Synthetic population

I go over on my synthetic population caps, and can not figure out if there is any negative reproductions of this?  Do I get penalized some how other than moral? I know my moral is very bad (0%) but they are evil robots, who cares?! I'm not trying to culture flip with influence. My growth, as far as I know, isnt slowed. Who needs Resistance when you are dominating the map?

11,268 views 20 replies
Reply #1 Top

You do suffer a production negative impact from low morale. Think of it as you aren't giving them the things they need to remain optimal. As for the overage, that's a bug.

Reply #2 Top

And yes, the negative impact from morale on production is not shown and is a bug that needs fixing. Brad (the BOSS) was complaining about on the Dev stream.

Reply #3 Top

Quoting Ryat, reply 1

You do suffer a production negative impact from low morale. Think of it as you aren't giving them the things they need to remain optimal. As for the overage, that's a bug.

Yep. If your Morale is 100%, you get 25% bonus to Production (which also increases everything from Research, to Manufacturing, to Wealth). If your Morale dips below 75%, you start getting a penalty instead of a bonus, and if it reaches 0%, your planets nearly stop producing things.

So yeah, Morale is important. There's just a bug in the game that causes the tooltips to not tell you how important it is.

Reply #4 Top

this has nothing to do with the op's question. morale affecting production is one thing that affects all races. being able to go over the population cap with synthetic races is another. imho this is a bug (i reported it quite a few times). there are a few techs and 1 building that increases synthetic population cap, but you can go freely over that cap without any penalties (at least i have observed none).

Reply #5 Top

They really do need to fix that pop limit for syntetics. On turn 6 i had 37 pop. On turn 9 I had 100% approval rateing. on turn 100 i had 7 colonies With 160 pop each. it was on normal speed standard settings With a custom civ(syntetic/prolific). it would have been even bigger if i had a bigger map.

And that was not even close to optimally played.

Reply #6 Top

I saw the tooltip for moral had changed to no longer include production bonuses. I thought they had changed moral bonuses to include only population growth, influence, and resistance bonuses? I know in previous beta versions moral included production bonuses, are you saying moral still does this and its just not seen? 

Reply #7 Top

Quoting twilight024, reply 6

I saw the tooltip for moral had changed to no longer include production bonuses. I thought they had changed moral bonuses to include only population growth, influence, and resistance bonuses? I know in previous beta versions moral included production bonuses, are you saying moral still does this and its just not seen?

Listing: Population, Approval, Approval Modifier to Resistance, Actual Base Production, Expected Base Production, % Difference between Expected and Actual Base Production

  1. 10, 48%, -1%, 19.8, 20.0, -1.1%
  2. 10, 46%, -2%, 19.7, 20.0, -1.6%
  3. 7.3, 63%, +3.2%, 18.5, 18.0, +2.5%
  4. 7.3, 60%, +2.5%, 18.5, 18.0, +2.5%
  5. 4.5, 97%, +22.5%, 19.2, 15.7, +22%
  6. 1.9, 100%, +25%, 16.3, 13.1, +24%
  7. 2.9, 91%, +17.8%, 10.8, 9.21, +17.2%
  8. 3.1, 84%, +14.2%, 10.7, 9.42, +13.6%
  9. 3.5, 73%, +7.2%, 10.5, 9.81, +7.1%
  10. 3, 80%, +11.6%, 10.4, 9.32, +11.6%
  11. 3.5, 68%, +4.4%, 10.3, 9.81, +5%
  12. 4.1, 59%, +2.2%, 10.5, 10.37, +1.3%

The first 6 entries are for the homeworld, the others are for colonies. I think there's enough evidence to conclude that approval modifies base production in the same manner, or at least in a similar manner, to how it modifies a planet's resistance. This is supported in the GalCiv3GlobalDefs.XML file, which defines a set of points for an Approval to Production curve, with the curve points being a set of multipliers which range from -25% at 0% approval to +25% at 100% approval; this curve is identical to the curves defined for Approval to Growth, Approval to Resistance, and Approval to Culture.

