Overpopulation eats supplies: If enabled, colonist overpopulation will eat supplies to survive.
Supply_loss = 0 ...if AllowEatingSupplies is off 0 ...if ClimateLimitsPopulation is off 0 ...if Colonists ≤ Max_colonists Trunc((Colonists - Max_colonists) / 4000) + 1 ...otherwise
If there are fewer supplies than needed, they'll all be used up with no negative consequences.
Climate Deaths: If enabled, colonists and natives over the population limit will die.
Colonist_clans_dying = 0 ...if ClimateLimitsPopulation is off 0 ...if Colonist_clans ≤ Eff_max_colonist_clans Min(Trunc(Colonist_clans * ClimateDeathRate / 100), Eff_max_colonist_clans - Colonist_clans) ...otherwise Native_clans_dying = 0 ...if ClimateLimitsPopulation is off 0 ...if planet is unowned 0 ...if Native_clans ≤ Max_native_clans Min(Trunc(Native_clans * NativeClimateDeathRate / 100), Max_native_clans - Native_clans) ...otherwise
► Note: If the population exceeds the absolute maximum of 250000 clans (25 million people), the excess clans will die and be reported as climate deaths, even if ClimateLimitsPopulation is off.
► Note: Eff_max_colonist_clans is computed after overpopulation-eats-supplies, so it uses the new (lower) supply amount. It uses the same formula as in the Growth step, but not the same value.
Structure Losses: Planetary buildings can be lost through riots or lack of maintenance (i.e. fewer colonists than needed to support them).
Mine_loss = Mine_decay + Riot_loss Factory_loss = Factory_decay + Riot_loss Defense_loss = Defense_decay ...where Riot_loss = 10 ...if planet has colonists, and Colonist_happiness < 40 10 ...if planet has natives, and Native_happiness < 40 0 ...otherwise Mine_decay = Max(Min(Mines - Maximum_mines, Eff_StructureDecay), 0) Factory_decay = Max(Min(Factories - Maximum_factories, Eff_StructureDecay), 0) Defense_decay = Max(Min(Defense_posts - Maximum_defense_posts, Eff_StructureDecay), 0) Eff_StructureDecay = StructureDecayOnUnowned ...if planet is unowned StructureDecayPerTurn[Planet_owner] ...otherwise
Population loss through riots: Fighting colonists and/or natives will lead to loss of population. Even if just one population group fights, the other one will suffer as well.
Colonist_clans_dying = Ceil(Colonist_clans * (40 - Colonist_happiness) / 500) ...if Colonist_happiness < 20 Ceil(Colonist_clans * (40 - Native_happiness) / 2500) ...if planet has natives, and Native_happiness < 20 0 ...otherwise Native_clans_dying = Ceil(Native_clans * (40 - Native_happiness) / 500) ...if Native_happiness < 20 Ceil(Native_clans * (40 - Colonist_happiness) / 2500) ...if planet has colonists, and Colonist_happiness < 20 0 ...otherwise
Population loss from amorphous natives: Amorphous natives eat colonists after all other losses.
Colonist_clans_eaten = 0 ...if natives are not Amorphous 5 ...if Native_happiness ≥ 70 20 ...if Native_happiness ≥ 50 40 ...otherwise
If the Amorphous natives eat all your colonists or more, you'll lose the planet.