Stellaris

Stellaris

[OBSOLETE] Starvation - Rationing & Death [2.2]
121 Comments
Natesos 2 Jun, 2021 @ 3:44pm 
Coocoodas thats the point for civilizations to die out cause they dont have enough food what difficulty are you playing on?
Entropy 11 May, 2021 @ 2:07am 
just to make sure anyone coming back to this and reading the comments knows, this was in the original release of the game itself, this wasn't a mod. I miss blockading a planet and creating chaos simply because they didn't plan ahead on their small asteroid.
Realism brings games to life.
明明灭灭 10 Dec, 2019 @ 8:05am 
Some AI perished inexplicably, while some empires with large territories had few people
Coocoodas 23 Nov, 2019 @ 1:06am 
Not recommended, with all due respect to the author's efforts and understanding that this mod might have worked at its conception earlier. As Bruorton below me has said AI is unable to handle this change. I installed this mod hoping it will prevent AIs from a self-imposed stagnation but after several campaigns have discovered that this mod induces stagnation to some AI. POPs dying off causes chain collapse of AI economies and you will see some AI nations regressing back to fewer than 10 pops after 50 years into game without any wars at all.
Bruorton 19 Nov, 2019 @ 8:35am 
Playing in 2.5, this seems too dire for the AI to handle. A bunch of AI empires crashed and died out because they always fill specialist/ruler jobs first and don't disable buildings etc, so once they run out of food their farmers die out and aren't replaced so the starvation only gets worse.

It's a good idea, and probably worked well pre-2.2, but seems like it would require serious revision to get it working properly now.
Hexagoros 17 Oct, 2019 @ 12:03pm 
Does this still work?
SomeGoodSWEDE 27 Sep, 2019 @ 4:11am 
I also wonder as the one below me if this mod works without problems on 2.3.3 ?


It would also be fun to see the status: "Toaster: Playing: I am Bread"
:)
GoblinCookie 29 Jun, 2019 @ 12:50pm 
I think you should also destroy city districts when pops starve, because that frees up districts for the AI to make use of the farming districts on it's planet. The AI does not currently destroy districts to build farms when it is starving, perhaps that would help?
IronRooster 6 Jun, 2019 @ 8:30pm 
@Toaster: question, is your mod currently working for 2.3?
FebHare 2 Jun, 2019 @ 11:07pm 
Thank you!
Toaster  [author] 2 Jun, 2019 @ 12:47am 
Done
Toaster  [author] 31 May, 2019 @ 2:08pm 
Aha! Good catch, I'll fix this tomorrow.
Shidan 30 May, 2019 @ 9:02pm 
Indeed, been seeing primitives die out constantly across multiple games thanks to being out of food. It seems they vanish based on strata first, so the poor die out before the rich. Which while it make sense, it further cripples their ability to make food, since only the poor do and they never grow more pops.

So a primitive empire exclusion would be great honestly, otherwise the galaxy becomes extremely devoid of them fairly quickly.
FebHare 17 May, 2019 @ 9:52pm 
Hello, I use this mod a few months, I find primitive countries tend to fade out.
Primitive countries don't have food stock. If their food income are less than 0, the starvation event will be triggered. I figure primitives won't have less-than-0 income if I don't use any other mod, but other mods might create starved primitives, with lower habitability or food produce.

Would you like to consider, to exclude primitives on starvation events?
After all, primitives POPs won't grow or get starvation modifier. It is fine they won't be starved also, I think.

Thank you for advance.
Everstill 20 Mar, 2019 @ 5:32pm 
Hey, I wanted to give one feedback about your mod. The 'Food Deficit' completely prevent pop growth, as it should be, but one problem is:

When you run out of food for one month, you lose all your growing pops and they all start at the same time at 0 when you get food again.

So I propose to change the growth reduction to 99% (or 99.9%) so the growth stagnates but you don't lose all the progress just because you forgot to buy Food in the market.

Thanks for your work!
Everstill 16 Feb, 2019 @ 11:40am 
Man, that sure is a bad way to program the thing to make sure no one use it...

All the other things in this mod is working correctly, right? Outside of not using the declining mechanic.
Toaster  [author] 16 Feb, 2019 @ 9:02am 
Nope, the declining mechanic is hardcoded to work on purge citizenship or when a species is overrepresented massively compared to its pop growth (which I've never actually seen happen anyway). There's no way to trigger it without setting purge citizenship which stops pops from working.
Everstill 15 Feb, 2019 @ 4:59am 
Hey, did you find a way to use the Declining mechanic?

