Table of Contents

Population

Population ( ) is the number of sentient beings in your system. While building a system each player gets 2 billion sentient beings free of charge, and additional population can be purchased for 1 bio-mass per 0.1 billion people. The Population may be composed of a single race or of multiple races at the players discretion. Each world keeps track of its population of each race separately. Each player may assign population to different worlds at system creation and you get 2.0 for free during this stage.

Housing

Population is generally self-sufficient. The existing zones provide jobs and existing infrastructure produces enough food and necessities - these can be safely ignored for tax purposes and the likes.

Each world can support a population of up to 1 billion for every worked zone on the planet. Thus, a Small Moon can support up to 1 billion people, while a Large Planet can support up to 37 without a worry. A world needs at least a single developed zone before any population can be housed there.

Power

Population does require Power. Every full 0.1 requires 1 (so if the total population is 5.0 , they would require 50 ).

Note that rounding is done per population segment before adding them up to determine total population with regards to power cost. For example, two segments of 1.45 and 2.36 are rounded to 1.4 and 2.3 before adding, leading to a total power cost of 37 .

Overpopulation

It is possible to have an overpopulated world. Your world can be overpopulated either because there is more population than the world can support even with all zones developed, or because your world isn't fully developed yet and there is more population than can be supported right now.

Every developed zone can support 1.0 , and these support 'slots' are filled first come, first serve. Whenever your population grows to cross the barrier of 1 , they start taking up another support slot. If, for any reason, there are multiple unsupported 1.0 blocks while there is still a support slot available, you get to chose which species to get benefits for. Think carefully, as you can't change this later on.

Note that only population supported by a developed zone provides economic bonuses from racial characteristics. Overpopulation will not give additional benefits.

For example, on fully developed small planet wich is inhabited by two species, Twi'lek for 3.6 and Humans for 3.8 , the last 1.0 slot will be taken by whichever group grows beyond 4.0 first. If both groups get there in the same growth turn, you get to choose.

It works to other way around as well. let's say the previous example world still has an undeveloped zone after both Twi'lek and Human grew beyond 4.0 . The world would be overpopulated, as only 6.0 of can be supported. Once you finish the development of the final zone, you get to choose which species is supported by the support slot of that zone.

Racial Characteristic Bonuses

Some Racial Characteristics offer production bonuses or other benefits per 1 billion population of the same race on a world. The exact details are given on each racial characteristics page.

Racial Characteristic bonuses are only given by population supported by developed zones.

Population Growth

Through immigration, emigration, births and deaths, if the circumstances are favourable, your planets populations grow slowly over time. Every ten turns (i.e. turn 10, 20, 30, etc.) the population grows by 1%. If your planet has a Type I or Type II Atmosphere, this rate increases to 2%. These rates can be affected by the High Fecundity and Aquatic racial characteristics.

The minimum unit of population is 10 million people or 0.01 . All fractions are rounded down when calculating population growth. For example: suppose you have a population of 1.92 or 1.920.000.000 individuals. At turn 10, your population will grow with 2%, increasing the population by 0.0384 to 1.9584. This is rounded down to 0.03 for a total of 1.95. On turn 20, your population increases from that base so your population will be 1.98 . Population growth is calculated on a per-world, per-race basis and each race on each world is rounded down separately.

Population growth is affected by overpopulation. For every full multiple of population support your planet is populated with after the second, you get a -1% growth on all population growth of that world. Population Growth can never become negative. But it can reach 0%, at which time the population stops growing.

For example, a fully developed small planet provides population support slots for 7.0 . The planet continues to have full population growth until it goes above 14.0 , at which time it will have a -1%. If it goes above 21.0 it will have -2% growth, and so forth.

Regardless of overpopulation, you still need to pay Population Growth Cost for every group that crosses the 1 barrier. It doesn't matter whether you get economic benefits from that population or not.

Growth Cost

Unfortunately, population growth carries a price - larger populations on planets means new bridges must be built, roads must be improved, additional housing must be made available and data and power infrastructure must be improved. Whenever your population grows to cross the barrier of 1 , for example when growing from 1.98 to 2.01 , you must pay population growth cost (PGC). Population Growth Cost depends on the size of your world (the bigger the world, the higher the cost). The cost is 100 per zone. High Fecundity or High Fertility reduces this cost by 50%. Aquatic reduces this by 25%. These racial characteristics stack. The table below lists the regular population growth cost for normal worlds:

World Size PGC
Small Moon 100
Medium Moon 300
Large Moon 700
Small Planet 700
Medium Planet 1900
Large Planet 3700

In all cases, you may chose to institute population control measures (which can take any form you please). Please note this choice on your turn report. When you institute population control measures, your population will stop growing until you end the measure. Since the population does not grow, you do not have to pay population growth cost. If you are unable to pay the population upkeep cost, your population does not increase and you can try again the next time.

You are allowed to pay your population growth cost in parts (the same way you pay for a zone). Make sure the complete population growth cost is paid at the turn your population crosses the billion line.

Note for clarity: you ONLY pay population growth cost when a racial group on a planet crosses a billion line. All other population growth is free.

Listing Population Growth on your Turn Report

To register population growth, please include it in your turn report as a separate entry. Note the name of your planet and its population numbers by race, the percentage increase, the number of additional population and the new total, like displayed below:

[b]Population Growth[/b]

__ on __ grow from __ (:pop) by __% (__ (:pop)) to __ (:pop)

Example:

Gunguns on Naboo from 1.92 by 2% (0.03 ) to 1.95 .

List the Population Growth entry after Regular Expenses but before Development Expenses. Once your turn report is approved, you must change your population to the correct new number yourself.

Population Growth Cost on the Turn Report

To note population growth cost on your turn report, use the format below:

[b]Population Growth Cost[/b]
__ on __ population growth cost: + __ (:tax) -> __COMPLETE ( __ / __ (:tax))

Total cost: __ (:tax)

The population growth cost is listed under development expenses, before the total dev. expenses line.

Moving Population

It is possible to move population from one planet to another, or even from one system to another. Doing so requires having certain technologies:

Additionally, the Population Mobility technology allows you to move some population when creating a colony.