Meh. The last thing Stellaris needed was more micromanagement. I mostly liked the concept of the update months back with consumer goods and so on, except that it substantially added to the management burden in a not particularly enjoyable fashion.Gethsemani said:Sort of. They changed the mechanic so that you could change if a race would be allowed to reproduce at all and you can manually set which race should be produced on any given planet. The problem was that the latter led to a ton of micromanagement if you wanted a particular mix of races on a planet (say 30/70 Overlord race and Slave race). At least you don't have to see your empire's economy go down the drain anymore because the game was insistent on populating desert worlds with arctic world species.
I get the rationale, to see that minority races don't just get swamped to almost nothingness. But it was incredibly, stupidly extreme. The minute I admitted a new species, the pop growth on pretty much every single planet became the newly arrived species for a decade or two (assuming same habitability). One of the annoying things, of course, is that you pick your starter species because you want its characteristics - signing a migration treaty shouldn't be signing up to the massive outbreeding of the species you handpicked by others.
Also, do those pop mechanics work for everyone? When I last played, the irony was that as a democracy, I wasn't allowed pop controls, yet the devs had created one for me: effectively they had banned my starter species from breeding for decades at a time with one, ill-considered algorithm.