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Perhaps the penalty from the existing population should grow more slowly when the planet is mostly empty, and grow more quickly as it actually fills up?
Balance isn't relevant, since all players have the same growth mechanics. (Maybe it changes which game strategies are best, but what else are mods for?)
One thing I am working on now is essentially the opposite problem. Right now bio pop growth is reduced by the presence of robot pops, but robot pop growth is not reduced by organics. Ideally, they both should behave the same. So I working on a system where robots only get additional roboticist jobs from robotic pops- just as bio pops only get growth rate from bio pops. The goal is that on a planet like yours, where there is a mix of pop types, youll have the same overall growth rate as if it were a single species, but it will be split proportionally between robots and organics. However, thats easier said than done with the modifiers I have access to in game.
#conting the free hoses, of corse i didn't put all the if that are nescessarie
if = {
limit = { free_housing < 0 }
change_variable = { which = housing value = -5 }
}
if = {
limit = { free_housing > 0 }
change_variable = { which = housing value = 5 }
}
#and to cont the population that is living in the planet
if = {
limit = { num_pops > 0 }
change_variable = { which = housing value = 5 }
}
if = {
limit = { num_pops > 5 }
change_variable = { which = housing value = 5 }
}
in this way the number of housses is conted corectely undependent of others mods. However the capacity flutuate along the time whith a 5 capacity of range, exemple a capatity of 240 can be or 235 or 245 (that is totally aceptabled).
That said, I probably should just relocalize the modifer and just call it 'multiplicative pop growth' That would make it clear why its set up that way