing today, so maybe I missed something... but an early tip mentioned that population moves around, though I never saw this actually being in effect. This despite my capital being overcrowded (I actually had a -1 Habitat rating for a short time) and newly-colonized cities being very much in need of extra population.
Re: stop growth
You can sustain negative habitat. It will just lower the morale thus limiting production a bit and encouraging emigration.
Morale is the only thing that affects migration. Hover you cursor over it to see what affects it. I'll tell you that the biggest things that affect it are pollution, habitat, and taxes... and when you takeover an enemy base.
Correction: relative morale. If you have only 2 cities; one with +1 morale and another with +5 morale, people will move to the +5 one even though the people in the +1 city aren't sad.
Morale is the only thing that affects migration. Hover you cursor over it to see what affects it. I'll tell you that the biggest things that affect it are pollution, habitat, and taxes... and when you takeover an enemy base.
Correction: relative morale. If you have only 2 cities; one with +1 morale and another with +5 morale, people will move to the +5 one even though the people in the +1 city aren't sad.
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ElegantCaveman
- Corporal - Strongpoint

- Posts: 72
- Joined: Mon Jul 01, 2013 6:13 pm
Re: stop growth
Hmm, I guess that explains that. I'd still love to have more of a direct impact on emigration, though. Perhaps some way to "tag" cities as more or less desireable, basically giving a "fake" bonus or penalty to Morale that only affects population movement.
Any idea why they took away the "stop growth" button?
Any idea why they took away the "stop growth" button?
Re: stop growth
Hrm... I've played my first hour with Togra, probably not the best to start with given their -2 Morale. I also probably fell asleep on colonizing for too long. My capital city is already threatening revolts -- I'm usually so much better at managing morale in these types of games!
I likely need to fiddle with the game a bit more and figure out how to manage growth properly. It's really hurting me right now, but it's likely my fault for squandering the first hour of turns.
Still, my extremely early impressions make me think some method of suppressing growth would be a welcome addition. Maybe it's an option further along the tech tree? I'm hoping for some (potentially horrific) scifi goodness down the line.
I likely need to fiddle with the game a bit more and figure out how to manage growth properly. It's really hurting me right now, but it's likely my fault for squandering the first hour of turns.
Still, my extremely early impressions make me think some method of suppressing growth would be a welcome addition. Maybe it's an option further along the tech tree? I'm hoping for some (potentially horrific) scifi goodness down the line.
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Flavorable
- Lance Corporal - SdKfz 222

- Posts: 24
- Joined: Wed Mar 27, 2013 5:10 am
Re: stop growth
My suggestion is making 'Emigration' a production menu option so that there's a serious drawback to it that makes it a strategic option for developing colonies quickly rather than the tedious micromanagement that it would devolve into without any drawback.
I joined the beta after they removed it but I definitely feel like the migration mechanic isn't fleshed out enough.
I joined the beta after they removed it but I definitely feel like the migration mechanic isn't fleshed out enough.


