Stellaris

Stellaris

Flat empire pop growth
80 Comments
Johnny Cocas 12 Apr, 2024 @ 11:17am 
I created a new series of mods to kind of replicate this mod. Not exactly the same because the game works on a very different formula now, but it's improved!

Population Growth Adjustments
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3220336654
Harry 25 Jan, 2024 @ 12:53pm 
Dam sucks that this isnt getting any updates
Homuraaa 26 Aug, 2021 @ 3:31pm 
Please fix this, me and my friend put 10 hours into a galactic campaign and we own big empires but literally crash the economy now because simply nothing grows anymore, I have so many more planets. Made them all Gaia worlds, trying to play as pure as possible and its just dumb to see that I cant play the game the way I want. That certain things are necessary now because of this and your mod seems to fix it, please update :c
Arrax 21 Aug, 2021 @ 2:29pm 
is this the old pop growth system pre nemesis?
SakuraleafA 27 Jul, 2021 @ 8:22am 
sliders cant remove empire pop modifier, so we still need it
BMW Oracle 1 Jul, 2021 @ 12:32am 
I have completely lost track of what version of the game we're in, since I stopped playing for quite some time, but I think the mod needs to be updated. Please do, it's an awesome mod. Thanks! :)
richardson1701 5 Jun, 2021 @ 3:04am 
The sliders... aren't really as good as expected. Instead, Paradox made it so that each pop adds more to how much you need to grow per pop, and that pool is shared across all planets. So, we need something to seperate the planets out.
Daniellm 3 Jun, 2021 @ 9:51am 
you guys do realise there's sliders for this nnow, he doesn't need to update it

you guys just need to change the sliders in-game lol
[MEAT] MeatBoy 30 May, 2021 @ 7:30pm 
for some reasom it isnt working anymore i dont know why. your mod is a must have please fix
The_Penis_Genius 30 May, 2021 @ 6:17pm 
please update bro, your mod is a necessity
Exocomp 23 May, 2021 @ 9:01am 
no it does not. it needs to be updated
master zero 22 May, 2021 @ 5:42pm 
does this still work with the recent update or no? Just wondering.
makapse 9 May, 2021 @ 2:43am 
putting logistic ceiling at x1 does stop the increase in growth, but you also need to have a mod putting logistic floor at 1 as well. else, you will still get the reduced pop growth with the more reduced colonies.
Fortuna 7 May, 2021 @ 6:06am 
With the new beta adding sliders for the logistical growth ceiling and the empire pop growth scale, would it be correct to assume that having those sliders on x1 for the ceiling and 0 for the empire scale is basically what this mod does?

Asking since I'm fairly sure this mod might break on the beta since they removed certain modding elements, and this is still my favourite mod I've found to fix the pop growth issue in a balanced fashion.
Scyobi_Empire 2 May, 2021 @ 11:16pm 
Finally a worthy mod, our batt- my species will be legendary!
jjphat9 30 Apr, 2021 @ 9:47pm 
so does this mod kill the performance boom?
Zergritter 30 Apr, 2021 @ 11:51am 
Ty for The mod, won my mid-Sized Galaxy game with 6k pop of my own species, exterminators are unplayable in vanilla.
Magic Trash can 29 Apr, 2021 @ 5:56pm 
Out dated fix the mod.
Lyserus 28 Apr, 2021 @ 5:53am 
It's just sad that this mod is on the top list
Good mod, shitty game design...
Molten Ring 25 Apr, 2021 @ 5:03pm 
just read the mod description, it says: "while retaining the new per-planet carrying capacity growth scaling"
3punkt1415 25 Apr, 2021 @ 1:12am 
@famalex i was asking about empire capacity in some threads and always get downvoted for my obvious stupid question. At least they should give a slider to set it in game in the game settings. But well here we go with this mod.
Xeno 24 Apr, 2021 @ 3:32pm 
Does this mod work with the Carrying Capacity mod? I just want to remove the empire wide modifier while retaining realistic growth per planet.
7heBored 24 Apr, 2021 @ 1:26pm 
Same, I activated this mid game and had no issues. Pop growth returned to normal.
MixedMethods 24 Apr, 2021 @ 12:33pm 
@TheKatalysator @mrcipolla Yeah, atleast I added it to saves no issues
makapse 24 Apr, 2021 @ 11:54am 
You need to have LOGISTIC_POP_GROWTH_CEILING at 1.5 instead of 1 if you want to half the effect. Currently, It just removes it entirely, unless that was your intention.
famalex 24 Apr, 2021 @ 8:02am 
I think the devs just got tired of hearing "late game lag" that they just went berserk and arbitrarily decided that this was the only way to solve the problem. And they are wrong. Its just a shame that no one seemed to pick up that this was going to be an issue when they announced it despite it being an inherently bad idea that was inevitably going to cause problems
mrcipolla 24 Apr, 2021 @ 7:51am 
also wondering about below comment
TheKatalysator 24 Apr, 2021 @ 2:02am 
Can i activate this mid game? or will it fuck up?
Galamoth  [author] 23 Apr, 2021 @ 10:09am 
@white_wolf87

