minor bug but the yor fast assembly project(?) does not check for population cap making it possible to overpopulate yor worlds
without the base organic reproduction mechanic, this excess yor population does not decrease.
I noticed that. I figured the fast assembly would be useful because the assembly project does not stop on its own, but this half project would. You just need to add enough to the queue to max out the population. Of course the bug is that if you over shot, you get to keep it. Not only that, you can still add more even when you are over the limit. I managed to get over 100 population exploiting this.Mind you, after seeing that, I did some testing and got similar results when I tried to over fill the populations on my worlds using transports.
Noted and moved to support forum.
I think this might explain why yor have just felt strange compared to the interesting balancing act w/ 0.61, I've been finding myself trying to figure out what my cap should be niew rgan a few times & scratching my head when I accidentally assemble too many. Add in the approval raising ideology structures and I've had more than a few hundred mil+ pop worlds at 100% approval in late age expansion early war. I'd been thinking it was another direction's source
I'll admit I'm not really sure what I'm doing when it comes to the advanced planet mechanics. I understand the overall basics for most of them, but I haven't played around with them enough and since the mechanics and values do keep changing, I haven't tried all that hard to dig into grasping them.
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