Stellaris

Stellaris

Real pop growth
32 Comments
pro man 28 Jul @ 1:27pm 
can anyone plz update this? i will be so happy ty
☭fidgy #FreePalestine 18 Sep, 2022 @ 5:09pm 
Does this still work?
Runa Raizelle 21 Nov, 2021 @ 4:12am 
i would like to see this get applied to Machine empires too
Armored Waffle 13 Nov, 2021 @ 11:16pm 
Playing 3.1 and this seems to be working as intended.
millerthehunter375 17 Jul, 2021 @ 9:57am 
i think its safe to say that the mod is dead
KagerouMika 2 Jul, 2021 @ 8:51am 
Is this suitable for 3.0?
Hoping that this will save version3.0
Appreciate your work!
stratecal 24 Jun, 2021 @ 11:14am 
@Yagami does this still work with the recent update?
-=Maure=- 16 Apr, 2021 @ 7:05pm 
Does it work with the huge changes to pop growth in 3.0?
Kazeck 5 Apr, 2021 @ 6:55am 
I wonder if this still works, this was honestly my favorite mod in the day.
Naik21 3 Apr, 2021 @ 2:09pm 
can it be reduced from 15% to 7.5% or 5%
Naik21 3 Apr, 2021 @ 2:08pm 
but first I have a question, why is there such a variation in population growth ? 29 of the population is 10% of the population growth, 30 of the population is + 5%, 35 is 20%, I understand everything, but 15% of the growth for every 5 units of the population is too much
Naik21 3 Apr, 2021 @ 12:57pm 
Dear developer of this mod can I give you an idea for a mod ?
TubaDawg 2 Apr, 2020 @ 10:23am 
Guy's don't worry, this mod still works in pop growth, although if u add another mod with more pop growth, will sure be overload with not enough house.
The Francesco 22 Mar, 2020 @ 4:02am 
pls update
AimAce 20 Mar, 2020 @ 7:37pm 
Are u planning on updating this?
Dunestyler 4 Oct, 2019 @ 3:38am 
problem (same as with the exponential pop growth mod) is: at a certain level of population, the growth speed just exceeds the possible actual growth, which means, that you might have 200 growth per month, but can still only get 1 pop per month, which, quite honestly, is shit.
SoulTechnology 9 Sep, 2019 @ 4:48pm 
does this affect (or more accuratly, not) robots? do to me and friends all equally sucking and robots bieng the easiest for our skill level this would be a kinda native balance if so?
Kazeck 4 Sep, 2019 @ 7:28am 
Just wanted to pop back in, and say thank you for this mod, it's honestly my favorite utility/general mod, I may love alphamod, and I enjoy all sorts of other additions, but this one is a key piece of any stellaris game I play.
UnsSternum 2 Aug, 2019 @ 5:06am 
Why robots it's not concern by this mod ?
Shadow-Fox 14 Jun, 2019 @ 10:49am 
Yes... Ravielsk...
Ravielsk 7 Jun, 2019 @ 5:52am 
Is this compatible with 2.3?
Cheezman 18 May, 2019 @ 7:19pm 
I too ran into the pop growth outrunning my ability to provide them jobs and housing. Bit of a surreal feeling, that...
Also managed to get the rate up so high, I was making over a pop a month... Won't lie, kinda feel like, for balance reasons, having the modifier cap out at like 300% might be good.
Won't lie though, love the mod, means I can actually fill up planets in under an eon...
自由 9 May, 2019 @ 10:14am 
@Yagami, Hi, I've made a chinese localisation, wonder how to send it to you.
Kazeck 20 Mar, 2019 @ 9:59am 
By the way, as noted, this mod achieves its objective, the number of colonies will hardly increase overall growth, maybe slightly if you have expansionism due to gaining outright pops (The free one per colony) and slightly again if you have alot of percentage growth modifiers on a specific colony, but overall your growth will be based on your traits, policies etc, and raw number of pops, it makes population management much more indepth and rewards tall play.
Note the modifier is disabled by population curtailment, so you can control growth still.
Kazeck 20 Mar, 2019 @ 12:22am 
Yeah, having tested it I like this mod, traits like rabid breeders still matter, and are very useful, but it also makes population growth much more reliable for everyone. It especially makes densely populated worlds viable immigration hubs spurring colonization.
Edit: Also I've experienced genuine overpopulation for the first time thanks to this mod, since once my pop reached a threshold the growth was truly significant without being ridiculous/cheaty, ultimately it was purely demographics, I had 90-100 pops stacked on a single terran planet, and had a variety of policies to increase growth+Xenophobic bonus, I ended up with 1 pop per 4 months, and had to curtail growth lest I run out of housing and end up with vast crime and unemployment issues.

I highly recommend this mod plus alphamod since it makes population management more necessary and rewarding.
Yagami  [author] 19 Mar, 2019 @ 1:31pm 
Neither, its mean 100 pop growth 1 pop in 1 year without any other modifier.
Cres 19 Mar, 2019 @ 9:31am 
is that +1% or 1% of the original value in basegame?
Kazeck 17 Mar, 2019 @ 6:39pm 
Ah, when I read 1% annual growth I didn't realize it scaled, I was looking through mods for something which does this, I'll be giving it a spin tomorrow, thank you Yagami-san.
Yagami  [author] 17 Mar, 2019 @ 6:36pm 
That is pretty much what this mod does already, if i understand you corretly.
Kazeck 17 Mar, 2019 @ 8:01am 
Have you considered making it 'realistic' in that the total number of pops of a given type increase speed of growth? Ultimately it's much easier to obtain one 'unit' i.e let's say 50m population when you already have 1B/20 units of pop than it is when you only have 2-3. Colonies should focus on immigration with homeworlds providing the bulk of population growth ideally.
Yagami  [author] 13 Mar, 2019 @ 8:22am 
The calculating linear with the pop count in the galaxy. I tested one of my save over 30k pop but i dont felt any difference with or without the mod.
Karchedon 12 Mar, 2019 @ 11:10am 
how about lag in late game?