Stellaris

Stellaris

Realistic Species Growth
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.
Watchman 21 Nov, 2024 @ 1:40pm 
Btw mod works really well now. Still loves lithoids, but homespecies are definitely a priority
Watchman 21 Nov, 2024 @ 5:16am 
Oh. So the trait is somewhat useless now? Welp, whatever
danielthelaw  [author] 21 Nov, 2024 @ 2:08am 
Nomadic trait should not be used when choosing new pop, but the immigration push (growth bonus) works as intended
Watchman 20 Nov, 2024 @ 8:59am 
Noticed something in defines file.... Is immigration effects basically not working at all with this mod?
danielthelaw  [author] 21 Aug, 2024 @ 5:04am 
I updated the mod once again.
It still wasn't solving the problem of species with mass habitability bonuses like Lithoids.
As soon as you get them they soon start growing everywhere.

So what I did is I made the growing pop selection more random, as the only way to counter Lithoid spam. So game likely disregards the number of current pops on the planet when choosing new growing pop, but it still takes into account their habitability. Species with low habitability are very unlikely to grow on the world.

What is also very important is that species still are 100% guaranteed to grow on their homeworld, and founder species is still 100% guaranteed to be assembled.

I also removed the 10% penalty from force growing of needed species.
Anakin1773 26 Feb, 2024 @ 1:45pm 
You're welcome.
danielthelaw  [author] 26 Feb, 2024 @ 12:50pm 
@Anakin177
makes sense! thanks
Anakin1773 26 Feb, 2024 @ 10:15am 
@danielthelaw

Notice: This mod works perfectly fine in 3.10, however you should update the .mod and descriptor's supported version to "3.*.*" to avoid outdated mod warnings. Just a recommendation though, love the mod, wish you a good day.
Manu 4 Nov, 2023 @ 5:01am 
hmm yeah should not have removed this mod from my list lol.I thaught they may have fixed it butt they haven't
danielthelaw  [author] 19 Aug, 2023 @ 1:59am 
If you are colonizing new planets, it doesn't matter. For old planets, it will be affected by whoever lives there already.
Overall minorities still will grow even if with lower habitability. Mod just tries to keep the majority species the same. Anyway it's not worth to start a new game just to use this mod.
Slimane 18 Aug, 2023 @ 2:02pm 
Does this need a new game to work? I just tried in my current playthrough and minority species are still growing on all my planets, even on planets where they have less adaptability than my founder species...

I'm so tired of having to play as a xenophobe every game to avoid this idiotic game design.
danielthelaw  [author] 3 Jul, 2023 @ 5:55am 
Based on first 100 years ingame as rogue servitor with several organic species, I like how the mod is working right now. Will see if it changes by the end-game
danielthelaw  [author] 29 Jun, 2023 @ 1:49am 
0.1 was triggering a well known bug when a species is chosen to grow, next month it was disabled (grey) and no pop was growing, then the very same species was chosen again, and next month it is disabled again.
This happens when there is not enough random selection.
I set 1 which is lower then 10, we'll see how it works.
Watchman 28 Jun, 2023 @ 3:28pm 
Will also check defines myself, I understand that stuff a bit

Still, thanks a lot!
danielthelaw  [author] 28 Jun, 2023 @ 2:00am 
Changed NEW_POP_SPECIES_RANDOMNESS from 10 to 0.1
this should improve the selection
If it doesn't, I'll provide alternate defines to you for further testing
danielthelaw  [author] 27 Jun, 2023 @ 10:46pm 
I could send you alternate defines for playtesting, if you want. You will then have to put them in your own "patch" file so I don't update this mod until I'm sure in it.
Watchman 27 Jun, 2023 @ 3:06pm 
Can confirm first one btw

My ideal vision is basically most of sci-fi works of fiction - government has 50% of their demographics being original species, maybe 70 in some cases

And whoever is on colonising ship should be 70% of the planet population. IF that kind of tweak was possible, it would be amazing, cause now I still have to use growth policy to make my original species grow somewhere apart from main planet(
danielthelaw  [author] 27 Jun, 2023 @ 7:53am 
I don't really have ideas on how to tweak the mod from here.
We don't know the internal algorithm, and playtesting takes a lot of time and is often inconclusive, i.e. it works in some playthroughs and doesn't in other.

The mod more or less works for me.
In my current game I've got 131 founder species out of 289 total pops which I consider ok.