There doesnt appear to be any such thin in the defines. There is an empire based scaling cost for new pops and there is a planet/habitat/ring capacity based pop growth bonus/penalty. This mod retains the planet/habitat/ring capacity based penalty but removes the planet/habitat/ring capacity based bonus and also the empire based cost increase.
white_wolf87 23 Apr, 2021 @ 9:05am 
Does this eliminate the galaxy-wide population cap?
Averath 23 Apr, 2021 @ 12:56am 
@Derelict Mind This is exactly my issue with the Stellaris dev team. They're so arrogant.
Derelict Mind 23 Apr, 2021 @ 12:15am 
The Devs basically said in the new post, "The player is wrong and we aren't changing the pop growth." Thank you for this mod, I'm going to need it.
L'mao Tse Tung 22 Apr, 2021 @ 9:29pm 
I think what could work would be to replace the empire wide mod on pop growth of 100 + (.5 x pops) with a planet specific increase to the growth threshold. Something like 100 + (.25 x pops)^2. To get from 79 to 80 pops on a single planet would then require a pretty steep 490, but between 49 and 50 would only be 250 and the first 20 pops would barely be noticeable. Having to do separate calculations per planet all the time might cause pretty bad performance issues tho.
Girthbreaker 22 Apr, 2021 @ 7:58pm 
Really hate the empire wide debuff to pop growth Paradox introduced as you get more pops. I like the carrying capacity, but being smacked with the empire wide debuff is a massive nerf to purging empires, as your purge pops still count towards that limit, leaving you with zero growth for your planets. I'm in almost 2400 in one save and I only have 6 planets that are not even fully filled...
RenownedGaslighter 22 Apr, 2021 @ 10:22am 
thank you, this was the exact mod i was looking for. We're probably going to need you around for a while because it looks like the devs aren't going to change the pop system.
DefaultPerson 22 Apr, 2021 @ 2:42am 
Wow, this makes the game worth playing again.
MixedMethods 21 Apr, 2021 @ 10:58pm 
Cant have any lag from pop growth is there is non, *taps head*
Journeyman Prime 21 Apr, 2021 @ 10:36pm 
@Absolute Unit Or that the empire's population would stop growing in lieu of any underlying cultural reason or reason related to limited living space. I can understand making this an option for players who despise end-game lag, but saddling all of us with it is just nonsense.
Shiggy Wiggy 21 Apr, 2021 @ 8:46pm 
@killedjoy basically in 3.0 pdx changed pop growth from "just reach 100 growth" to 100 (0.5 x total number of pops in empire). the problem is that it implies a massive, sprawling, developed space empire has trouble colonizing a backwater
Galamoth  [author] 21 Apr, 2021 @ 3:36pm 
@stratecal The order shoudlnt matter as long as you have no there mods that mess with the new pop scaling mechanics.
KilledJoy 21 Apr, 2021 @ 1:36pm 
what the hell did i just read? wtf is this mod
stratecal 21 Apr, 2021 @ 8:25am 
@Galamoth does it matter where I put this in the mod order?
Cu 21 Apr, 2021 @ 12:39am 
I hope this works man. What were they thinking?
Seliph 20 Apr, 2021 @ 6:14pm 
@Galamoth

Fair enough, thanks for your work on this mod anyway!
Galamoth  [author] 20 Apr, 2021 @ 5:43pm 
@Mike Sauce

There are other mods on the workshop that remove both scaling mechanisms.
Seliph 20 Apr, 2021 @ 1:30pm 
Would you consider tweaking the carrying capacity formula in this mod as well? I keep encountering cases where my planets have all of their districts in use, while still having plenty of housing space to fill. Seems strange that my planet would simply stop growing despite still having 12+ housing worth of space.
thecrazyrai 20 Apr, 2021 @ 1:11pm 
thank you so much
spandsm 20 Apr, 2021 @ 6:21am 
It is so weird that nowadays game developers do not bother to play their own games. Something feels terribly wrong with the original setup. The pop growth issue will become so obvious once the game goes for roughly 20 years. The dual penalties on the growth speed reduction and threshold increase are so harsh in combination that the new colonized planet will never develop due to the low pop. Thank you so much, Galamoth, for making this MOD and bring back the gaming experience!
Borderlined 20 Apr, 2021 @ 1:21am 
Will this mod break if its added to an existing game and not from the beginning?
Arch902 19 Apr, 2021 @ 10:15pm 
This IS the pop growth mod I was looking for. Thank you.