Reply #8 Top

Joeball, 

 

Thanks for your reply. That is a lot of numbers, what is it telling me? From the original question: what happens when I go over the "cap" for population? Does it lower my moral resulting in lowered production? Does the extra population help in any way, or does it start to hurt me?

Reply #9 Top

Quoting twilight024, reply 8

Joeball, 

 

Thanks for your reply. That is a lot of numbers, what is it telling me? From the original question: what happens when I go over the "cap" for population? Does it lower my moral resulting in lowered production? Does the extra population help in any way, or does it start to hurt me?

 

1) Those numbers show that production is affected by approval to the same extent that resistance is affected by approval - the numbers are a little bit off but the game's rounded display numbers can account for that.  Whatever your resistance bonus (or penalty) from approval is, the same apparently applies to production.

2) I haven't tried with synthetic races, but with non-synthetic races, if you go over the cap, your population will slowly decline until it reaches the cap.

Reply #10 Top

 How "slowly," I have several worlds with a 45(ish) cap and over 100 population several turns past my quickly clicking the "assembly," with no regard to max populations. Can anyone tell if decreased moral decreases production faster than a higher population? 

Reply #11 Top

As far as I can tell, when you go over the "limit" nothing happens.

Reply #12 Top

Syntetic races disables growth. therefore they have no limit. However not building any approval buildings is a big no. the penalty goes all the way to -75% as your pop level increases.

The penalty for going over the food/pop limit is negative growth, syntetic races have no growth. therefore they have no penalty to going over the pop limit.

Reply #13 Top

Quoting KnutAreMykland, reply 12

Syntetic races disables growth. therefore they have no limit. However not building any approval buildings is a big no. the penalty goes all the way to -75% as your pop level increases.

The penalty for going over the food/pop limit is negative growth, syntetic races have no growth. therefore they have no penalty to going over the pop limit.

Are you saying as your moral goes from 100% to 0% there is a production penalty going from 0% to 75%?

Reply #14 Top

Its not the same for all things, resistance takes the worst hit but I've seen, -25% seems to be the cap to influence and my production doesn't drop through the floor when I haven't built approval buildings had over 40 worlds(with the large empire penalty in place) and have  about 30 pop on most of those worlds.  As far as I can tell you get a bonus to 100% morale but not a penalty for low approval.  I haven't looked very closely at this so if someone can show I'm wrong please do so.

Reply #15 Top

Production goes from +25% at 100% approval down to -25% at 0.

Reply #16 Top

As of 1.01 synthetic population shrinks each turn if it is over the cap. However, the decrease is slow enough that is still seems synthetic races can pretty much just use their morale as their pop cap.

Reply #17 Top

They seem to decay by 0.1 every turn if above the max. Since the Yor can easily reach 100+ billion pop on a good sized planet by the mid game, you can generally make 6 pop a turn if you desire. That means the decay effectively eats a turn's production every 60 turns -- much, much less on a Yor manufacture specialized planet.. though the Yor is the only race I wouldn't fully specialize, since it's virtually impossible (read: a PITA) to use the thousands of manufacture you'd get in a planet per turn.

 

They really need to make it hurt more to go above the cap, the Yor are stupidly OP in player hands. Which is a pity, because I like them thematically and they are fun and different to play. They are a little slower to get started than the organics, but if you reach the mid-game, no one can catch them.

Reply #18 Top

I have talked about this in the past as well.The fact that they have added decay to synthetic pop is new and have not seen personally with my time available but that sounds like the rate of organic pop loss over food cap so at least it is progress but synthetics shouldn't be able to produce over their cap except with possibly one queue order. The fact that the assembly projects remain at all times is the issue. I figured this might be an issue until internal code is changed since the assembly improvements simply add to the pop of a planet in the xml which i assume does not (at least in this case) check for hardcoded values such as the synthetic pop cap which last i knew could only be seen in the planetary growth tooltip.

Reply #19 Top

They don't even have to change the code -- just set the pop decay to 1 per turn and it'll be fixed.

Reply #20 Top

Well organic pop decays if supplied buy a colonizer or transport over the cap right? Synthetics should be no different?  Also, you should not be able to build any Assembly once you are at the Syn Pop Cap but you can.

edit:prob produced no new information at this point, too drunk sorry for the post :\