Stellaris

Stellaris

3.2 Growth and Conquest Rebalancing
100 Comments
ranma100 22 Sep, 2024 @ 10:40am 
Still works in 3.13
ranma100 11 Nov, 2023 @ 4:19pm 
Still works fine in 3.9
ranma100 6 Dec, 2022 @ 4:14pm 
It looks like the 3.6.1 patch has fixed the startup crash. Sothe this mod is working again.
ranma100 4 Dec, 2022 @ 5:46pm 
It seems that in 3.6 if I use this mod by itself it works. If I have a second mod with this, the game crashes on startup.
ranma100 2 Dec, 2022 @ 6:50pm 
Anybody else having a crash on startup with this mod enabled in 3.6?
HiddenPrior 30 May, 2022 @ 1:29pm 
@mial42 would you be comfortable if me and a friend re-released this mod updated to the latest version?
HiddenPrior 12 May, 2022 @ 1:49pm 
Any chance of an update or re-release of this? Thought it was brilliant
FiddleSticks96 7 May, 2022 @ 7:51am 
Nevermind. I figured it out. I have been on a hiatus from Stellaris since the implementation of the travesty that is the new metagamey growth system, so I'm not that familiar with some of the new job names.

For anyone who wants to restore the ruler strata while still using this mod, go to the mod folder (SteamLibrary\steamapps\workshop\content\281990\2461091125\common\buildings), open the file named "zzzzzfewer_pop_capitals" (I recommend using Notepad++), and replace all instances of the word "administrator" with the world "politician" and save the file.

I did a cursory check of alternative ruler jobs (e.g. "noble") and they seem to still function, but I haven't tested every possible one yet.
FiddleSticks96 7 May, 2022 @ 7:34am 
Is there a reason this mod removes the Politician jobs from capitol buildings? They are important for generating early unity and it seems strange to remove the Ruler strata as part of a growth rebalance.
__512__ 3 Apr, 2022 @ 8:52am 
@SBlack @Radishgast

Deleting the Building folder in the mod file will make it compatible with 3.3, with the only notable loss being of the changes to synthetic empires
SBlack 6 Mar, 2022 @ 11:11am 
Yeah, an update would be nice. I love conquests having more consequences. Vanilla planets are productive far too quickly
Radishgast 27 Feb, 2022 @ 10:07am 
Adore this mod! Is it compatible with 3.3 patch?
Also Mial42- you have a Kofi link or something we can throw money at for your work on this?
Wilmfe23 23 Dec, 2021 @ 2:29am 
I don't think encouraging micromanagement is a bad thing. You shouldn't demand it but you should reward players who like being miticulous.
nstalberg 15 Dec, 2021 @ 11:07pm 
OK, I can save my own version and replace those lines. Thanks!
Mial42  [author] 15 Dec, 2021 @ 12:12pm 
@nstalberg

Yes, 3.2 changed the way the capital production techs work. These lines:
planet_jobs_productive_produces_mult = 0.1
planet_jobs_productive_upkeep_mult = 0.1
replaced these lines:
planet_jobs_produces_mult = 0.1
planet_jobs_upkeep_mult = 0.1
everywhere in the file. You can either revert those changes yourself, or you can use the compatibility patch in the second to last paragraph of the description that removes all capital building changes entirely.
nstalberg 14 Dec, 2021 @ 1:18am 
Hi. Did the changes for 3.2 affect capital buildings? I resumed a game I was playing on 3.0.4 and the production and upkeep from capital building techs don't seem to be working. If so, could you make a version for 3.0.* available?

