A planet's population is the center of productivity and political action. Planets are made up of Population Units (POPs), each of which exists on a specific tile on a specific planet. Tiles that have buildings must also be occupied by a POP in order for the building's effects to be active.
- 1 Growth
- 2 Happiness
- 3 Unemployment
- 4 Ethics divergence
- 5 Consumer goods
- 6 Slavery
- 7 Robots
- 8 Movement
- 9 Purges
- 10 Refugees
- 11 References
Monthly Growth Points
Calculating the Growth Points from food appears to be a multiple Step Process:
- The growth bonus from food surplus is calculated. By default, the value is 1, but having excess food while storage is full will add a percentage to that.
- This value is known as "Planetary Growth Points" (for lack of a better name). Every Planet is given the same amount of "Planetary Growth Points" from the empire.
- On a planetary level - if multiple species are present - growth points are then split among all growing pops, based on how many pops of their Species are present.
- Percentile Modifiers to Growth are added after this split by species.
- The Formula is not precise, as the exact order of calculations and any inherent rounding/imprecision can not be accounted for.
Growth bonus from food surplus:
Only when the storage is full does surplus food produce extra Planetary Growth Points Empire-wide. The Bonus is capped at +100%, but reaching that is near impossible short of the early game.
The Formula is not fully known, but it assumes a minimum Population of 10. Up to that threshold, the bonus is 5% per unit of food (only 20 units to maximise it). However, once 10 population units are exceeded, the growth Bonus/Food Unit starts to drop drastically. At 50 it already approaches a mere 1%/food unit. Around 100 it goes even below 0.5%/Food Unit.
The base cost to grow a pop is 25, with a penalty based on how many pops are already present. This Formula seems to count every fully grown, food needing Pop on the planet regardless of Species.
The Formula is:
Example values up to 10 existing pops.
|Current Size||Point Penalty|
Results of the System
- Especially early on, a small amount of food surplus can result in a massive increase in growth speed. However, with increasing numbers of pops, the bonus per unit will drop drastically.
- Multiple species planets grow slower, as they do increase each others' growth cost while also splitting the Planetary Growth Points between them.
- Despite this, growth increases still have an effect, making a quick growing species potentially a lot more present in the long run.
Each pop in an empire has a base happiness rating. The happiness level of a faction determines the base happiness of all pops belonging to it. This means that where any pop not belonging to a faction has a base happiness of 50%, and a pop belonging to a faction that have their happiness reduced to 35% because of their issues will have a base happiness of only 35%. This base happiness then has all sorts of modifiers applied to determine the final happiness rating of a pop. An unhappy pop is less productive than a content one, and produces more unrest. The max happiness of a pop is determined by its habitability on a certain planet, even if the base happiness is higher than the habitability. On a planet where a species has 40% habitability, the species can only have a maximum of 40% happiness.
The base happiness of a faction, and therefore any pop belonging to it, is determined by how an empire treats a certain faction. Factions have issues related to their values and goals, and how well the empire responds to those issues will determine the overall happiness level of the faction. More details on the specifics of this system can be found on the factions page. In general, adhering to a factions demands will increase happiness, while ignoring or doing the exact opposite of their wishes will decrease their happiness rating. Factions with ethics clashing with the government ethics will also have decreased happiness.
A pop's base happiness is then modified by additional factors, such as civics and rights. Recently conquered populations will tend to be unhappy. Slaves will also gain additional unhappiness, depending on what type of slavery they are being subjected to. When an empire is starving, all biological pops gain unhappiness.
There are, fortunately, also many ways to improve happiness in an empire. Certain edicts issued at the governmental or planet level can raise the happiness of citizens throughout the empire or on the affected planet. Some government types can build structures that improve happiness at a planetary level.
