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Migration of Population. A slight population overwork. Pillaging. Slavery. Also xenocide.

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6 years ago
Sep 12, 2018, 5:25:36 PM

PURGE and better control


Many people have this urge to purge xeno minorities, especially Cravers, from their system.


Whereas there are several ways to relieve your Major population of those xenos (like Chain Gang, faction specific population conversionsinfamous and horrendously tedious razing your own desolate system, endlessly having refugees in orbit...) it still is too slow, too little (choices for some factions) and most of all - too random - or lack of manual control.


Let me explain: you want to chain gang. Bam - you majors are dead. You want to eat some slaves(Cravers)  - bam, you've eaten riftborn or illo and not some pesky pilgrims. 


It would be GREATLY helpful if you could chose, who will be converted to manpower or food or anything and who will live another day.


SLAVERY and pillaging


But what if you have a whole lot of recently conquered let's say Sophons and you're Horatio. You've spliced some, it's late game - so you can converse them - but it willtake a great time and effort - and your planets are already full of Horatios. 


Why cannot you sell them? There could be a technology in the Trade quadrant - that would let you sell them on marketplace - after a technology (and optionally a system improvement) would be aquired.


In lore:

Some societes (sans most Pacifists) use slavery outright - Cravers being the most prominent, also Vodyani(that's basically the place where all your food goes - for feeding slaves/serfs).

Lumeris probably use some indentured servitude as a collateral, UE has gulags and Hissho well...an eternal deficit of sacrifices.  

Sophons, Vaulters and other goodie two-shoes are probably anti-live experimentation or thralldom in general

BUT 

you know, a bleeding-Heart Unfallen would BUY poor slaves and then FREE them on the spot. 


It could be like some factions would have that option, some would not, some might have it unlocked by law etc. Many possibilites. Meta thrives. 


Especially Lumeris would get a boost at economy through indentured serviture proviso contracts.

Selling excess pops for profit, trading them for useful traits, exchanging them, don't mind if i do!


Pillaging should then (as I initially assumed) also pillage people - how else can you farm people as Cravers or farm Vodyani and Riftborn as Horatio? 

I gather that its what happens when Vodyani or Cravers do behind the scenes (hunting grounds) - pillage ALL people and outrightly convert them to resources. 


Horatio is at disadvantage here, as while others can farm and take it all, he can only pillage(farm). 



There's also this case when you send your pops from A to B using spacebort. When B is full, they are stuck in a limbo. This situation can be resolved in 2 steps:


1.When sending from A to B show how many free places are available on the victory screen leaderboard.

2. Add a malus to happiness in B, as refugees are at your space door, with a small number next to your spaceport signifying how many Pops are waiting to get in. 


optionally

3. If B is full, after, lets say 5 turns, population goes to next free place and trickles down along the way eventually, as they are essentialy homeless refugees/migrant workers/gastarbaiters at this point. 







Updated 5 years ago.
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6 years ago
Sep 12, 2018, 5:39:12 PM

That's what Im talking about - it's an old idea, massively upvoted, yet there's nothing about it - no official reception. Ideas section is mostly dead. Thank you for posting this original thread.

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6 years ago
Sep 12, 2018, 8:13:33 PM

I agree to both an interest in working with minor factions and that the ideas forum is tumbleweed. Though I did recently get a response from FrogSquadron :)

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6 years ago
Sep 17, 2018, 6:01:37 PM

I have always considered that having to manage populations that you didn't necessarily want was an integral part of the game.
The proof is that some races have facilities to do so, and others do not.
The proof is also that sending people into the army has now changed: we do not know which race will leave. This change is very recent.

That said, it is quite easy to get rid of races you don't want: just send them anywhere in a cargo ship.

I personally think it's a little easy, and when this cargo is destroyed, or if it stays in space too long, it should give a penalty of happiness on the empire.

That said, the problem that should be addressed is not "how to get rid of bulky races", but rather "how to give a player a good reason to keep all races ?"
For example, a race that gives a food bonus at the end of the game becomes obsolete.
The solution could be to make surplus food useful....

And there are many other questions;
We should already list the reasons that lead a player to get rid of certain populations.


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6 years ago
Oct 8, 2018, 12:17:21 AM

Admittedly some factions appreciate racial diversity more than others--Horatio tops the charts as the faction that most wants faster purging options.  Managing a diverse empire IS part of the game, especially with regard to politics, though I do agree SOME factions/affinities would probably function more smoothly in the endgame if they had more productive ways to remove undesirable pops.