At this point I'm pretty sure that at least two things always work as intended -
1)original species grows on their homeplanet
2)bio-ascended empires will assemble only founder species pops.

So, the mod is still able to improve at least something. You can tweak the defines yourself and see how the pops are growing in your game after this.
Watchman 15 Jun, 2023 @ 8:54am 
I dunno... On paper, mod works exactly as I want to. In reality, no matter what species are dominating on planet, or who is set as species colonizing the planet, game seems to literally randomly choose species that will be created next month, and it is never my original ones
danielthelaw  [author] 2 Jun, 2023 @ 10:32am 
It's updated to 3.8
danielthelaw  [author] 13 May, 2023 @ 2:40am 
updated
MeapeeNation 12 May, 2023 @ 9:12pm 
Update?
Maionese 16 Feb, 2023 @ 11:39am 
I really love this mod, I been using it for such a long time, and I must say, it became a must on all of my playlist.
danielthelaw  [author] 5 Jan, 2023 @ 4:27am 
@Watchman so it works, then. Robots are growing separately :)
Watchman 4 Jan, 2023 @ 2:15pm 
@danielthelaw
It probably works (hard to tell 100% because it is not something easily defined), I think the reason why my main species are around 40-50% on planets are because of my robots that are constantly created
danielthelaw  [author] 4 Jan, 2023 @ 7:44am 
@Watchman it's OK to grow some minority. What is important that your main species will stay at those 70% over time.
Watchman 4 Jan, 2023 @ 5:58am 
I understand that the mod is not an ideal cure, but I still have issues where more than 60-70 perrcent of population on the planet is my main species, yet game still decides to produce others
danielthelaw  [author] 29 Nov, 2022 @ 9:59am 
Updated to 3.6 with harsher settings. So, less random species now.
danielthelaw  [author] 6 Nov, 2022 @ 7:14am 
Based on my 70 years into the game with ~15 planets, mod works as intended.
This includes the pop assembly and Lithoid growth which has been an issue in earlier version.
Currently everything works really nice.
danielthelaw  [author] 25 Oct, 2022 @ 10:05am 
I'm at home now. Don't have time to test a mod, but decided to play a game and update my old mod to 3.5.
Fixed intending and added new defines. The idea is that only founder species will be assembled automatically.

NEW_POP_ASSEMBLY_TRAIT_MULT = 2 # Extra weight per trait point for assembled pops
NEW_POP_ASSEMBLY_FOUNDER_SPECIES_MULT = 20 # Extra weight for a country assembling its own species if it can

If this doesn't work, tell me.
Watchman 26 Jun, 2022 @ 3:28am 
@whathead07
I dunno, they are already indented for me? Would be awesome if you release the mod separately, or explain it again, for dummies
danielthelaw  [author] 26 Jun, 2022 @ 3:18am 
@whathead07 you are free to release a fixed version on steam. I am off from modding as I am fighting in the Ukrainian Army now.
whathead07 16 Jun, 2022 @ 12:16pm 
@Watchman go to the file "C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\2204474173\common\defines\realistic_species_growth_defines.txt" if you're on windows and open it, once you open it you should see the function the mod uses to define the pop growth. Change lines 3 to 12 to be indented more than lines 1, 2 and 13. That's what fixed it for me, hopefully it'll fix it for you as well.
Watchman 15 Jun, 2022 @ 6:38am 
@whathead07
Can you help me "fix" this mod somehow? It is awesome, but sadly outdated
whathead07 22 May, 2022 @ 8:05am 
Alright, I think I found a fix for the problem a lot of us have been having. I looked inside the mod's files and found that some lines of code weren't properly indented, which screwed up how Stellaris reads it. I edited the file to fix that and the mod started working for me again.
Watchman 20 May, 2022 @ 10:22am 
Damn, wish someone will update it
baronjutter 14 May, 2022 @ 4:27pm 
Really need an update on this one. I forgot how insane the vanilla growth system is. My 80 pop human empire took in 2 refugees. That new alien species is now the only thing growing on all my planets. They went from a couple percent to almost 20% of my population with decades. What was paradox thinking?
Major Morgz 27 Dec, 2021 @ 11:58pm 
Nope
Watchman 4 Dec, 2021 @ 6:34am 
Is this mod working now?
Reefer Rick 31 Oct, 2021 @ 7:22am 
Would it be possible to apply this mod to adjust the population growth? I would love to continue one of my previous games where i used other population growth mods that seem to have all been abandoned