Events may also have an impact on planetary happiness for a limited time.
|Name||Happiness||Food|| Energy Minerals|
|Happy||61 or greater||Up to +20%||Up to +20%|
|Content||40 to 60|
|Unhappy||39 or lower||Up to -20%|
Happiness Bonus and Penalties have no effect when the pop is enslaved.
|Idealistic foundation||+5%||Empire has idealistic foundation civic as government civic|
|Improved Energy Initiative||+5%||Empire has enacted the "Improved Energy Initiative" edict (available through event)|
|Champion of the People||+5%||Ruler has Champion of the People trait|
|Synthetic||+10%||Ruler has Synthetic trait|
|Starvation||-10%||Empire is starving|
|Riggan spice||+5%||Empire has access to the riggan spice strategic resource from a trader enclave|
|Grand Design||+10%||Possible outcome from researching Void Clouds as a Fanatic Spiritualist or Spiritualist (10 years)|
|The Tree||+5%||Possible outcome from special Project "The Tree", the other choice is leader lifespan +20 years|
|Salty||+10%||Temporary bonus from researching an anomaly|
|Purple Rains||+10%||Temporary bonus from researching an anomaly|
|Extradimensionals/Prethoryn defeated||+20%||Gained for beating the Unbidden or Prethoryn crisis|
|Influence deficit||-20%||Empire influence is at 0 and has a negative monthly gain|
|Communal||+5%||Has the Communal trait|
|Solitary||-5%||Has the Solitary trait|
|Fertile||+5%||Has the Fertile trait|
|Recently Conquered||-40%||POP was recently conquered by its current empire (lasts 10 years)|
|Uplifted||+20%||If the pop is an Uplifted Pre-FTL species and is living on a planet ruled by their patron species|
|Enslaved||-10/20/30% depending on the type of slavery||If the pop is Enslaved|
|Citizenship||-5% with residence rights, -10% with caste system (residence) rights||What citizenship rights are given to a certain species|
|Living standards||+40/20/10/0/-10/-20% depending on rights level||What living standards are given to a certain species|
|Population controls||-20% when population controls are enabled||Whether a species is allowed to grow its population or not|
|Xeno Zoo||+10%||The planet has a Xeno Zoo building worked by a pop|
|Paradise Dome||+5%||The planet has a Paradise Dome building worked by a pop (available only to empire with the utopian dream harmony)|
|Plague Memorial||+10%||The planet has a Plague Memorial building worked by a pop (available through event)|
|Loop Institute||+5%||The planet has a Loop Institute worked by a pop (available through event)|
|Spiral-Feed Power Hub||−5%||The planet has a Spiral-Feed Power Hub worked by a pop (available through event)|
|Ministry of Culture||+10%|
The planet has a Ministry of Culture worked by a pop (available through event)
The planet has a Art Monument worked by a pop (available through event)
|Stellar Devourer Trophy||+5%|
The planet has a Stellar Devourer Trophy worked by a pop (available through event)
|(unrecognized string “dragonslayer monument” for Template:Icon) Dragonslayer Monument||+10%|
The planet has a Dragonslayer Monument worked by a pop (available through event)
|(unrecognized string “ether drake shrine” for Template:Icon) Ether Drake Shrine||+10%|
The planet has a Ether Drake Shrine worked by a pop (available through event)
A pop that is on a tile that produces no resources is considered "unemployed" and should be moved to a tile where it can be useful. Unemployed POP have a distinct icon on the bottom left corner of the tile. This may be a signal to remove blocked tiles or construct new buildings. Unemployed pops are more likely to migrate if permitted. When there are unemployed pops in the empire, an alert will be displayed.
A materialist pop may decide to follow a more spiritual path and a pacifist culture might decide that peace is the path of the weak. This is called ethics divergence. Each pop in an empire will only embrace a single, non-fanatic ethic. At the start of the game, the population will be made of the ones that were picked. As population expands and eventually is divided over various planets and sectors, certain segments may decide to adopt values that are different from the core values of the species due to various circumstances in and around the empire.
Each ethic has a certain attraction value attached for all pops, depending on both the empire's situation and their own. For example, enslaved pops tend to become more egalitarian. Conversely, fighting a lot of wars will increase the attraction for militarism across the entire empire. The exact values and options that influence the attraction levels of certain ethics can be found at ethics attraction.
The attraction factors of ethics can be amplified by certain actions such as enacting policies or having traits. Especially the governing ethics attraction can be modified. Having a positive ethics attraction effect will let all actions that increase attraction to the government ethics result in even more attraction, and negative amounts will be decreased. With a modifier of 50%, an action that would increase attraction by 2 would instead increase by 3.
