Stellaris

Stellaris

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Realistic Species Growth
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21 Aug, 2020 @ 8:11am
7 May @ 6:10am
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Realistic Species Growth

Description
Check also:
3.14 Compatible
Intro
Have you ever noticed how your main species quickly becomes a minority as soon as you allow some xenos into your empire?
This happens because Stellaris boosts growth of "under-represented" (minority) species in you empire in order to make your population more "diverse".
This basically means that if you are playing Xenophile/Egalitarian empire your main species will pretty soon have just several percents of total population.

Implementation
This mod is intended to fix this.
This is not an accurate demographics model - however, I tried to make it look like one.
It is based on Pdx forums Baro user original defines as well as older mod Realistic Demographics - Proportional Pop Growth. I have also tuned the defines myself based on the user feedback.

The result of it will be that MINORITY species should not outgrow MAJORITY species in your empire.
Actually, every planet now, after some time, is supposed to have a single majority species as well as some minorities.
Migration and growth traits should also be accounted here.

The species that you choose to colonize the planet will likely dominate it forever. So choose wisely.

Habitability
This mod enables growth of species on all planets, regardless of their habitability.
It was the only way to implement this mod and, well, it basically makes sense.
Because if we build a colony on Mars, humans will still be born there, right?
But it doesn't mean this is the most effective strategy economy-wise.

This basically applies only to minorities, as all minorities will grow regardless of habitability.
The planet majority species is expected to stay the same forever, so as long as it has the right habitability for a planet, economy will be fine.
To initially setup the majority species for this planet, make right choice for your colonization ship - because whoever colonizes the planet will likely dominate it forever.


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132 Comments
danielthelaw  [author] 7 May @ 6:11am 
Hmm. I'll revert it for 3.14 for a while so people can use it on old saves.
It probably won't break 4.0 but still best to disable it on 4.0.
Tom Walsh 7 May @ 4:59am 
wait did you disable the functionality for 3.14?
Watchman 5 May @ 3:44pm 
Yeah, I suppose now vanilla is somewhat following the idea of this mod
danielthelaw  [author] 5 May @ 7:31am 
Since Paradox added separate growth of different species, I have disabled the mod functionality for now.
So it does nothing now but I leave this mod as placeholder in case I would like to tweak something in the future.
DocHolliday 9 Apr @ 7:48am 
awesome, thank you!
danielthelaw  [author] 9 Apr @ 3:43am 
Yes it will
DocHolliday 8 Apr @ 12:47pm 
Will it at least work on planets colonized after installing do you think?
danielthelaw  [author] 8 Apr @ 11:57am 
yes but it won't work that well
DocHolliday 7 Apr @ 2:00pm 
Can i install this mid playthrough?
danielthelaw  [author] 22 Nov, 2024 @ 1:36am 
>So the trait is somewhat useless now
If it's your main species and you colonize planets with it, planet should grow main species so it still gets growing bonus from trait. Idea is so that immigrants don't get too much priority.