I guess in the future I should copy the mods I start a game with and then unsubscribe so I don't get forced updates.
Quan 13 Dec, 2021 @ 1:26pm 
Is this mod compatible with ! Production Revolution 3.2?
feelinWitchy 18 Nov, 2021 @ 11:18am 
This is a great mod! Since trying it, I refuse to do a playthrough without it
ハートアンダーブレー 11 Nov, 2021 @ 4:22am 
Is it possible to make a submod/setting to remove all of the new colony bonus growth and assembly speeds? Thanks for your mod!
Mial42  [author] 6 Nov, 2021 @ 2:52pm 
@Rhinlord

Use this mod => (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2464383318) to remove the capital changes. Put it after this one in your load order. That should resolve that incompatibility.
Rhinlord 6 Nov, 2021 @ 10:13am 
For some reason, this interferes with Planetary Diversity: Planetary Habitats. It seems to mess with the Habitat adminstration building making you unable to upgrad it to Habitat Central Control
Homuya 27 Oct, 2021 @ 10:08am 
Your mod is absolutely amazing and a must have
falhxer 6 Oct, 2021 @ 1:51pm 
ive did some too, but because im in a hurry, sorry again.
falhxer 6 Oct, 2021 @ 1:51pm 
Hey, ive noted a grammaer mistake, its than instead of then, than means instead of (broadly speaking), then means, (this then that) something after something else.
Than is often used to compare things.
Then can be used as an adjective or an adverb. It is used to describe time in the past or the future.
Sorry, i'm not funny at parties.
ハートアンダーブレー 6 Oct, 2021 @ 2:08am 
This mod's growth bonus for new planets makes clone army origin absolutely busted as it gives 35 pop assembly per month, and you can't build new buildings fast enough for the absurd amount of pops. Is it possible for you to make a submod or setting to remove the new planet/colony pop growth bonus and keep the rest? Thank you for your great mod.
SBlack 16 Sep, 2021 @ 5:53pm 
Nice ideas. Especially the stacking penalties. I've always felt that conquering and interegrating other planets should be much more difficult.
Amadeus 15 Sep, 2021 @ 11:35pm 
I love this mod, thank you! Is it possible to make an option reverting the required growth and assembly progress for growing or building a new pop back to 100?
Homuya 26 Aug, 2021 @ 3:50pm 
Do you think I will be fine?

I use like 20 mods, most are cosmetics but I use:

starnet AI (I saw you got a patch for that=
NSC2
Endless Frontier: an Event mod
Guilli's Planet Modifiers and features
More Event Mod
Planetary Diversity
Sins of the Prophets: Stellaris

Do you think any of those will have issues with your mods? The gameplay with those isn't too different from vanilla, just with more content and variety in events essentially but especially planets have way more variations/modifiers
SkiRich 20 Jun, 2021 @ 11:12am 
Thanks. Whats the load order?
GCR
GCR Patch
StarTech
Look right?
Mial42  [author] 20 Jun, 2021 @ 11:06am 
@SkiRich

Yes.
SkiRich 20 Jun, 2021 @ 11:05am 
Just to be clear, I'm talking about StarTech not StarNet.
When playing this with StarTech should I be loading the patch you have listed above?
Mial42  [author] 20 Jun, 2021 @ 10:51am 
@SkiRich

No. The Starnet patch will work fine.
SkiRich 19 Jun, 2021 @ 7:40am 
Does this need the compatibility patch for the new StarTech AI from the same author?
Nirvaneyr 15 Jun, 2021 @ 10:54am 
Neat idea, it may actually make void dwellers enjoyable. Noticed a possible oversight:
The second and third starting habitats doesn't seem to get the 10 year growth boost. It triggers on the main habitat but not the others.
TheLegg 30 May, 2021 @ 3:40pm 
Yeah using LordOFLA collection, will follow the reset instructions. Is strange bug all pop assembly modifiers working, pop jobs working ok, getting the modifier for pop assembly speed displayed. Just when going to screen for pop assembly in planet view get message you have no species who can be assembled, whether its machine or hive.
I have checked all mods i can think of that edit the defines, game rules, pop jobs and species rights but nothing. Am assuming a bug so will do a reset.
Mainly wondering if you knew of a gotcha in regard to this.
Mial42  [author] 28 May, 2021 @ 4:26pm 
@TheLegg

Just booted up a machine empire. Problem doesn't replicate at my end; are you running any other mods affecting capital buildings?
TheLegg 27 May, 2021 @ 4:49am 
Just checked with a hive mind, seems the issue is with the pop assembly side of things
TheLegg 27 May, 2021 @ 4:08am 
I am not getting any pop growth with machine empires, does anyone know what controls that in the game files?
Mial42  [author] 22 May, 2021 @ 3:59pm 
@Val

1) Swarms aren't affected by the newly conquered malus since they're genocidal.

