Stellaris

Stellaris

Not enough ratings
Population Growth Adjustments
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
256.716 KB
12 Apr, 2024 @ 10:35am
12 Apr, 2024 @ 10:49am
2 Change Notes ( view )

Subscribe to download
Population Growth Adjustments

Description
This does a couple of things:

- Reduces Growth Required Scaling to 0 by default (new pop should always cost 100 growth)
- Increases Logistic Growth Ceiling to 100x (and makes 100x the default value)
- It works on existing saves!

This should allow for a vanilla-ish amount of population growth, but with no scaling population cost and, more importantly, NO MAXIMUM GROWTH PRODUCTION CAP, compared to the vanilla population growth chart[stellaris.paradoxwikis.com]

What this means is you won't see the maximum growth per month limited to 4.5 by default (or 6 using the maximum vanilla slider settings).

If you want increased population growth, check my other mods:
- Population Growth Adjustments - Boosted
- Population Growth Adjustments - Extreme
11 Comments
Johnny Cocas  [author] 10 May @ 4:45am 
The good news is, the mod seems to still be working with the new game update.

The "new game" settings are being properly set by this mod, and the population growth seems to be stable month after month, meaning there is (apparently) not an increase in pop cost.

However, I'm not sure what they changed, or if the pop formula was changed in a way that requires fixing the mod considering the way population is handled now (i.e. 100 pop being generated per month vs 1 pop per cycle), I'll dig into it a bit.

Regarding the rogue servitors/mechanical pop, there's not much I can do to change how pop cap works if the game considers both pop types to count for the same pop ceiling, I'm not changing the code to make it two separate ceilings in this mod.
Учитель Физики 10 May @ 1:11am 
update?
Kanzlerjäger 27 Dec, 2024 @ 3:06am 
Tried adding this mid-save in Stellaris' newest patch and it didnt work, the required growth for a new pop is still above the base 100.
Johnny Cocas  [author] 9 Dec, 2024 @ 2:41am 
@Logos With how this mod works, the short answer is "no". All this mod does is essentially remove the pop cost scaling, and boost the growth values.

All population types SHOULD receive the same boosts, as the values changed are the ones on the settings menu when creating a new save, unless the devs changed it again in a later update. I do know some mech vs organic pop mechanics are different, but I recall some of the growth mechanics being merged at some point, maybe they were separated again so growth now acts much more differently for each... I'll have to take a look into it.

Sadly, at the time this mod was created, there is nothing I can do (by only changing variables) to fix the pop cap being shared by all pop types in each planet, as the formula to calculate growth is tied to the size of the planet, all I can do is change how fast the population grows or not.

I'll try to come back with some news on this as soon as possible
Logos 29 Nov, 2024 @ 1:43pm 
(1/2)
This mod works great, in most cases. In one, it doesn't seem to quite work... not as intended, but it leaves another feature harder to use in an unintuitive way.

With rogue servitors you have two races with widely different castes, and ideally want both growing. Normally, this just works, with bio-trophies growing at 50% the rate of an ordinary organic species, but not competing with mechanical pop growth. With this mod, both mechanical pops and bio-trophy pops count towards the same total, which is then applied as a penalty to both of their growth, with a net result that bio-trophies have very little to no growth.

This isn't immediately obvious unless you spend some time watching the pops window, but it's pretty noticeable when you hit 2240 and still only have your starting population of bio-trophies, not having gained a single organic pop.
Logos 29 Nov, 2024 @ 1:43pm 
(2/2)
In the majority of cases, this is good behavior. If you're both assembling and growing pops outside of a Rogue Servitor empire, chances are both do the same thing, and it's intended for growth to slow when there's a bunch of pops. And if you're hyperspecializing pops enough that it does matter, it's not too hard and arguably more optimal to specialize planets to those tasks and sort pops that way.

In the case of Rogue Servitors, while having a planet specialized to making bio-trophies with minimal robotic presence could work to get around this, doing so is deeply unintuitive because doing so goes against the fantasy of the rogue servitor.

So I ask. Would it be possible to, for specifically rogue servitors, track mechanical and biological population separately, and apply pop growth/assembly reduction to that category according to the number of pops in that category?
Johnny Cocas  [author] 23 Aug, 2024 @ 5:56pm 
@RenMax_Fake With this mod the population growth penalties from existing population are mostly removed, so the growth is more exponential at first, you'll be able to reach the maximum population on a planet considerably faster.
RenMax_Fake 23 Aug, 2024 @ 4:46pm 
Is it just me, or is population growth with this mod way more than vanilla? I went from 28 pops to 60 with no colony ships and in not very much time.
blazeknave 20 Apr, 2024 @ 5:29pm 
Thank you!
Johnny Cocas  [author] 17 Apr, 2024 @ 1:53am 
@blazeknave It *also* sets the values in the initial options screen, but it does work mid-save, this mod's thumbnail was taken on an existing save to test just that :D

I'll add a comment on the description notifying this works on existing saves as well!