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.
I can't give you much in the way of hard data, but here goes:
Everyone except Riftborn and Vodyani require 300 food to grow new population units (pop). Food builds up over time, and once the threshold is reached, it is consumed and a new pop is created. I'm not sure, but I think that an overabundance of food stacks up to a certain point, so if your stockpile + per turn yield reaches above 300, some will remain for the next turn.
Each pop consumes a certain amount of food every turn; this number might be modified by things like empire traits (Haroshem can grant a -10% food consumption bonus, for example). Food is also consumed to produce manpower, and this consumption can also be modified, for example by certain buildings in the Empire Development quadrant of the tech tree.
I'm assuming that the penalty you mention is overpopulation approval penalty, which triggers when your pop begins to fill the red-shaded population slots on planets. The most direct way to avoid these before reaching overpopulation in your systems is to reduce food production to net zero, or to a very small positive growth, through use of buildings that convert food to manpower and by intentionally reducing your food yield by selling food producing improvements.
If you haven't fully colonized the systems that are experiencing overpopulation penalties, you can send pops to relatively empty planets and colonize new planets to open up more room for growth, avoiding the overpopulation slots for as long as possible.
You can also send pops from overpopulated systems to colonies with small populations using the starport, which temporarily solves your problem and is a good way to take advantage of a high-growth system.
You can forcibly get rid of your population using actions such as Chain Gang Program to convert population into other yields - in this case, manpower. This does take up the system production qeue and probably isn't an effective long-term strategy to deal with your problem.
Finally, you can avoid the overpopulation approval penalty through straight bonuses to approval (easily done with laws or system improvements) or by integrating the N-P artifacts luxury in your system development (though last I heard it was an inefficient way to keep approval high). There might be other ways but I don't remember off the top of my head.
Counterintuitively, if you have populations that give a happiness yield such as Kalgeros or Z'vali, you can use luxury boosters on them to double their yields for 10 turns, though this also increases their likelyhood to grow. I've found that this can deal with approval problems very well, especially if you have high production of their desired luxury resource.
I hope this answered your question effectively.
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I am looking for some clarification about how the game manages population growth,and how it can be stopped in order to avoid further penalties.
Thanks !!
To expand on this further, if you mouse over the food icon and read off the tooltip, you can see the breakdown of food production. In particular, you want to look at the flat numbers granted by system improvements such as drone networks (+10) and sustainable farms (+some fixed amount based upon the planet composition of the system). You can systematically delete the food improvements from your systems to get their food output to be barely above zero (if you want it to stop). Also remember that you can fine tune your food output by specializing/not specializing your planets for food production. I sometimes combat population growth by making sure to anti-synergize populations that get a food boost (e.g., putting minor factions with sterile food bonus on fertile planets).
Stepping back, the food system seems to be designed to hit an equilibrium as long as you don't go around building every single food production improvement in the system. When a system hits this equilibrium, it will start to slowly build up the 300 food stock for a population growth, but never reach there due to the manpower deduction kicking in from time to time. If it actually hits the 300 mark and a new population grows, the food production will become slightly negative and that population will eventually be lost which then makes food production slightly positive and the buildup to 300 begins again -- equilibrium established.
Long story short, demolish food production improvements one by one once you have hit a desired population on your system. This has the side benefit of saving you dust upkeep.
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