Ethics attraction modifiers
Government Ethics Attraction
|Atmospheric Aphrodisiac||-10%||Planet has Atmospheric Aphrodisiac modifier.|
|Atmospheric Hallucinogen||-10%||Planet has Atmospheric Hallucinogen modifier.|
|Reeducation Campaign||20%||Planet has enacted the "Reeducation Campaign" edict (not available to Fanatic Authoritarian).|
|Social Engineering||30%||Planet has enacted the "Social Engineering" edict (only available to Fanatic Authoritarian).|
|Sector||-10%||Planet is managed by a Sector.|
|Capital World||100%||Planet has Capital World modifier.|
|Distance||-0.1% multiplied by the distance from the capital solar system||A planet's distance from the capital solar system.|
|Orbital Mind Control Laser||50%||Planet has a Spaceport with a Orbital Mind Control Laser module.|
Effects are Planet wide, unless otherwise mentioned.
Non Government Ethics Attraction
Promoting a faction belonging to a certain ethic will increase all attraction factors to that ethic by 50%, while suppressing will instead lower all factors by 50%.
- Main article: Consumer_goods
Consumer Goods represents the portion of your industrial base that is occupied with seeing to the needs of your population, ie producing butter instead of guns. Each Pop in your empire will use a certain amount of Consumer Goods each month, with the amount primarily dependent on their living standards. Each unit of consumer goods costs a certain number of minerals dependening on factors such as ethics, traditions, whether your empire is engaged in a defensive war and so on. see main article for numbers
- Main article: Slavery
Perhaps unsurprisingly, it is possible to enslave pops, depending upon ethos, policies, government, and the assorted species involved. Enslaving a pop causes it by default to produce more food and minerals, but means it generates extremely reduced (or no) Science and Energy, making it a significant tradeoff in terms of outputs. If the player has the utopia expansion enabled, there are 3 additional slavery that can be chosen. One type increases the happiness of free pops at a lower production, another allows for the creation of special armies and the final one makes a species become livestock.
More importantly, however, slavery can cause both internal and external strife; if the empire's citizens or neighboring empires are opposed to slavery (for instance because they are egalitarian) then this can cause serious civil and diplomatic issues.
Any pop can be enslaved, but it is best done on pops that are different from the starting species. All slaves are largely attracted to the egalitarian ethic, which may lead to them forming a large egalitarian faction that can have major influence in politics. Keeping slaves happy is crucial, as they can go on strike and even rebel when their happiness becomes too low. Slaves are also more prone to migrate.
As science progresses, creation of robot workers eventually becomes possible. They are exceptionally productive, easy to keep happy, and able to live and work on any planet surface - unlike most biological species.
All robotic workers cost 150 energy and 50 minerals to build. When built, they progress with a value of 1 per month until fully grown, one at a time per planet. They do not consume food; instead, they cost 1 energy each month. They have the mechanical and appropriate robot traits. Their 200% bonus to habitability from the mechanical trait allows them to operate on any planet type equally well, even Tomb Worlds.
There are three tiers of robotic workers - Robots, Droids, and Synthetics;
- Robots are the first and basic level of robotic workers. They have an advantage at producing minerals, but are disadvantaged at producing energy and produce very little research.
- Droids are the second tier of robotic workers. They have a slight bonus to all yields compared to robots, excluding food.
- Synthetics are the third and final tier of robotic workers. They are good at producing everything including energy and science apart, while having no malus to food production. Unlike Robots and Droids, Synths are sentient and can be granted (or, if oppressed, may demand) rights; doing so makes them equivalent to normal citizens in almost all respects. The only actions that a synth cannot perform is reproducing and being genetically modified.
The artificial intelligence policy dictates if robots can or cannot be built. When outlawed, no type of robotic worker can be made. When set on servitude, synthetics are enslaved and can be disassembled. The final option, citizen rights, lets synthetics have the rights of regular species. A certain degree of materialist is required for the citizen rights option to be selected.
If the Droids technology is unlocked, all owned Robots pops are automatically upgraded to Droids and the basic robots cannot be built anymore. The same is true for Synthetics.
Robotic workers can be a major boon to the production of an empire. However, as research in Artificial Intelligence moves forward, there is a risk of robots gaining sentience and rebelling. This rebellion has a chance of infecting every robotic pop in the universe, prompting a galaxy wide war between flesh-and-blood empires and rogue computer intelligence. This is one of the possible major endgame crisis events. Granting robotic workers equal rights reduces their chances of rebellion -— or at least delays it -- but is not a guarantee that they will remain loyal.
