AgentFransis
Cipher
- Joined
- Jun 4, 2014
- Messages
- 979
Well, Swedes are known to have trouble with controlling migration.
Uh. Default rights?Is Paradox going to fix this problem of “put migration controls on a species, forget about it, look down and see mutant varieties of this species all over your empire with migration controls turned off” because it is driving me nuts.
In any case you should be able to set a master flag to ban all and sundry varieties of said species that covers all variants and mutations, past, present and future, named and unnamed, specified or otherwise, without let or hindrance, from now and henceforth, by any ways and means necessary, in perpetuity.
Uh. Default rights?Is Paradox going to fix this problem of “put migration controls on a species, forget about it, look down and see mutant varieties of this species all over your empire with migration controls turned off” because it is driving me nuts.
In any case you should be able to set a master flag to ban all and sundry varieties of said species that covers all variants and mutations, past, present and future, named and unnamed, specified or otherwise, without let or hindrance, from now and henceforth, by any ways and means necessary, in perpetuity.
Just turn all refugees off? Maybe except the citizen species? And then don't hand citizenship to undesirables.
man, been there -- always set the late and mid games to start 50 years earlier in setup otherwise the galaxy is just boringIs there any point in continuing this game? I have never seen a "Crisis"
In any case you should be able to set a master flag to ban all and sundry varieties of said species that covers all variants and mutations, past, present and future, named and unnamed, specified or otherwise, without let or hindrance, from now and henceforth, by any ways and means necessary, in perpetuity.
Just turn all refugees off? Maybe except the citizen species? And then don't hand citizenship to undesirables.
I do not really understand what refugees are. Are they just pops from other empires that they displace somehow? If so, it seems like having it on is like having a migration treaty with everyone on the map.
Similarly, I guess having a migration treaty with anyone is likely to allow every species in the game to eventually end up in your empire if they go via your migration treaty partner.
I guess it's all or nothing with these refugee/migration treaties.
If you like your main species, it seems to keep them in control, you need to
- have no migration treaties at all, even with empires dominated by species you like
- disallow all refugees not of your citizen race/only give citizen to your own species
- set default rights to No Migration in case you conquer some aliens
Too late for this game it appears, but good to know for next game. It sounds like any migration treaty at all/allowing refugees is just opening the doors to every species in the galaxy.
Am I right in thinking that setting default rights to No Migration for non-citizens won't keep out species coming from a migration partner? Or can you grant citizenship to their main species, and thus allow the treaty to only let in their main species and not any other species infesting their empire? I assumed Migration Controls only applied inside your empire for pops already there, but maybe this can be used to selectively let in species you like.
On a side note, it's 2392, I've conquered all the empires of any note except one, conquered the fallen empire, and everyone else is Pathetic, all techs are researched except the repeating ones. Is there any point in continuing this game? I have never seen a "Crisis" but I am not sure it is worth sitting here for hours building more Urban Districts and Holo Theaters just to see one. There don't seem to be any game-ending victory conditions.
if you built your race around growth speed (which now is more important than ever) you're giving the bonus away, either completely or crippling yourself with a permanent -20% just for the sake of a minor baby boom
if you built your race around growth speed (which now is more important than ever) you're giving the bonus away, either completely or crippling yourself with a permanent -20% just for the sake of a minor baby boom
Can you explain this further? I am starting a new game and I am not sure what you mean by a permanent -20%, or a minor baby boom.
Thanks. It sounds like the wiki page on pop growth is misleading. It makes it sound like non-citizens have lower growth priority, and low-habitability species do too. In fact they make it sound like species don't migrate to low-hab (for them) planets much.
What I was reading:
https://stellaris.paradoxwikis.com/Population#Demographics
Good to know.
You can, but they'd get citizen rights due to being your species, and thus hard to deport.Can you make a trash subspecies of your own species for export? Or do they automatically get citizen rights because they were originally your species so you can’t deport them?
There is no such thing as "playing tall". As long as you are producing well-developed worlds that have a high ratio of productivity to sprawl, more is good, all is better. That's just a thing people tell themselves when they run out of conveniently expendable territory. The key is not to arbitrarily restrict yourself to a number of worlds or systems, but to not develop shitty planets: Planets filled with districts that have low productivity are bad as they increase sprawl without producing their worth in it. You don't want a bunch of Planet Thirdworldias, but if you can keep producing and developing high-quality productive worlds, you always want more of them.How many worlds is good for playing tall?
Nope. Not in the slightest. Just pretend it doesn't even exist.Should I pay attention to admin cap?
It gets worse, you can weaponize popgrowth. Because underrepresented species, INCLUDING subspecies, are overrepresented in growth weighting, until they have their "fair share" of the pie, what you can do is this:
1. Create 10 different minor variants of the same trash species.
2. Fob trash species onto some "refugees welcome" species.
3. Observe as their own race now falls to a 10% share of the population and 90% of their population becomes copies of a trash species with terrible traits.
Is there any downside to building mining stations in the middle of unclaimed space to get a lock on exotic resources?
I know it costs more influence, but it would cost just as much to build all the stations in between, plus alloys, sprawl, and upkeep.
I know it costs more influence, but it would cost just as much to build all the stations in between, plus alloys, sprawl, and upkeep.
It gets worse, you can weaponize popgrowth. Because underrepresented species, INCLUDING subspecies, are overrepresented in growth weighting, until they have their "fair share" of the pie, what you can do is this:
1. Create 10 different minor variants of the same trash species.
2. Fob trash species onto some "refugees welcome" species.
3. Observe as their own race now falls to a 10% share of the population and 90% of their population becomes copies of a trash species with terrible traits.