Do you have any idea how HARD Horatio would abuse the ability to buy minor pops right off a market, though?  It makes the genetically perfect megalomaniac part of me absolutely DROOL with anticipation.

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6 years ago
Oct 16, 2018, 8:17:39 PM

With the exception of the stupid and game breaking trait the Vodyani pop have, I actually accept all pops. I normally play UE/Vaulter/Custom. 

I find that micro managing is essential to make best use of them, as the automated system management is totally rubbish at figuring out what works best. Obviously another AI issue that needs fixing. 


Populations sent via a spaceport to a full system no longer seem to get killed off. 


In my latest game I have 2 Vodyani that are quite happy in the logistic ship orbiting a full system. They have been there for over 20 turns and I certainly don't want them. Who wants a faction where just one population (-50% food on system trait! Totally game breaking. If a dev reads this - sort it out) will destroy your system through starvation? 


We have a game mechanic for boosting chosen factions populations, if you have the luxury required, rewarding you with extra bonuses that faction pop increase gives. Only it doesn't work very well. In my latest game I've boosted Z'Vali several times and have received +1 pop from at least 30 population increase, which I believe is a result from a calculation based on the overall population in my empire. If the boost actually worked so you could reach 50+ pop, then having those differing factions would be really useful (with micromanagement and spaceports of course).


Also getting some good minor factions can really make a difference in the early game, but in the mid-late game it gets really tough with the micromanagement and lack of credible population boost/purge mechanics as you end up with multiple minor factions from curiosity searching. Then you need to consider the pay-off for terraforming planets to temperate/fertile boosting happiness as well as increasing the population versus sterile/hot/cold as some factions work better on some planet types then others (which is also labourious to figure out). Getting lucky with a good minor faction in a game is so dependent on the system and galaxy generation, along with the major faction you play, (unless you're playing Vodyani or Cravers - one is crap the other is so OP it doesn't matter IMO) that having a purge mechanic must be good game design.


So on reflection I agree with HuskOfKnowledge's desire that we should be able to pick the faction to apply an action to, such as Chain Gang. 

However I don't think adding population sales in the market place (and would that also mean you can trade factions in the diplomacy screen?) will fix the faction population problems in the game. It would need added AI development (examle: Horatio AI buying for splicing rather than Strategic resources for better ships, thus ruining future strategy for expansion through war) and the AI is already weak. Plus you would have another layer of micromanagement in checking where the faction is in the empire's systems, are they useful somewhere else, should I hang on to them in case of Horatio, or Craver interest, etc.

It would be much better to have useful game mechanics for boosting or purging (with a time limited penalty?) faction populations, even then it would need AI development, but I believe it would be easier for the AI to figure out.


Updated 6 years ago.
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6 years ago
Oct 17, 2018, 12:32:47 PM
indigav wrote:

In my latest game I have 2 Vodyani that are quite happy in the logistic ship orbiting a full system. They have been there for over 20 turns and I certainly don't want them. Who wants a faction where just one population (-50% food on system trait! Totally game breaking. If a dev reads this - sort it out) will destroy your system through starvation? 

In the current iteration of developer made G2G balance mod that tests future balance changes, Vodyani pops are reworked so that the Food malus scales based on the ratio of Vodyani pops vs. other pops in the system. What this means is that a system which has nothing but Vodyani pops still gets the full -50% Food malus, but if you only have only one or two Vodyani pops and lots of other pops it's going to be much less.

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6 years ago
Oct 23, 2018, 7:48:04 PM

@hera35


Oh thank God for that.

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6 years ago
Oct 27, 2018, 6:18:54 AM

There are lots of things it'd be nice to do with the pops gameplay-wise, seems to me that the reason this will never be implemented is because Ampli doesn't want their game to encourage xenociding your own citizens. We do plenty of awful stuff in this game already, but that might well be crossing some line.


As is, moving the pops around is nice and easy in the lategame. There's one you don't want, just send it to a system that's so nearly full that it won't multiply much. It's also not terribly hard to get one of everything into your tall systems in the endgame; I had 4 pop types with the +%ind collection and it made a noticeable difference while going for the wonder victory.


Of course, playing Riftborn makes it all a fair bit easier, and it's easy to fill whole systems with the minor pop you're trying to get a collection bonus for.

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6 years ago
Feb 12, 2019, 4:13:29 PM
SpacesuitSpiff wrote:

...

I don't agree.

