ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
Are there plans to create additional measures for population management? I came back to the game after a while and the problem still persists of too much population growth and nothing to do with it. Population sinks are sorely needed. I enjoy the ability to migrate population from one system to another, but once the systems fill up and the manpower is maxed, there is no way to move population around.
I made a thread a while back explaining my views on population growth and the overly abundant food paradox, while also asking for the migration option to move population around. However, this only delays the inevitable blockage known as population cap. This would be manageable through expansion and new territory conquest, but the current system is designed to heavily punish expansionism.
At the end of the day, the game's food and population growth system drives the heavy need for expansion while the over-expansion penalties, combined with very limited happiness tech, put the brakes on the same expansionism. It seems these two design philosophies directly collide with one another in a way that manifests as a population management nightmare.
The best use I've found for population is the action that lets you convert a unit of population into like 300 manpower. I'll go around to all of my systems and convert a population and voila - instant manpower upgrades across my empire.
The best use I've found for population is the action that lets you convert a unit of population into like 300 manpower. I'll go around to all of my systems and convert a population and voila - instant manpower upgrades across my empire.
Very much this, especially with cravers. :) Does the trick for now.
Are there plans to create additional measures for population management? I came back to the game after a while and the problem still persists of too much population growth and nothing to do with it. Population sinks are sorely needed. I enjoy the ability to migrate population from one system to another, but once the systems fill up and the manpower is maxed, there is no way to move population around.
I made a thread a while back explaining my views on population growth and the overly abundant food paradox, while also asking for the migration option to move population around. However, this only delays the inevitable blockage known as population cap. This would be manageable through expansion and new territory conquest, but the current system is designed to heavily punish expansionism.
At the end of the day, the game's food and population growth system drives the heavy need for expansion while the over-expansion penalties, combined with very limited happiness tech, put the brakes on the same expansionism. It seems these two design philosophies directly collide with one another in a way that manifests as a population management nightmare.
There are ways to circumvent the approval penalty, such as laws or population bonuses for certain races.
The best use I've found for population is the action that lets you convert a unit of population into like 300 manpower. I'll go around to all of my systems and convert a population and voila - instant manpower upgrades across my empire.
This only works so long as you don't have max manpower in your empire. As soon as you max your manpower, you cannot do Chain Gang.
The best use I've found for population is the action that lets you convert a unit of population into like 300 manpower. I'll go around to all of my systems and convert a population and voila - instant manpower upgrades across my empire.
This only works so long as you don't have max manpower in your empire. As soon as you max your manpower, you cannot do Chain Gang.
Indeed, could be a problem for a couple of turns. Usually, I'd just scrap the food buildings when I've maxed out population, though. Of course, it also helps to raise manpower in every possible way: building bunkers, pills/exotic rations, 25% empire wide manpower bonus by hero and last but not least just building ships with manpower modules on them.
For the ships, I put one of these modules on them when I have a spare slot.
It's also a nice idea to create a complete new ship design with multiple of these modules just for this single purpose.
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