Reducing population???

Been reading through the "population" thread below and wanted to know if anybody has come up with any methods of reducing an over-populated plant.
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Reply #1 Top
Export them in colony and/or transport ships and then to prevent a repeat of the over-population remove farms to reduce the population cap.
Reply #2 Top
Export them? Don't you have to build a HUGE colony ship to even make a dent? And won't this just over populate the destination planet?
Reply #3 Top
Use troops transports, then you can make use of the "excess".
But as I understand post 1.1, the growth rates are greatly reduced, so I am suprised that anyone has "surplus"...

TheSchu
Reply #4 Top
I do have surplus on one of my planets and I've built huge fast troop transports and have been puchasing and sending them from my overpopulated planet (only one has this problem) and it's not making a dent.

I guess I'll just have to build huge colony ships as well. And then (since there's nothing left to colonize) those ships might meet an "unfortunate end" in the unpopulated regions of the galaxy.
Reply #6 Top
I get far too many colonies with excess population, requiring me to waste many tiles on entertainment buildings, so I have developed a set of rules:

No farms on tiles with a bonus greater than 100% unless I am trying to fast-grow a colony on a high-PQ world.

Replace farms on farming-bonus tiles with farms on no-bonus tiles (build the new one before destroying the old, so you don't lose a huge amount of population to starvation) if you have more than triple (or frequently more than double) the number of entertainment buildings as you do farms.

Never have more than one farm on any world with less than 15 PQ, in which case use farming-bonus tiles instead of non-bonus tiles unless it would result in excessive entertainment buildings (i.e.: never, ever use a 300% farming-bonus tile for a farm).

Some might advise you that the higher population is valuable due to the tax income, but realise this: The top players always have much more cash than they can reasonably use per turn, and the higher your morale, the higher you can jack up taxes. I currently have taxes at 60% with each and every planet at 100% morale, and not a single planet has more than 1 farm if any at all, or more than 2 entertainment buildings.

Also note that if you destroy a farm, the next turn your planet's population is reduced to the maximum that you can feed with your current food production.
Reply #8 Top
My solution to the overpop problem is to never get into it. I usually try to have my morale techs 1 or 2 above my farm techs (this will solve most farming problems) and build 1 entertainment building for each farm. reducing the pop if your still having probs with morale will be as others suggested troop transports (colony ships dont hold as much pop per ship + useless if you do not have any more planets to colonize). with advance transports + good minuturization you can get ~ 5mil colonist in the transports and just park them deep inside your territory (i recommend parking them in a heavily fortified starbase). anywayz that's my 2 cents. late
Reply #9 Top
Mistoffeles pretty much nailed it. (I was going to throw in the remove the farm, insto-kill billions in a week.)

The only thing I'd throw in... don't go for farming upgrades. ITS A TRAP!!!
Reply #10 Top
2 troops modulaes = 1 bil people
2 advance modules = 2 bil people
2 bil people is a dent.... expecially since most transport designs can be built 1 in turn (or some low ammount)
no reason to build a transport with less then 2 modules.
Reply #11 Top
Export them? Don't you have to build a HUGE colony ship to even make a dent? And won't this just over populate the destination planet?


Troopship with 4 advance troop modules will dramatically reduce the population on any planet with just two or three transports.

Use troops transports, then you can make use of the "excess".
But as I understand post 1.1, the growth rates are greatly reduced, so I am surprised that anyone has "surplus"...


Same here I find I'm having to rotate troop ship production from world to world using two advanced troop modules or I end up depopulating the planet.
Reply #12 Top
Excess population? I don't understand. What is it? You mean you have EXTRA people!!!!!???

Heh. I never have enough, its my limiting factor to galactic conquest.

Got into a drop-down drag out fight with a much larger Drengin empire last night on suicidal. We both had max soldiering and they had a TirQuan. (which I naturally aquried ASAP)

When the dust settled I had 34 planets and 29 billion total people lol. Brutal.
Reply #13 Top
My problem isn't to many people, its to many worlds. Its difficult to manage so many planets and remember what planets need what help and so forth. It would be great if you could just annihilate/abandon a planet.
Reply #14 Top
I thought there's an option on the colony management screen to destroy the colony or some such...couldn't you use that to abandon your world if you got too many?

DragonPM
Reply #15 Top
I usually use these planet for my troops. Research advanced troop mods, and you should b e able to easily remove 5B citizens at a time.

Removing farms will instantly kill off the population, but then you lose the ability to use the people as troops.
Reply #16 Top
What we really need is:

a.) a Death Ray tech or something that lets you blow up planets or make stars go nova

b.) the ability to bombard a planet with any armed ship; no invading, just blast the hell out of it
Reply #17 Top
If a planet has morale below 20% it will lose 10% of its population every turn. I discovered this when I raised taxes to 100% and discovered that my population a few turns later had been reduced to maybe 15% of its original level. This affected every planet, but I believe that the population bonuses (or reductions) are calculated locally. Watch out for those tax rates! Anyway you could apply this to any single planet by reducing morale buildings on that planet. Just an idea in case anyone still reads this forum strand...
Reply #18 Top
Extra pop was killing me in 1.0, I had to have a full fleet of 6-AdvTroop transports just to keep my people in check. It's easier now.
Anyway, no matter how many people you cram into a troop transport, they'll never complain. And 1 person in a transport equals 1000 people on the planet, and a single Troop/Colony module holds 500 million people.
Reply #19 Top
I'm also a bit confused about this idea of "extra" population and *having* to build extra entertainment buildings. Why not just let the population grow 'til morale hits 40% or hits the food supply cap, at which point it will stagnate? This shouldn't cause any problems even if you have one of the voting forms of government, as long as not *all* your planets are suffering this problem.
Reply #20 Top
Shame the evil races have not got a 'people processor building', excess population in one end...something good out the other end...perhaps a tasty, addictive snack bar like in the film 'Solvent Green' or frozen takeaways like in the film/series 'V'.

Any other ideas what could come out of a 'people procecessor building' anyone?

Would it be possible to mod such a planetary improvement for the evil alignment?
Reply #21 Top
Shame the evil races have not got a 'people processor building'


Too evil for GC2?
Reply #22 Top
Soldiering +50%, Reproduction -50%