Suggestion: Colonization range boost based on system population.

On the galaxy map in the colonization map mode, systems with high populations are glowing. That got me thinking- what if systems with higher populations had more "reach"? And in, a bonus to colonization range because of an abundance of eager settlers and available resources. This would encourage building up systems to colonize ones further out, rather than just bridging outposts as the strategy is now.
 
On the galaxy map in the colonization map mode, systems with high populations are glowing. That got me thinking- what if systems with higher populations had more "reach"? And in, a bonus to colonization range because of an abundance of eager settlers and available resources. This would encourage building up systems to colonize ones further out, rather than just bridging outposts as the strategy is now.
one also could revert that line of argument - building stepstone systems is only necessary in that amount as the range is rather low....
For example: currently I am plotting a daisy-chain some 660 Ly from the rim, first 170 Ly scouted - 19 Systems necessary - if the range would be 30 Ly (instead of 15) I´d need 6 stepstones only..... because no need of zig-zagging through the denser areas
 
I agree, and I'll make myself unpopular by saying that the range should 0 Ly until the population is at least 100k. Colonization is far too fast and needs to be slowed.

After 100k, range is 10Ly.
After 1Million, range is 20Ly.
After 10Million, range is 30Ly.
etc
 
I agree, and I'll make myself unpopular by saying that the range should 0 Ly until the population is at least 100k. Colonization is far too fast and needs to be slowed.

After 100k, range is 10Ly.
After 1Million, range is 20Ly.
After 10Million, range is 30Ly.
etc
Please no. Two big problems:

1. The empty systems that are useful for bridging gaps would become completely useless.

2. I would not reach my target system 10,000 lightyears away within a natural human lifetime... Rather not have to literally be Jacques to go that far.
 
Except currently colonisation pops are not at all balanced or fleshed out, it takes a t3 to get 100k, and ELWs and terraformables are worthless, furthermore, theres no pop growth mechanic beyond just building more stations.
This way we are just going to get systems spammed with scientific/military outposts, as they are the most efficient way of getting pops.

Another way could be to tie them to the amount of installations/construction?
I know theres also some exploration oriented buildings, like exploration hubs, relays, commsats.... Those could have an outsized effect on exploration range, would make bridging systems more identifiable.
 
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.... spammed with scientific/military outposts, as they are the most efficient way of getting pops.
thats not entierly correct - Civil Outposts T1 require 18.432 to per Pop-Point, Mil/Science Outpost (Space) require 18.510 - so 90 to more ;)
But surface ports require more time as the flight is longer - up&down the glide phase and the atmo phase, so considering that yes Space Outposts are more efficient.
And T3 Port surface with 21.567 to/Point and Orbis/Ocellus with 41.811 to/Point we do not need to discuss ....
 
furthermore, theres now pop growth mechanic beyond just building more stations.
We don't know that for certain yet. That "maximum population increase" statistic on the T3 ports might do something.

(Unfortunately, being that it requires a T3 port, it's not something where I'm going to be able to test any of my theories about what it does personally)
 
There are some built around the place, one notably in the AXI capital in pleiades, so far no pop growth mechanic has been observed anywhere, so it either got cut by devs before release, or is bugged entirely.... Until the devs do something about it, all pop sources are just building more stuff.
 
so far no pop growth mechanic has been observed anywhere
Yes. My current theory is that the growth is based on a combination of
- having some growth capacity at all through the T3s
- obtaining a high happiness score

I don't think there's been time to conclude that it definitely doesn't work just from the few T3s constructed so far, especially if their builders are off putting more constructions together rather than trying to improve their system's BGS states.
 
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