Planet Management: Population

From Outscape Wiki

  • The Population screen can only be opened for planets that you've colonized (by clicking a population on the Planet management screen)
  • From the Population screen you can set the tax rate for a population and view the state of the colony in real-time
  • Hover over any of the labels and stats on the Population screen to reveal more details
  • If there is another population on the colony you can switch to it by clicking its icon in the top right corner

See also: Planet Management

Planet Management Population.jpg

Civilization stats

How a civilization responds to different environment and colony conditions depends on these attributes.


  • You can view details of a planet's environment from this screen by hovering over the planet's name at the top of the screen
  • A planet's environment should be evaluated before colonizing it, but if after colonizing a planet either the temperature or land/water balance is below your civilization's optimal values, improving either will likely increase the Growth rate


  • Optimal temperature: the closer a planet's temperature is to a civilization's Optimal temperature, the higher the Growth rate will be
  • Construct climate stations to adjust the planet's temperature towards your civilization's Optimal temperature (if there is a second population on the planet their preference isn't considered so adjusting the temperature could instead make the planet less hospitable for them)
  • Growth range: planet's with a temperature far outside a civilization's Growth range are probably not worth colonizing because the population will die while the temperature is outside this range and it will take a lot of work to build enough climate stations to move the planet's temperature enough

Land/water balance

  • Land/water affinity: each civilization prefers either land or water
  • Optimal land/water balance: the closer a planet's land/water balance is to a civilization's Optimal land/water balance, the higher the Growth rate will be
  • Construct hydro adjustment stations to adjust the planet's land/water balance towards your civilization's Optimal land/water balance (if there is a second population on the planet their preference isn't considered so adjusting the land/water balance could instead make the planet less hospitable for them)
  • If a civilization prefers land and a planet is 100% water the population will not survive and vice versa (unless hydro adjustment stations are built)

Max unemployment and labor shortage

See Employment below to see how a colony is affected by its employment status and a civilization's Max unemployment and Max labor shortage attributes.


This colony


Max Population Colony Planet.jpg

  • Population: the real-time size of this population e.g. 150,030 colonists
  • Max population has 2 values: Colony max / Planet max (e.g. 262,855 / 785,690)
    • Colony max: the Population size the colony can currently support for this civilization (population growth automatically stops when this limit is reached, build farms to increase Colony max)
    • Planet max: the total Population size the planet could support for this civilization (Colony max can't be increased beyond the Planet maximum)
  • If there are two populations on a planet each population can reach its Planet max e.g. if Planet max is 500,000 both populations could grow to 500,000 for a total population of 1,000,000


Colony Unemployment Status.jpg

  • Unemployment: if a colony has unemployment that exceeds the civilization's Max unemployment, happiness is negatively affected
  • Labor shortage: if a colony has a labor shortage that exceeds the civilization's Max labor shortage, some infrastructure will stop working
  • A colony will always have some degree of either unemployment or labor shortage but neither is a problem unless it exceeds a civilization's tolerance (for example, in the image above unemployment is at 2% - 3,030 colonists - which isn't a problem while it's below the civilization's Max unemployment of 25%)


  • The Physical strength of a civilization contributes to its effectiveness in combat (x1 is average)
  • For example, 5,000 home guard/troops with x2 physical strength are twice as strong as 5,000 home guard/troops with x1 physical strength

Home guard

Home Guard Colony Status.jpg

  • The home guard is formed automatically to contribute to a colony's defense against invasions
  • Its size is determined by the civilization's Max home guard and the colony's level of happiness
  • For example, in the image above the max home guard is 7,501 (5% of the population of 150,030), but the home guard size is 6,003 because the colony happiness is 80% (6,003 is 80% of 7,501)


  • Troops contribute to a colony's defense against invasions and can be used to invade other colonies
  • Troop stats are only displayed if troops are stationed on a colony and only your civilization can be trained as troops
  • Troops are trained and supported by military bases
  • Construct more military bases to increase Troops training speed and support more troops
  • If more troops are transferred to a colony that can be supported by the colony's military bases troop numbers will decline

Tax rate and income

Colony Tax And Income.png

  • Tax rate determines a colony's income from its population
  • A higher tax rate increases income but decreases happiness
  • A lower tax rate decreases income but has less of a negative effect on happiness
  • Setting a high tax rate can provide your empire with a quick injection of credits - but happiness will fall quickly


Colony Happiness.jpg

  • All organic civilizations are affected by happiness (Syntis aren't affected by happiness or corruption)
  • The image above shows 80% happiness that is increasing at a rate of 0.52 per hour (happiness cannot rise or fall faster than 1% per hour)
  • Happiness increases or decreases depending on the condition of the colony (tax rate, infrastructure, unemployment) and corruption (hover the "i" icon to see a breakdown)
  • Growth rate is affected by happiness (higher happiness leads to a higher growth rate and lower happiness to a lower growth rate)
  • If happiness reaches 100% the civilization's Happiness bonus is applied to the colony's income e.g. +100/h credits becomes +130/h when happiness is 100% (based on a 30% Happiness bonus)
  • If happiness falls to 0% the population will riot and could destroy infrastructure (rioting also prevents the colony producing resources, credits, science or ships if it has a shipyard)
  • Organic populations can construct Entertainment centers to boost happiness (Syntis aren't affected by happiness but can construct Medicinal happiness centers to boost the happiness of an organic population sharing the colony with them)

Growth rate

Colony Growth Rate.jpg

  • Growth rate will increase or decrease depending on suitability of the planet's environment (temperature and land/water balance) and the colony's happiness (growth rate increases with high happiness and decreases with low happiness)
  • A civilization's Growth multiplier also contributes to the growth rate (x1 is average - civilization's with a higher/lower growth multiplier will have faster/slower growth)
  • Negative growth is usually related to the planet's environment being unsuitable, but can also be caused by the population size exceeding Max population for the colony or planet
  • No growth happens if the colony or planet's Max population is reached or happiness falls to 0%

See also