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Goodbye to mass colony rush?

Goodbye to mass colony rush?

Changed with the patch:
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"Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn. Now is would change at 3%.

The "population growth ability bug" wasn't a bug but rather a problem with having populations in billions rather than millions. The population growth was previously capped at 200 million per turn. 20% of say 1 billion (or
higher) reached that cap. So all those bonuses meant nothing.

New change with the patch:
Now, at 3%, if you have a population of 1 billion then you're looking at an increase of 30 million per turn X your population bonus. If your morale is 100%, that gets doubled again.

Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empire.

Population Growth = CurrentMorale X Government Level X PlanetQuality Factory X GrowthFactor."
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WIll this be popular? I enjoyed grabbing planets. It is what I normally expect in 4x games? Expand, expand.

If expansion becomes too much of a loser, and all I am doing is tweaking my planets, a lot of fun goes out the window.
Am I missing something? Is it just my taste?

How about an option for which system to use?

I guess I could stay with the old patch but I would miss out on the other goodies.

10,247 views 31 replies
Reply #26 Top
I for one was never a fan of the early colony rush. On the one hand, it meant that once it was over, it was over. No strategic colonization in the mid-game etc. It also meant that early on, rather than concentrating on maximazing your planets and resources you just madly populated the galaxy like a plague. This put civilizations that started in corners or sandwhiched between others at a significant disadvantage.
Reply #27 Top
I just started a new game with the final 1.1 patch and was quite surprised to see the AIs being able to still madly colony rush . I only managed to get 6 new colonies and still got into financial problems even with some nice cash anomolies, whie all the others have between 11 and 19.
How the hell are they getting all those colony ships and paying for everything?
Reply #28 Top
I colonised 14 planets in the first halfyear in my latest game. I don't have any problem with this change.
A good strategy is to buy an entertainment center on the homeworld turn 1 so that you get 100% approval. That means 100%-bonus growth rate. Then see that you keep it at that, even if it means lowering taxes. You will gain much more longterm by keeping the majority of your planet a 100% and gaining a big population quickly and always of course sending out 500pop-colony ships.
It would benefit the AI:s to do something similar because sending out colony ships with 20 million people means that they won't get any money from the planet in a very long time.
Reply #29 Top
Sounds like a good idea to me.
Reply #30 Top
Colony rush still works. Particularly with a 'frisky' race , it becomes easy to win.

Besides colony rush for me doesn't mean you occupy every planet, you see, but rather you occupy the best planets, I usually occupy those with at least PQ=8. I also use them to extend the range, since my colony ships are equipped with the best engines but no life support, which I consider a waste of space on a medium map.

Once you occupy the best planets and marked your terrority, you can colonise the lower PQ colonies at your own pace, if the AI gets these low PQ colonies, all the more better, as they struggle to avoid being swayed by my superior influence.
Reply #31 Top
A good strategy is to buy an entertainment center on the homeworld turn 1 so that you get 100% approval


Hey that's brilliant. Thanks