Population/Migration questions

Chewie

Chieftain
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I've looked around a few places, but have failed to work out - what does population actually do? Does having a higher population mean a higher return from DEAs? And is there a limit to this effect (ie where does unemployment come into all this)?

Also, how does migration work? I've read that somehow you are able to turn it on/off but have been unable to find where...

Thanks for your help from a decent MOO2 player/MOO3 lost newbie. :confused:
 
In the planet report you can click on a planet then at the bottom of the screen you have an "Orders" tab. There you will find a

Send Colony | Send Outpost | Set Migration options

If you click on set migration people will start to move to this planet. However people naturally seem to move around anyways. This just encourages them. Later on in the game it will really allow you to move people to tasty planets very very quickly ( watch for unrest! )
 
What do you mean by watch for unrest?
 
I think Angmar just means that when people migrate to other planets you need to be careful that unrest doesn't become a problem so have a scan through the planets screen (or if there is empire wide summary, I don't know) and look to make sure unrest is not bad.
 
Yes that is what I do mean. I have encountered that middle to late in the game my planets and system can grow so quickly using the set migration option that I have to important starships to ensure that my people dont get out of control and rebel before the planetary shield and the recreation DEAs are built.
 
Make your people loyal at least, then you won´t encounter that problem. As the Ithkul I think I only built 3 or 4 recreation DEAs. :mischief:

Anyway, population is required to work you DEAs and the buildings there. With not enough pop you will get less efficiency. But since the AI builds those things for you anyway, it also controls that the pop can support it.
You might at times see that DEAs you created yourself stay as "Planned" for several turns. This is because there is not enough excess population for them yet. You can also check your planet demographics, if your unemployment rate is low, no new pop requiring improvements will be built.
:D
 
I dont use the AI .. I find it does silly stuff for the way I play. Currenly I am ranked 7 out of 9 in Galactic standings but when I look at victory conditions my fleet is between 10-25 times stronger than any of my neighbours.

Makes me feel. Hey, I may not have the most planets, I may not have the best tech. BUT GIVE ME 50 TURNS AND ILL TURN YOUR PLANETS INTO DUST. Sooner or later my spies will steal your tech and your poorly defended planets will be empty :)

Now my question. You mentioned that DEAs stay in the "planned" state. To reduce the amount of micromanagement for my planets when I first colonize I set up the DEAs right away. This means I have a couple started ( damn AI starts on! ). Is there a way to "queue" up these DEAs?

Im still monkeying with a sytem to make these things work properly. Currently my planets can be ripe for unrest as it seems to build the mining and industrial DEAs first. Maybe those are the ones that I just plant first.. Im going to try to experiment with the next planet I colonize and see if it builds them in order that I make them or its some other crazy algorithm :)
 
I did not yet find which DEA get´s started on first besides a few assumptions.

1. I think it´ll start with Industry in most cases first
2. It might depend on the Development plan settings for that planet.
3. It does not seem to have to do with how many people a DEA needs, I had Gov DEAs being worked on while Bioharvests were in planning.

I am a real micromanager myself, but even I suggest that you should put the planet AI to use properly. Learn to use the development plans and you won´t have to deal with setting DEAs. It doesn´t give you a real advantage anyway. Use the empire setting, too. Take "specialized" if you want industry, research, mining and farming hubs. Just be sure to set the Dev plans accordingly.
:D
 
It all comes down to I hate what the AI sticks in the Military queue :) Ill struggle and do whatever it takes to ensure that my wussy little people dont build ground troops or 500 colony vessels when they could be building dreadnaughts :)
 
Originally posted by Angmar
In the planet report you can click on a planet then at the bottom of the screen you have an "Orders" tab. There you will find a

Send Colony | Send Outpost | Set Migration options

If you click on set migration people will start to move to this planet. However people naturally seem to move around anyways. This just encourages them. Later on in the game it will really allow you to move people to tasty planets very very quickly ( watch for unrest! )

Originally posted by Lucky
Make your people loyal at least, then you won´t encounter that problem. As the Ithkul I think I only built 3 or 4 recreation DEAs. :mischief:

Anyway, population is required to work you DEAs and the buildings there. With not enough pop you will get less efficiency. But since the AI builds those things for you anyway, it also controls that the pop can support it.
You might at times see that DEAs you created yourself stay as "Planned" for several turns. This is because there is not enough excess population for them yet. You can also check your planet demographics, if your unemployment rate is low, no new pop requiring improvements will be built.
:D

Thanks for your help there guys - much appreciated. :goodjob: I figured population did something like that but wasn't sure of the specifics.

I take it that unrest is a result of a large population? (ala civ where you reach a certain pop number). And that unrest reduces your DEA efficiency?
 
I've looked around a few places, but have failed to work out - what does population actually do? Does having a higher population mean a higher return from DEAs? And is there a limit to this effect (ie where does unemployment come into all this)?

Every PoP you have gives u 3 PP
Also it adds to employment of your DEA's
(IE. Sure you have a 12 planet with 24 DEA's but only grampa jo and his mule actualy live on planet - to expect him to man all those factories just aint funny!!!)
 
The REAL trick is to go into the planets tab and set it so you are looking at UNOWNED planets, then sort those by population. What moves to the top are those lovely Magnate worlds you'd like to colonize--and they can get a pretty big population built up later in the game.

As you scroll down, you may see some planets that give a controlling race population figure of some sort...You can turn migration ON to those worlds! What happened is that your OWN magnate races migrated to those planets but they're not big enough to get you control of the world. If you set migration 'on', it makes them be colonized much, much faster.

When the planet becomes owned, then you can see it in the OWNED planets list and if it's a green world then I turn migration off to it. If it's red it usually means one of my Magnates got there first, but my human migration influx actually sent it over the top. I might them keep migration on to get the pop figure up a bit to get terraforming going before turning migration off.


The other reason to turn migration 'on' to a planet IS to man all those 24 Industry DEAs you've got on that gas giant! Without doing migration you can check the Population tab and will find some natural Pop growth and immigration/emigration, but the Migration button 'on' makes a huge difference! (i.e. give grampa jo 7 wives and the planet is more productive! ;) )
 
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