A newly colonized planet gains +100 immigration pull and divides a total of +50 emigration push between all developed planets, until 15 years have passed or the colony has 10 Pops. Signing a Migration Treaty will allow migration to and from another empire and accepting refugees will also create immigration from planets outside the empire borders. Planets with higher immigration pull will receive a greater share of this migration, which is converted directly into pop growth. A planet with more emigration than immigration will have its growth speed lowered and the amount lowered will be added to potential immigration targets. Migration is calculated by subtracting emigration push from immigration pull, both of which are determined by factors such as Housing, Stability and Unemployment. -25% from Divinity of Life resolution 3 Right to Work.Biological Pop Assembly is not affected by any traits or modifiers except for the following:.Ancient Clone Vat buildings add +2 to +15 Monthly Biological Pop Assembly Points.Clone Vats buildings add +3 Monthly Biological Pop Assembly Points.Spawning Drone Jobs add +2 Monthly Biological Pop Assembly Points.Robotic Pop Assembly is affected by traits and other modifiers.Replicator Jobs add +1 Monthly Robot Pop Assembly Points.Roboticist Jobs add +2 Monthly Robot Pop Assembly Points.The constructed template is the one with the highest number of used trait points but can always be changed manually. Non-sentient robotic pops do not migrate but can create overcrowding and unemployment. Once ( ) Assembly Points are reached a new robot pop is created on the planet. Pop assembly can assemble either robotic or biological at a given time both can not be produced simultaneously. Pop assembly represents a planet's capacity for constructing Mechanical, Machine, or Biological pops. Purging a particular species will cause that species to decline more rapidly depending on the purge species right. Overcrowded planets that have over-represented species will have those species begin to decline in numbers and be replaced by newly growing, under-represented species that have equal citizenship. By default, decline rate is −5 decline points per month. A pop will disappear after 100 decline points have been accumulated. Pop decline represents the decrease of certain species on the planet due to purging or severe overcrowding. Pop growth modifiers, including habitability penalties, are then applied, and then population growth from immigration/emigration is added/subtracted. With total base pop growth between 0.3 and (default 4.5) growth per month. Pops start to decline when a planet is 25% overcrowded. Pop growth stops when a planet is 15% overcrowded and has 5 Pops without Housing. Pops with very low habitability for a planet will only slowly reproduce or migrate to it or may not at all. Habitability is an important pop growth modifier. Species can be chosen manually for growth if the Population Controls policy is set to Allowed. If immigration access is lost to all planets containing the currently selected species, a new species will be selected and all existing growth progress will be erased. When choosing a species to grow, planets will generally prioritize species that are under-represented on the planet and have citizenship equal to that of the already existing species. The logistic growth ceiling game setting determines the maximum base growth.Īny species existing on the planet or which has immigration access to the planet may be selected to grow there. The base growth rate is determined by the Planet Capacity of the planet and the number of pops on the planet, and then pop growth modifiers are applied, and lastly pop growth from immigration/emigration is added/subtracted. A new pop appears after growth points have been accumulated the growth required scaling is a game setting. Pop growth represents the increase in population from natural reproduction and immigration. Growth as a function of planet capacity and population