2) Hives are actually slightly buffed by this mod because they have higher base growth+assembly (total of 10; compared to normal empire with robots with 5, normal bio ascended empire with 6, synth ascension with 9, and machines with 8) to get affected by Colonial Fervor. Since Colonial Fervor is an additive modifier, base growth/assembly matters more, although most planets won't have maxed growth/assembly since they'll be colonized early. Hives also can't use normal pops without bio-ascension and can't use captured robots ever, so the nerfs to conquest affect them less then normal empires.

I left the hive capital at 40 pops because I want to minimize overwrites, and since I didn't think there were necessary changes to hive capitals, I didn't touch them.
♡ Live ♡ Laugh ♡ Sampan 22 May, 2021 @ 2:04pm 
Are there options to turn off some of your balancing? You seem to hit Hiveminds hard (esp Devouring Swarm) with leaving their Capital buildings at 40 and reduced growth rate on newly conquered planets despite Hive Minds being one of the weakest factions in the game atm.
xDanilor 20 May, 2021 @ 1:05pm 
alright thank you very much for the explanation
Mial42  [author] 20 May, 2021 @ 10:50am 
@xDanilor

Depends on what you want it for. You don't need the mod to turn off the empire-wide malus or change the bonus logistic growth. If you want to fully turn off logistic growth (both the bonus and the penalty), you need a mod (not necessarily this mod, although this mod does remove it).

If you want conquest and peaceful growth to be reasonably well balanced compared to each other (conquest being stronger, but not overwhelmingly so), to not have incentivized micro with synth/machine capitals, and to have reduced pop counts and therefore lag without the new growth mechanics, then you need this mod or one like it.
xDanilor 20 May, 2021 @ 10:30am 
is this mod still needed with 3.0.3?
Botroas 11 May, 2021 @ 2:31pm 
Ok, thanks.
Mial42  [author] 11 May, 2021 @ 2:23pm 
@Botroas

Either one is fine. I included the building slot check just in case, but I haven't seen the AI get gated by building slots much with Starnet.
Botroas 11 May, 2021 @ 2:23pm 
Hi!
Thank you for your balance mods, all bring much needed changes.
Your clerk eliminator and this mod have a conflict at entry "ai_city_district_allow" in this two files:
* gc_rebalanced_districts_scripted_triggers.txt (growth)
* can_ai_build_city_districts.txt (no clerk)
Here is a pic from Irony mod manager:
https://imgur.com/a/dwh16FT

Could you please check and tell, which is correct?
I would like to use both, but not sure if Ai needs it.
Mial42  [author] 10 May, 2021 @ 4:05am 
@leva.zakharov

That's because those two habitats have no colonization date. The necrophage building and 3.0.3 auto-resettlement (not 3.0.2, which works fine) also don't work because of that.

It's not intended, but I don't think it's a huge issue. Void Dwellers were OP in 2.8, and this mod removes the growth changes that nerfed them in 3.0 while keeping the tradition changes that buffed them, so I think power-wise it's fine, albeit a bit strange.

I don't think there's a way to fix it with console commands unfortunately.
leva.zakharov 10 May, 2021 @ 12:30am 
I may have found an error, but "colonial fervor" modifier is gained only for capital habitat on "Void Dweller" origin. How I could change it in-game with commands, without changing savefiles?
Mial42  [author] 7 May, 2021 @ 10:44am 
@SkiRich

The additional pop growth/assembly cost should be 0, and logistic pop growth ceiling should be 1x.
SkiRich 7 May, 2021 @ 7:57am 
Fair enough. Until then I'll just rem out the defines in the file.
Last question, the sliders, the text is confusing on which way a player would want to move them. Lower to match your mod, or higher to match your mod defines?
Thanks.