Thrills and chills,
These population related items are now up for review for inclusion in the v.2 requirements:
1: Nightfish’s static cap. View the numbers and explanation at http://www.drektopia.com/NFGalaxy2.htm
under the heading “Population Numbers”
2: My revision of the static cap. View the table of numbers and commentary at http://www.artclusta.com/bb/viewtopic.php?t=34
, about 75% down the page. It's the post with the big white block in the midst of it.
3: A dynamic cap, for example Impaler’s Bio. Read the details here: http://www.artclusta.com/bb/viewtopic.p ... c&start=15
Note that there are some areas of this system that would have to be changed in order to fit it with features that have already been passed: specifically the EP table would be scrapped in favor of the EP wheel.
1: Nightfish’s simple linear growth:
Population growth: Population grows by 1/10 of a population unit per turn. This is not dependant on current population. Growth is linear for reasons of gameplay. Population growth can not be increased by through industry or excess food, though lack of food causes population to decrease.
Starvation: Insufficient food causes population growth to become negative. Per lacking unit of food per turn, 2/10 of a population unit dies.
2: Powercrazy’s Moo2ish formula: NewPop = CurrPop * [(MaxPop-CurrPop) / MaxPop] * X
where X = the Race specific growth rate
1: No Migration at all
2: Special expensive Migration only. (a specific, costly industrial project to shuffle population off a planet)
3: Automated Migration, either:
A: Tyreth’s migration paths (defined from point A to point B)
B: Moo3 style Migration (population moves automatically to planets with high appeal. A player set flag vastly increases the appeal of a planet, allowing the player to shape migration.)
Moo2 style colonist shuffling is also technically a possibility, but is not up for review because it clashes with the spirit of prior design decisions—ie, that there be no singular unit of population for the user to manipulate.
A related tangent issue—should colony pods be allowed to bolster a pre-existing colony’s population?
If there’s any big mistakes I’ve made (leaving out a system from the population growth design thread, misrepresenting a system) send a message to “Drekmonger” (not "Drek") and I’ll edit this post asap.