Many a faction does it - albaeit in a disorganized way or a total way - you can purge whole civilizations, slurp all the essence from your allies, forefuly change your minors into horatios or blow anybody into dust with Virtualizer random curiosity reward. With factions like UC purging entire galaxy to cease the suffering(permanently) or others doing things that end with death, sometimes gruesome, an idea of slaving or eating(Cravers) a pops is not novel - it's already there.


What irks me is that there's no way of CHOOSING who will get chainganged, when I have no starports. Late game - ok , i can bandaid a solution. But earlier? Nope.

Idea of selling (or contracting or banishing) entire groups is something that happens ingame, with all waves of refugees or workers forcefully "appearing" in your syystems.

Spacefrogs could easily buy some indentured workers from Cravers, Vodyani could buy food-Essence carriers, Empire could buy their own citizens from cluthes of indentured servitude (to send them to gulags or to new colonies, what have you) and Unfallen, like good christians of old buying their fellows from the Moors, would buy felow creatures to free them. If we can buy/sell HEROES, SHIPS, RESOURCES why cannot we buy/sell our/their Pops? Bankrupcy is a real deal that in space -age will casue many scatterings.

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6 years ago
Feb 12, 2019, 4:31:28 PM
HuskOfKnowledge wrote:

What irks me is that there's no way of CHOOSING who will get chainganged,

There sort of is. The population that gets chainganged is the population listed to next grow.

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6 years ago
Feb 12, 2019, 7:18:25 PM

Aside from sending pops into space and having them remain there because the population is full up on the planet they arrive at, you can also accomplish getting rid of pops by sending them all to a crap system and then vacating it. 


That being said, I really like managing populations and the bonuses at 20 pop is usually worth keeping most factions around for. I'm not sure exactly why you would want to purge. It doesn't make much strategic sense when after getting that 20 pop bonus you just need one pop of that faction per system to get system wide benefits. 

Updated 6 years ago.
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6 years ago
Feb 12, 2019, 7:52:09 PM
Sedghammer wrote:

Aside from sending pops into space and having them remain there because the population is full up on the planet they arrive at, you can also accomplish getting rid of pops by sending them all to a crap system and then vacating it. 


That being said, I really like managing populations and the bonuses at 20 pop is usually worth keeping most factions around for. I'm not sure exactly why you would want to purge. It doesn't make much strategic sense when after getting that 20 pop bonus you just need one pop of that faction per system to get system wide benefits. 

Are u really sure this works like that? I mean - you get 20 Haroshems - get their bonus then after reducing their number to 1  - you still keep this bonus? This is bonkers and not intuitive and works totally different than eg sleeper tiers. Then why would I need say - 20 +influence guys if I have Saints and Sinners Law unclocked?
Many such cases when you don't want some race and you want to bred others.

What about immersion? Maybe someone wants to larp, and I know many do, eg.  Empire of Man ? It's not like UE intro isnt painting them as "eventual" purists. Horatio can live this dream already with their race-specific inbuilt tech and improvements. 


So you're saying I need to lose one system periodically to get rid of endless waves of Haroshems when I'm let's say a Riftborn? 

If Im not concerned with dust, influence or happyness but I want industry and science - those xenos are taking my valuable place. To get rid of them you need to have infrastructure on EVERY world that is inhabited by undesirables, high enough tech and resources(time included)to built starports and get nothing, other that odd chainbang, to kill them off.

One of you said something about "you know that this race will grow next so you can chaingang". Yes. But many a time my system got, possibly through my error, a race that is not desirable with consecutive "growth" being them insteam of the desirable one.


About buying: "buying" or attracting a new, specific race might be a boon comparable to attracting a good hero. Horatios would get "rare" or othewrwise  nonavailabe specimens and then . I don't get what is so wrong about this.




Updated 6 years ago.
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6 years ago
Feb 13, 2019, 2:21:36 AM

Hey,


First of all there is nice Populace Control mod made by sir Tygart. And for those who is eager to purge some Xenos there is also Wrath of the Righetous (Purification Actions) made by sir Kuma.


Last, but not least (especially if you despise mods as much as Xenos) what you can do is to research privateers and send unwanted pops to full system - upon arrival they will be orbiting the system what will allow you to kill them with your own privateers benefitting 300 dust per destroyed pop and no need to evacuate system from time to time.


Hope this helps.

 

Updated 6 years ago.
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5 years ago
Sep 15, 2019, 11:22:33 AM

It's not about using mods to patch devs oversight. As these mods are popular and useful, these features should be added, not ignored and put aside. 

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5 years ago
Sep 20, 2019, 8:37:49 PM

Bump and saving space for follow-up update. Working on Minor Civilizations Vassalage thread.

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