Population & Demand
Status: Planned Feature - This system is currently in development. This article describes how population mechanics will work when released.
The galaxy isn't just stations and ships - it's full of people. Every station and planet has a population with real needs, and those needs drive the entire economy.
How Population Works
Every inhabited location has a population count that grows or shrinks based on how well their needs are met.
Population Effects:
- More population = more demand = more opportunity
- Less population = dying markets
- Population can migrate to better-supplied locations
The Three Need Categories
Basic Needs (Survival)
These must be met for the population to survive:
| Need | What Happens If Missing |
|---|---|
| Food | Population starves, rapid decline |
| Water | Population dies, rapid decline |
| Oxygen | Immediate crisis |
| Medical Supplies | Disease spreads, moderate decline |
If basic needs aren't met: Population shrinks quickly, unrest increases, production stops.
Pro tip: Emergency deliveries of basic needs pay premium prices. A station running low on Water will pay almost anything.
Comfort Needs (Growth)
These enable population growth and increased productivity:
| Need | Effect When Met |
|---|---|
| Consumer Goods | Population grows slowly |
| Entertainment | Productivity increases |
| Luxury Items | Rapid growth, high morale |
If comfort needs are met: Population grows over days and weeks. More people means more demand - a positive spiral.
Industrial Needs (Production)
These keep the economy running:
| Need | Required For |
|---|---|
| Raw Materials | Tier 1 production |
| Components | Higher-tier production |
| Energy/Fuel | All operations |
If industrial needs aren't met: Production halts, the station can't make anything.
Population Dynamics
Growth Rate
Population changes are gradual:
- Optimal conditions: +0.5% per day
- Good conditions: +0.2% per day
- Poor conditions: -0.5% per day
- Crisis: -2% per day or worse
A station with 10,000 population in optimal conditions adds 50 people per day. Slow, but it compounds.
Migration
People move to better places:
- Stations with unmet basic needs lose population to nearby better-supplied stations
- New stations attract workers if conditions are good
- Major hubs grow faster due to amenities
Population Events
Random events affect populations:
| Event | Effect |
|---|---|
| Epidemic | +200% medical demand, population at risk |
| Economic Boom | +50% consumer demand, population growth |
| Migration Wave | Large population shift between stations |
| Natural Disaster | Infrastructure damage, supply crisis |
Events create sudden demand spikes - be ready to respond.
Trading with Population in Mind
Consistent Supply Routes
Populations need steady supply, not occasional deliveries:
- Set up regular trade routes to stations
- Automated deliveries are more valuable than manual ones
- Reliability builds reputation and contracts
Emergency Response
Crisis situations pay premium:
- Watch for low stock warnings
- Be the first to respond to supply crises
- Emergency prices can be 3-5x normal
Growth Markets
Find stations where population is growing:
- Growing populations need more of everything
- New stations are especially hungry
- Supplying growth markets builds long-term relationships
Demand Calculation
Station demand is calculated as:
Daily Demand = Population × Consumption Rate × Modifiers
Modifiers include:
- Season/Events (+/- 50%)
- Stock levels (low stock = higher prices)
- Alternative suppliers (competition lowers prices)
Population Tiers
Different locations have different population scales:
| Location Type | Typical Population |
|---|---|
| Outpost | 100 - 1,000 |
| Station | 1,000 - 50,000 |
| Large Station | 50,000 - 500,000 |
| Planet | 1,000,000+ |
Bigger populations mean bigger markets - but also more competition.
Strategic Considerations
Early Game
Focus on basic needs delivery to small stations. Less competition, reliable profits.
Mid Game
Target growing stations with comfort goods. Build the relationships that pay later.
Late Game
Control the supply chains to major population centers. Influence which stations grow.
Related Topics
- Trading Guide - How to profit from population needs
- Automation Basics - Set up automated supply routes
- Production Chains - Produce what populations need