Can you use some workaround mechanic? Like creating an "starving" job of the purge type on every planet when you are on negative food and removing the Job when the starvation stop.
키으기 21 Jan, 2019 @ 7:05am 
Thank you I'll use it well
Vaeringjar 12 Jan, 2019 @ 4:05am 
do you really need to overwritte the whole "09_static_modifiers_deficit" file? could you try seeing if using "!custom_file" just with this one modifier would work?
baronjutter 10 Jan, 2019 @ 8:36am 
Great idea for a mod, I've been really digging into the AI lately and observing why so many AI economy's crash and never recover and this it he big reason. -500 food a month and pops still growing because starvation is only -50% growth!? What was paradox thinking?!
Toaster  [author] 30 Dec, 2018 @ 3:10am 
All fine!
Grzegorz Brzęczyszczykiewicz 29 Dec, 2018 @ 11:30pm 
Is this (and incidentally most of your mods now updated for 2.2) savegame compatible?
Toaster  [author] 29 Dec, 2018 @ 11:45am 
Er, no, sorry. It's a lot of faff.
Archemyre 29 Dec, 2018 @ 9:04am 
Awesome, this is one of my must have immersion mods.
Pode 29 Dec, 2018 @ 6:41am 
Glad to hear it, will make updating Primitive Players much easier if I don't have to worry about runaway pop growth while primitive. Thank you.
Toaster  [author] 29 Dec, 2018 @ 4:06am 
Updated.
Toaster  [author] 28 Dec, 2018 @ 4:17pm 
Working on it. Annoyingly, it doesn't look like you can trigger the decline behaviour in 2.2 through script: it's hard-coded to be for either purged species, or for species that are dramatically outgrown by others. I can kill pops via script like it currently does, but it's a bit annoying I don't get to use the new 'Decline' thing specifically intended for stuff like this.
Depraved Arachnophile 14 Dec, 2018 @ 7:26pm 
Assuming this mod is still required for starvation to exist, will this mod be updated to 2.2?
Vaeringjar 13 Dec, 2018 @ 1:46am 
in 2.2 AI pops keep growing even if they have no food at all, so this mod would be quite useful
SteelCrow 8 Dec, 2018 @ 11:14am 
Yo, PDX added in a 'Strict Rationing' Food Policy in 2.2 expansion, but it isn't as extreme as this one. I am unsure whether starvation kills off Pops in the expansion, so this mod may still have some use. Just something to consider.
Dustreaper 17 Jul, 2018 @ 11:41am 
So i got the ai that spawned through a event where you find something on sensors ignore it and bam they have a colony.The problem is they starved to death so i reloaded save and traded them food +2 a month (they only have 1 pop)But food rationing is still on.https://steamuserimages-a.akamaihd.net/ugc/3754198277730770609/177A2480C01FE1B3178F20A4FEB73F7231C0FA10/ Here's a screenshot and because it's a event trigged empire i cannopt seem to find a way to play as them.
El Broken Pipe 8 Jul, 2018 @ 9:54pm 
Do you know how often the AI utilizes this?
Toaster  [author] 27 Jun, 2018 @ 3:04pm 
This mod focuses on galactic starvation because food is global. If you want a change to the food mechanics, that is outside the scope of this mod.

Complaining that you can't purge as an egalitarian xenophile seems like wanting to have your cake and eat it, frankyl.
Entropy 26 Jun, 2018 @ 7:29pm 
Ok, "why does this.... mod focus on galactic starvation while food is not traded visibly as the trade ship mods do?"

And "i would like a starvation mod that focuses on classic stellaria where people died on the planet lacking food, so i can purposefully starve a population and replace them with machines instead of spending hours switching ethos to xenophobe just to purge"

I wouldn't need to hope if they allowed people to use the beta menu to switch the version back to when starvation was individual planets.
Toaster  [author] 26 Jun, 2018 @ 8:54am 
"Why can't this"? Did you mean to write "I would like a mod that..." instead?
Entropy 25 Jun, 2018 @ 9:32pm 
Why can't this mod be more focused on returning the death of populations on the planet that doesn't produce enough food itself. Then this mod would fit in super nicely with import/export mods that bring resources like food or export.
MidnightCoffee 21 Jun, 2018 @ 5:16pm 
2.0+ compatible?
Toaster  [author] 2 Jun, 2018 @ 3:28am 
This doesn't use any elses, but thanks for pointing it out!
The Erubian Warlord 1 Jun, 2018 @ 5:05am 
niven compatible?
TechSY730 31 May, 2018 @ 5:30pm 
Just to make sure you know about this when looking at 2.1 compatibility. There was a breaking scripting change in 2.1 the developers didn't do a good job letting modders about.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202

Your scripts may be doing the wrong thing silently if you need to update them and don't.
Kraft 28 May, 2018 @ 5:51am 
Is this savegame compatible?
AL|EN 17 May, 2018 @ 6:20pm 
@Toaster Thanks for this mod!

My Stellaris main game language isn't English and because you mod archive has only <xxx>_l_english.yml file, all strings are displayed as '<code>_<name>_<something>'
Players who use non-English language would be very happy to see proper texts displayed in English at least.

Could you please fix this problem?

You can do it by: copy <xxx>_l_english.yml into <xxx>_l_polish.yml AND replace 'l_english:' to 'l_polish:' inside <xxx>_l_polish.yml.

Then repeat this for every non-English language.

Maybe you could create script to automate this proces to not forget adding missing translation files when you will update main <xxx>_l_english.yml files?
Uberknight72 23 Apr, 2018 @ 7:52pm 
Will this kill off the last remaining Pop on a planet if the empire experiences starvation? I've had this mod before and have found that establishing Vassals without immediately setting up a food trade immediately kills off the planet shortly after establishing the Vassal. Has this been changed/fixed?
[HSC] Aven 16 Apr, 2018 @ 2:47pm 
Playing in French, I have edict_starvation instead of the proper strings, can you put the english message where the proper translation is missing ? Thanks
falhxer 13 Apr, 2018 @ 8:40am 
i finally see my custom authoritharian empires starve its pops to death, 11/7 would watch it again, huehuhue.
Emrule 13 Apr, 2018 @ 7:57am 
have it so the more your starving by, the more likely you are to have pops die.
Pode 28 Mar, 2018 @ 5:47pm 
Beta changes mean the AI won't self inflict a food death spiral. If an AI loses its food worlds, it might very well ignore the situation and happily accept the mineral and energy penalties of starving forever rather than build farms.
Liseq 28 Mar, 2018 @ 4:08pm 
Do this mod is still necessary after recent changes in 2.0.2 beta?
Gerishnakov 25 Mar, 2018 @ 1:42pm 
@Entropy you can't starve individual planets in your empire because of empire-wide food.