The ultimate goal of terraforming is to create viable worlds for human beings. At first your people will be forced to live in habitations and your growth will be primarily from immigration, but eventually native births will start to pick up and, once the planet can support fauna, your people will live freely on the surface.
Population is a basic measure of how many people live on your world.
Population growth can be earned in four ways.
- The first way is through the facilities Children's Creche, Transit Network, Spaceport and Coral Reef. This is the population growth that is boosted by the 'Population' effect some governors have.
- The second way is through native birthrate. This is the population growth that is boosted by the 'Birthrate' effect that some governors have.
- The third way is through events like Population Boom.
- The fourth way is through the Space Elevator.
When your planet reaches the 'habitable' habitability, your population will increase beyond your habitation limits, because people will be living freely on the surface, although they will still be considered part of a city.
If your world becomes uninhabitable, all population in excess of your habitation facility limits immediately disappears.
Beginner mode doubles the capacity of the habitations.
Make sure to always have multiple habitation facilities per city in case you lose one of them, because you really don't want that to mean your entire city becomes abandoned and you lose all the culture you had in there!
The Itty Bitty Living Space event, exclusive to the Sons of Hephaestus can allow your Habitation facilities in a city to fit more population. This is a habitation boost applied to a city, not to a specific Habitation facility. It is not a boost per minute, even though that is incorrectly indicated in the Local Culture tab of the city the event happened in. The amount that is added is dependent on what what habitations you have in the city, the higher the habitation capacity the more the event will add. Thanks to this event you can have cities on an uninhabitable world without even having any habitation facilities.
Habitation facilities can be built in cities or on Natural Satellites (moons). Habitations on moons do not have effects because they have a separate atmosphere, heat, water etc.
Population Growth Facilities
Build facilities that increase population such as the Children's Creche, the Transit Network, the Spaceport and the Coral Reef to get more people to live in your Habitation facilities. How much population increase such facilities provide is influenced by your world's culture.
The UNSA starts off with a 30% cultural bonus to population growth, which changes how many people the Children's Creche, Transit Network and Spaceport add to your city per minute, and on top of that, they get the Population Boom event to further increase population.
Horizon Corporation starts off with a -15% decrease in population growth, so their spaceports don't add as many people.
The governors Dae-Hyun Yu, Ayzia Aoyama, Johanna Longhair, David Munoz and Buzz Sullivan have effects that increase the population growth facilities such as the Spaceport or Children's Creche provide in the city they are assigned to. This effect does not affect population growth earned through events such as Population Boom, or population growth earned through the Space Elevator.
Buildings that increase your population are great to kick things off, but in late game, with populations large enough, native birthrates will overshadow any population increase buildings could possibly grant you. Native birthrate is 0.05% of your city's population per minute(At a netural government culture.) For example, if a city has 1,000,000 population, native birthrate will be 600 per minute (but if it's boosted with transmissions, that obviously doubles).
The governors Yvonne Genet, Anyu Peratrovich, Etta Thitapura and Buzz Sullivan have effects that increase the birthrate of the city they are assigned to. This effect does not affect population growth earned through facilities such as the Children's Creche, as that is not considered under native birthrate.
Earth has an enormous birthrate right from the start (250/min, 15,000/hour, 360,000/day). That's where you can go experience what that's like.
People living outside of habitations will consume biomass, while people living inside habitations will not. Keep an eye on that, because extremely large populations might eat all the biomass there is on the planet if left alone for too long, and this will cause mass die-offs. This is not a problem when you play with biospheres, as in that mode your population does not consume plants.
If you have an extremely large population, native birthrates will go through the roof, and you will not be able to sustain that long term no matter how many Coral Reefs you build. This is why all worlds will eventually need the Sky Farm satellite, which is capable of sustaining an infinitely large population. Sky farms have plants in them and the plants/water requirements are restricted. At a certain point, numbers will stop to be displayed and population will simply read "∞". This happens exactly at (2^128)*1000.
If your city has 0 population, even though it has habitation facilities, and you don't know why, build a new habitation facility. It'll kickstart a new habitation in that city. This may fix a bug that killed your population, or it may just be a temporary solution as whatever killed your population in the first place will strike again.
When you play with biospheres, some species will increase or decrease your population slightly if you give them those traits. If you are playing a world that already had an established biosphere before you arrived, check if any of the species your planet harbors are poisonous and killing off your population.
Buildings under construction will continue to be built even if a city is abandoned with 0 population.
The more population a city has, the more facilities you can generally build in that city. There are some exceptions. See more details here:
- Main article: Building Slots
Reaching population milestones grants culture points. These can in certain circumstances be taken away again.
- Main article: Culture Point
|Habitation Unit||50 habitations|
|Habitation Complex||1,250 habitations|
|Habitation Dome||25,000 habitations|
|Children's Creche||5 people/min|
|Transit Network||40 people/min|
|Coral Reef||10 people/min|
- It is possible to declare independence and achieve victory with zero population (impossible with UNSA due to their population requirement, and with Daughters of Gaia due to paradise habitability meaning people will live on the planet outside your control), despite being a violation of common sense. You will need to have a population at some point to get culture points from events and population milestones, but once the points are spent, they are not taken back if you disable Habitations (which causes all population to be lost on planets with barren or plantlife habitabilities).
- Due to how the game works. The game assumes a linear increase of population from all sources of population increase, including native birthrate, while not in game. Which is why you'll find population grows faster from birthrate when leaving the game open. Safest way to take advantage of this is idling in the city or stats screen in order to prevent events from wrecking your world. Reason why leaving the game open leads to faster population growth, is that the birthrate is constantly updated, leading to exponential growth.