So the current system lacks a lot of features.
I will list the main problems I see and my suggestions for solving them in the most convenient (in my opinion) order for resolving them.
- Problem: While transport is on its way the empty slot needed for its launch can be filled by another migrating pop or by natural pop growth. If this happens the transport will just hang in orbit until a slot becomes available or it is destroyed.
Suggestion: When migration is in progress the planet of the destination should reserve a population slot for incoming pop. That is, after population departure is confirmed the slot locks down and cannot be used for anything until the incoming civilian ship arrives or is destroyed. The lock-down mechanism already exists (Unfallen Guardians) so it should be an easy fix. Would be really nice as a quickfix, because it's the thing that turns empire wide pop management from just very inconvenient into not worth bothering with. - Problem: There is no easy way to see at a glance where the populations requiring relocation are actually located. At the moment the player has to click at each system individually in the Empire Summary to look at its demographics.
Suggestion: A new panel in the same window (between Systems and Victory looks like a nice location) called Population or Demographics. List systems in a table in similar way to Systems panel with different fields. The fields I think are most needed are:- Name - Same as Systems
- Composition - Planets. With little planet icons with planet attribute icons under them. Tooltip should tell what planet type it is.
- Population - Same as Systems. Showing max pop capacity of the system would be nice tho. For Systems panel as well.
- Population Distribution - the big and important part. Make this field divide itself in as many parts as there are colonized planets in a system. In each of those parts display the population slots of the system by planet. In those slots display population of the planets by type. Make the field sortable by population type.
- Problem: Migrating population is a manual task.
Suggestion: Create an automation in the aforementioned Demographics panel as follows:- One click at a population icon takes away a number of them (same as system view, only not drag and drop).
- Another click drops them on a planet. If it's a planet in the same system let the normal swapping around take place (duplicate this functionality of Systems panel or move it from there, either way works). If it's a different System then use the migration algorithm as follows:
- If there is no spaceport (or another way of pop transportation) then return pops where they were taken from.
- If there is a spaceport check the number of free slots.
- If there are free slots reserve as many of them as needed and available as targets for migration (refer to Problem 1). Leave the pops that did not fit in hand.
- When there is a migration queue and free spaceport slots:
- Look at the first in queue's destination.
- If there are no free slots at destination cancel migration of all pops with the same destination and notify the player (the system might've been lost after all)
- If there are free slots fill the space port to it's fullest by pops moving to that system and send it off
- Return to 1
- Leave the migrating pops as phantom icons on destination with tooltips telling where they are coming from and icons with little micro-icons in a corner with tooltips telling where they are going.
- One click at those two will cancel migration
- Populations on the way should be full colored on destination with a micro icons in a corner (probably in a different one than the "due to migrate" one).
- Problem: There is no way to dispose off or replace unwanted pops (not counting Cravers)
Suggestion: On topped off systems make an option available to mark a pop type as Unwanted and Desired. One pop of each type at a time. Make it so Desired pop will replace Unwanted pop at 1/5 pop growth speed or something with a small temporary penalty to approval. - Addendum1: Problem: Civilian ships, being uncontrollable, die frequently to random pirates that siege systems along their way and player can't do anything about it if he can't kill them off fast enough.
Suggestion: Make civilian ships free travelling with a speed matched to the time it would take them to travel normally. This way they will only die if the system of destination is in siege. I understand it's a bit of a hack but random pirates are annoying as is, not need to add to that with something players can't do anything about.
I think that's it so far. Hope this is helpful.
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