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Population Reproduction

Posted on Friday, September 25, 2015

Are there any plans to change the overly simple population reproduction logic (for organic races anyway )?

As stated already in some posts by others, not everyone is happy with the current system, including me

I would like to see something like this for pop increase per turn (pit):

pit = 100% + ([general reproduction rate of race in %] + [building modifiers in %]) * (1 - [current pop] / [max pop])

The new pop is then [old pop] * pit / 100%

And if pop nears max pop that should have a negative morale impact, like [current pop] / [max pop] * [race specific percentage]. The race specific percentage represents the tolerance towards overpopulation (e. g. hive = very tolerant).