I wouldn't say growth is near non-existent even at high civilization levels, since all your zones will consistently be growing at speeds varying with fertility; say rather that managing that growth, ensuring that the extra population per turn ends up doing what you want is the challenge.
I got a city of 109.000.
Civilisation Level 17
Growth is 500/turn. That only covers my recruitment.
Most cities will be loosing population, if you try to recruit 500.
As they should.
I think I see where our disconnect arises. I see 500 growth/turn from a population of 109000 and think, "my, that's high growth", based on the idea that the game tries to do a good simulation of population growth, and you think, "my, that's low growth" for some reason best know to you. Possibly because the default starting value for recruitment in the capital is 500? Possibly for some other reason - you tell me.
The reason for my thinking is this. In-game turns are 2 Earth months each. 500 growth/turn is 3000 growth/year. For a population of 109000, that is a 2.8% population growth rate. That's HUGE - population doubles every 25 years - but certainly within the historically possible.
For comparison with current Earth conditions, that would put it in the company of the most terrible places to live.
Countries that are utter failures of governance, where people live short and desperate lives and effectively have only their family, possibly extended family, as social security net, are the ones that see native growth rates that high. (Here discounting countries that have high growth through immigration since you were talking native population growth.)
Yet you are getting it in a highly civilized future society that while it falls short of the utopian civilization once present on that planet is undoubtedly better than that of these countries in the present. (If nothing else, yours will probably have near-full employment and high QOL in most or all categories) If anything, the growth rate in-game may be a bit too high - but concessions must be made to playability and game balancing.
Since the game started out doing a detailed planet creation, I expected as much attention had been paid to population management and showing the devastating impact prolonged warfare has on population figures, making the player husband his manpower and have to make serious tradeoffs between employing people in the military and as workers, and I was pleased that that's exactly what I got.
Which is why when starting the game I happily set the target of recruiting 5000 per turn to rapidly build the manpower to be able to overwhelm one or two minors or one adjacent major in extremely short order, though in practice it is usually 1800 to 2000 people attracted to the military per turn unless there are huge numbers of free folk present, I just set it high enough to take anybody who wants to join - but later set the recruitment target in each zone to either zero or a trickle of a few hundred, when not urgently needing to build more manpower, where I issue new mass recruitment orders for the duration.
500 per turn? That's a recruitment target that holds no meaning at all to be something to aspire to - it is merely the starting default to ensure you get some manpower to play with even if you don't issue orders to your local governor.
< Message edited by Pi2repsilon -- 7/9/2020 6:49:20 PM >