You can slow down population snowballing without changing the Growth Cap.
All you need to do is make each subsequent unit of population consume a greater share of food:
- 1 pop = 6 consumption
- 2 pop = 13 consumption (6 + 7)
- 3 pop = 21 consumption (6 + 7 + 8)
- 4 pop = 30 consumption (6+ 7 + 8 + 9)
- 5 pop = 40 consumption (6 + 7 + 8 + 9 + 10)
- 10 pop = 105 consumption (6 + 7 + 8 + 9 + 10 + 11 + 12 + 13 + 14 + 15)
- 20 pop = 310 consumption
- 30 pop = 615 consumption
etc. etc. etc. something, something, calculus
This would essentially make it require quite a bit of food tech/hero skill investment and population micromanagement to cap those high population systems. A few things to note:
- Riftborn Pop build-to-spaceport spam would need to be addressed (it already does imho).
- The numbers would likely need to be tweaked to balance with food production. Mine were only intended to demonstrate the increasing ratio of consumption:population.
- Super Biofuel would need to be balanced (I would suggest lowering the tech tier so it becomes something useable in mid-game with a lesser investment cost and lesser industry gain due to the consumption rework).
- Very low food quantities in the - or + should be ignored within a certain margin (maybe + or - P where [P = Population/2] so a system with 30 pop would neglect any food within the +15 to-15 range ... explain it away with "seasonal variance" or "general waste" for + or "rationing" for -) to avoid the current +1 pop, -1 pop, +1 pop, -1 pop back and forth when gaining a pop puts you in the negative, then losing a pop puts you in the positive again, which tends to happen from time to time (and it is annoying).
I would love to hear some ideas on this proposal.
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