If you stop supplying them with infrastructure, they will stop growing :). They might slightly exceed the capacity of the infrastructure at times but will then change to a negative growth rate. Civilian ships won't take colonists to a planet that has a pop exceeding its infrastructure.
But then their unrest rises and I assume at some point it will affect their production and perhaps they'll rebel? I have let them run for a few months at a time short of infrastructure as I simply couldn't keep up, but not for too long at a stretch.
Civilian colonizers might not add pop to a colony that is short of infrastructure but civilian freighters will add infrastructure making the colony for a brief time not over populated. It isn't really what I would term a problem at present but I'm concern that since the civilian ships keep growing in number and have a mind of their own that eventually there will be hundreds of them running amok. I can envision them grabbing population and infrastructure from the HW faster than I can grow/build it eventually, but it hasn't actually happened yet. Fortunately a lot of them are currently busy hauling things to far off 0 pop "colonies" due to the 3.2 bug.
Identifying the right planet for terraforming is very important. Planets without atmosphere will take a LONG time to terraform. Good candidiates are those that have the right temperature and have sufficient atmospheric density so that adding the required atm of oxygen won't take that oxygen over the 30% limit. Another good candidate is a planet with a breathable atmosphere where the temperature isn't a long way outside the tolerance zone. The best place to identify colony sites is the Available Colony window (Ctrl-A) which allows you to filter planets to find the best candidates.
Any increase in atmospheric density will increase the temperature slightly, although greenhouse gases have a much more noticeable effect. If the col cost is almost 3 then the temperature will be the major issue. Add anti-greenhouse gas to lower the temperature. Once the col cost stops falling at 2.0, the lack of a breathable atmosphere will be the main problem and that is the time to add oxygen.
This planet is in the home system with large mineral deposits so I figured it was worth colonizing despite the 3x cost. I didn't realizae at the time that the infrastructure costs would eventually grow so large. I was reluctant to have colonization ships sitting idle but should have shut them down earlier. What I ended up doing was starting a new colony 2 jumps out to keep them busy but greatly reduce the colony growth rate, although that one is starting to get up around 10m already. I've found plenty of 1.8x cost worlds to colonize but nothing below that yet except the one the pre TN NPR is on which I've left alone (Prime Directive?).
Thanks for the feedback. This is a learning game and I don't really understand terraforming fully yet. What exactly is an anti-GH gas? What is the 30% O2 limit? Currently the O2 is 100% since I started with vacuum and have been adding O2. Is O2 > 30% what is causing the attrition rate to increase? Should I switch to adding Nitrogen for awhile?
One of the problems I found with Starfire is that too many alien races bogged the game down very quickly so there are far fewer in Aurora. If you want to encounter more though you can increase the chance of alien races on the Game window. With v4.0 it will prove easier as the computer can control the NPRs.
No, I agree. I was mostly just stating that I've managed to get by so far producing so much infrastructure because there has been no incentive to invest in the military. Of course I hope to eventually encounter a TN NPR so there will be more to do.
It sounds like they have a fairly small population or they still have a lot of conventional industry. Have you converted all of their conventional industry to trans-newtonian industry?
Steve
I don't recall their population but I think a good bit of it is unemployed. I did convert all of the conventional; just didn't watch the mineral stockpiles close enough and should have converted more of it to Mines instead of Factories than I did. They built a small missile armed PDC as early as possible due to fear of the aliens (trying to role play them a tiny bit) which burned up some of their starting mineral stockpiles. Basically they just started so small it was hard to get things jump started. There was no way they could produce the 2400 BP or whatever it is for a 3rd research lab early on. So they built up their industry to where they are producing about 500 BP / yr, but their mines were only producing about 400 Duranium / yr which was the new limiting factor, so they've been building mines. But that only yields about 4 mines / yr which is slow going. I would like to build their industry and mining up to about 1,200 / year so they could build a 3rd research lab in "only" 2 years of game time. If they had started with larger stockpiles or a 3rd or even 4th research lab, it would have dramatically increased their jumpstart speed. I don't think a pre TN should be able to leap to full TN in just a few years, but it would be nice if they could do so within a reasonable game time frame, say 5-20 years or something like that. Of course in Starfire you had pre industrial races that had no hope of getting anywhere on their own within the time frame of the game.