The only way to keep synthetics loyal is by agreeing to the AI accord, which triggers anywhere from 70-100 years after anyone researches Sentient AI.
Migration is voluntary movement of POPs to a more attractive planet, for example a minority POP of aliens might try to move to its species homeworld. Once migration is activated for a POP, a modifier icon appears on its portrait in the planet surface view and after a certain amount of time it relocates to the destination. Progressive faction will be unhappy if migration controls are enabled for any of the species in the empire. A migration access trade deal with another empire allows migration to foreign territory, in which case the empire of origin loses control over the moving POPs.
Resettlement is forced movement of POPs by the government. In order to resettle a POP an empire needs to activate the 'Allowed' Resettlement policy. After that, the resettlement menu can be opened through any POP. In this menu the planets and POPs involved in the resettlement can be chosen and the resettlement may be implemented at a cost of 50 influence per POP. Resettlement happens instantly (unlike migration), and is a fast way to meet the 5 pop requirement for building planetary administration. Resettlement is not available to Individualist empires. Since 1.3, resettlement does not require Planetary Administration, may be used with sector planets, and requires at least 40% Habitability.
As of 1.5 purging is done on a per species basis by setting the target species as undesirables, you cannot purge your primary species.
With the right policies, undesirable species can be killed through purging. However, this angers most empires as well as other POPs. Depending on POP ethos, this reaction can be reduced or removed. Purging aliens will severely anger their original empire unless it has been conquered.
The purging policies may be set as
- Displacement: The species is driven away through the use of forced resettlement and destruction of their homes. Displaced pops will not be killed, but rather will attempt to flee the empire to other, more welcoming empires, and might even try to settle uncolonized planets. This process is slow, but generates less outrage among other empires than the other forms of purging.
- Extermination: The species is systemically killed off by any means available. This is the fastest form of purging, but pops subject to it are unable to produce any resources while they are busy dying off.
|Available only with the Utopia DLC enabled.|
Additional purging policies are available by using the species rights
- Forced Labor: The species is placed in camps and forced to do hard labor under brutal conditions with inadequate food and shelter, effectively working them to death. Pops doing Forced Labor will be killed off more slowly than through extermination, but will continue to produce minerals, food and (at a significant penalty) energy.
- Processing: The species is processed into food for the consumption of other Pops. Pops being Processed generate a fixed amount of food and die off at a fairly fast pace, but cannot be put to use producing any other resources.
- Neutering: The species is prevented from reproducing through chemical castration or biological modification, eventually dying off naturally. Neutered Pops continue to function normally and may even be given a high standard of life, but have a large penalty to their happiness. The speed at which they die off varies based on the species' natural lifespan, but is typically very slow.
|Extermination||5 years|| Affected pops are systematically eradicated. This is the fastest form of purging available.
-100% Happiness. Does not produce anything or consume Food.
|The extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.|
|Neutering||75% of leader lifespan|| Affected pops no longer grow and will die out over time, but gain only a moderate happiness penalty.
Default death time for species without a lifespan related trait or tech is 54 years
Minimum time taken with a fleeting species will be .75* 46.5 years
|Think of it as phasing-out of a people. Our nation goes to meet the future, only some will not be with us.|
|Displacement||50 years || Affected pops are expelled from our nation over time, left to find refuge outside of our borders.
|It's not that we drive them from their homes. Their homes are simply no longer theirs.|
|Forced labor||25 years|| Affected pops are worked to death and can be used to produce food and minerals until their eventual demise.
-100% Happiness. Cannot produce anything except Food or Minerals.
|With this final sacrifice, they will at least have been of some use.|
|Processing||10 years|| Affected pops are processed into nutrient-rich food sources, boosting food availability until death.
-100% Happiness. 5 Food per Pop. No other output.
|It is a sad but inescapable fact that some are destined simply to fuel the ambitions of their betters.|
Pops from other empires may flee to escape purges, slavery and resettlement. Whether or not another empire is willing to accept those fleeing depends on your Refugees policy. You can choose to accept other species will open arms, allowing refugee Pops to freely move into your empire, be more restrictive and accept only those Pops you have deigned to grant citizenship, or simply shut down acceptance of refugees altogether.
Refugees can be used to help grow your empire.
- MTTH of refugees.2 which just kills. Could be less if a empire accepts them.