moving population |
Hi there,
I want to know, if I build population transports, set them to minister control, and enable population transport minister, will they move to max pop planets, scoop up population and ferry them to planets with plenty of room??
If not, is there a way for that to happen automatically?
Thanks
Re: moving population
They're working fine for me. Using IRM, so I don't know if Fallen Haven did something that fixed it, or if you are just missing something. It should be just the Pop. Transport checkbox in the Ministers section of the appropriate main tab, though I forget what that was...the one with the strategies of tweakness.
I only check Medical Ships and Population Transport Ships. Seems to work fine most of the time. They take a turn to do each move. Load Pop, Drop Pop, and Move are three separate turns, even if there is enough movement points to do more. So it's a turn to arrive, a turn to load/drop population, and a turn to leave for next destination.
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci
Re: moving population
It does but there is a problem which dosent affect the IRM probably because if it did still FH would be now living out the plot of the Steven King novel Misery for real.
The problem seems to be this ships under minister control wont pick up population from the planet they are built on neither will they do so from planets they would depopulate so if you only have one home world this causes the minister to seem not to work early in the game when typicaly you are building your ships at your home world which just sit there.
Re: moving population
I've built and ministerized over ten population transport freighters. They were all built on my homeworld, and they all used the homeworld as the pickup hub to supply the rest of my empire with slave labor babies or some other sort of mutants spawned by overly amorous and kinky populations. 
Short answer...the world the ships are built on is irrelevant to loading up population as far as I can tell. I do not know if they would depopulate though, as it's never been an issue. People make babies faster than my transports can cart the piles away. o.O;
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci
Re: moving population
"If not, is there a way for that to happen automatically?"
Ive been playing around with this, and actually found i dont like the micro managing of pop movement via frieghter, so what ive done is this.
settings text.
reduce pop growth from 15% per year to 5%
increase pop imibration to 1% per 6000.
Pop per tonnage for transport is quadroupled, makeing pop take up 4 time sthe sapce it formaly did and makeing pop transfer via frieghters alamost a non event in early game.Persoanly i dont see what several million peopple are breathing while in transit.
So ive attempted to do away with pop transfer all together, and repalce it with retarded growth through imigration from home world to colonies, ie 4000 pop home world will have whatever % available for imigration to less than full worlds per turn, all set in settings text, so only one colony band it gets the lot, 10 colonies they share the amount. You may want to have more % available for per turn imigration, but i prefer long games with a long time before new colonies fill up with population.
So you can automate the process easier than you may have thopught, it just changes your play style a little, it also makes pop breeding bonus more important and relavent.
If this was done as a patch, it would remove a measurable amount of redundent ship movement and speed up turns.




Re: moving population
Yes, The best implementation of the population transport minister is the IRM one but since 1.33 they all work, both BM and stock.