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DankVader
06-28-2003, 08:52 AM
Ok, I bought the game on day 1 and shelved it (I am sure most can understand why) However, being that I am such a fan of the MOO series, I decided to check for patchs and try again. This time around I enjoy it MUCH better.

Anyway, my question is this: Is there any way to transport a large number of your population from one planet to another?

I am using migrate, but that is slow. In MOO2 there were civiliant transports I could send. Anything like that in MOO3?

thanks!

zanzibar
06-28-2003, 12:31 PM
No, don't think so... you can just encourage migration...

Strifeguard
06-29-2003, 01:04 PM
Moo3 doesn't have Moo2's "forced relocation of citizens" system. In Moo3, your people are far more free-spirited, and move about on their own. You, however, can control how/where they move through a few tricks.

To begin with, go to whichever planet you want people to move to. Now, "Set Migration" to that planet. Next, try and make the planet more attractive to your citizens. Do this by a) lowering taxes (to decrease any possible unrest) and b) creating DEAs such that there is a demand for jobs. Keep in mind that Mining and Reasearch DEAs have a low population require, Government and Industry DEAs have a high population requirement, and all other DEAs (Bio, Rec, Mil) have a medium population requirement. Thus, by removing mines/research, and installing Industry, you can create a deman for jobs.

Now, find a suitable planet for people to move from. It should be close by (migrants are less likely to move for every "jump" they have to make), and it should be well populated. Now, what you have to do is try and encourage people to move. This is the same as discouraging people from living there, and is easily done by raising taxes. (planetary taxes! not empire or system taxes, those will create empire-wide problems) Your goal here is to create a low level of unrest (no more than level 1 or 2). This will encourage people to move off-world. Since you've set migration to a nearby planet, and created a demand for jobs on that planet, "migrants" will be pulled to it, thus settling in.

Note: This entire process is really only necessary in the early and mid game. By the mid-to-late stages of a game, your empire will be so large that choosing "Set Migration" will be enough to fill a planet up quickly.

DeckPrism
07-01-2003, 12:30 PM
Don't forget the trick of starting your colonies with multi-pod colony ships for a boost.

Hmm, you could also do mean things like raise taxes at planets you wanted people to leave.

Hempire
07-01-2003, 09:37 PM
I have a problem in my curent game and I'm experimenting with emmigration. It's turn 150 or so and my core systems are pretty full, I'm playing modded cynoid btw. I conqured a nice jucy gasbag planet and once defences were up started pumping out colonizers (3 pod Bcruisers) to back fill my gas giants. I found I had a sweet spot for gas bags fully colonized by cynoid. So I ripped out all the DEAs cranked the taxes and am still getting immigration and no emmigration. I'm tempted to crank the taxes to 100% so they revolt and I can glass them, but wanted a peaceful solution.

Strifeguard
07-01-2003, 10:31 PM
Yeah, basically they'll never move out entirely. The method of calculating migrants involves "rolling" a d100, and comparing that number to a factor that's based upon species, as well as any migration "push factors" that come into play. The problem is, the push factors are arranged such that you'll never have 100% of the population wanting to move out, and you're planet will revolt LOOOONG before you even approach population-depeleting levels of emmigration.

As for why your cynoids are still immigrating, their are a few reasons:
1) You mentioned that the gas giant is located within your empire, since races don't like to move far away when they migrate (-3 for every starlane they have to travel) the mere fact that the planet is within your empire makes it more attractive (relatively) than other planets.
2) There are migration "pull" factors based upon both "same race" and "same species". Basically, any Cynoids migrating from other planets in your empire will try and go to a planet that already has Cynoids on it, then they'll look for planets with Meklar, and finally they'll settle for any other race. Thus, because there are already Cynoids on the planet, more will try to go there.
3) It's probably not even close to over-crowded, which makes the planet attractive, again relatively, to those around it, since it's located within your empire, probably close to worlds that are approaching their over-crowded thresholds.

A combination of the above reasons are most likely why the Cynoids keep moving in. If you're set on making it a gas bag world, give it away and glass it, otherwise, make the most of the Cynoids living on it, they're there to stay.

Hempire
07-02-2003, 05:27 AM
Is there any disadvantage to letting it revolt and then glassing it? Keeping them unhappy is turning out to be profitable, high taxes with nothing to spend it on is giving a big gift to empire.

Strifeguard
07-02-2003, 10:36 PM
Originally posted by Hempire
Is there any disadvantage to letting it revolt and then glassing it? Keeping them unhappy is turning out to be profitable, high taxes with nothing to spend it on is giving a big gift to empire.
Well, there's a chance that upon revolting the planet won't form its own empire, but rather will join an enemy empire, at which point "glassing it" becomes an inter-stellar incident.

Aside from that, I don't think there's really any big downside. (Aside from the obvious loss of planetary development during the actual glassing)