Stellaris

Stellaris

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No empire-wide pop scaling
   
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16 Apr, 2021 @ 5:00pm
20 Apr, 2021 @ 5:36am
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No empire-wide pop scaling

Description
For v3.0.2.
*NOTE: Since v3.0.3, the devs made this scaling a property set at game start. Therefore this mod has no effect in later versions and will not be updated. It is also unlisted in the Steam workshop.

This removes empire-wide pop growth/assembly scaling so that all pops always requires 100 growth to create.
10 Comments
Jacques Cartier 14 Jun, 2021 @ 7:47pm 
Thanks for explaining, I didn't notice that this mod is now for an older version.
charon  [author] 14 Jun, 2021 @ 6:11pm 
In v3.0.3, the definitions set by this mod were removed from the definition files, and the devs added an option at the start of a new game instead. Therefore, this mod does not work correctly in v3.0.3. As far as I know, it can't be modded in because set per-game, at the start.
Jacques Cartier 12 Jun, 2021 @ 12:53pm 
This mod is no longer working for me after being tested with no other mods.
charon  [author] 17 Apr, 2021 @ 11:23am 
@p0xus @ahnkra Thanks for the feedback. I am still trying out different values now, and I may make small changes here but also for a separate larger mod. Base growth was already at 3, and probably it does need to be lowered along with other changes.
p0xus 17 Apr, 2021 @ 11:10am 
Not sure what you mean by "since none of the vanilla planets/structures can reach 500."

But I can say for 100% certainty that the "MAX_CARRYING_CAPACITY", which is set to 500 by default, is the "High Pops" modifier after you reach 500 pops. I changed it and the modifier went away.
ahnkra 17 Apr, 2021 @ 10:02am 
so just some feed back, after installing and starting a new game, i discovered population growth to be something out of hand (single planet growth rate was a staggering 12.8) mind you i have mods that add alot to the percentage growth but not that much... read somewhere else that the new game patch also increase base growth from 1 to 3 on planets, can you reset that to one with this mod? In my test I had 58 pops on my homeworld by year 10
charon  [author] 17 Apr, 2021 @ 9:52am 
I'm not sure MAX_CARRYING_CAPACITY has any direct effect on "high pops" modifier, since none of the vanilla planets/structures can reach 500.
charon  [author] 17 Apr, 2021 @ 6:57am 
This affects only empire-wide pop cost scaling. No change to planetary capacity right now. In a separate mod, I plan on making more changes after some testing.
p0xus 16 Apr, 2021 @ 10:08pm 
Can you add a "MAX_CARRYING_CAPACITY" override in your mod as well? This is the 500 pop cap that introduces the "High Pops" negative modifier to base growth. (-2.9 of the 3)
ahnkra 16 Apr, 2021 @ 9:21pm 
Im looking for one that removes it all! put things back the way they were. Worked just fine for me.