Stellaris

Stellaris

More Realistic POP growth
129 Comments
jorgen_cab  [author] 4 Feb, 2022 @ 5:40am 
The mod was last updated for version 3.0.4 so anything newer and it will not work. I will not update it either as I don't play Stellaris all that much anymore... :(
mmazer576 14 Jan, 2022 @ 10:30pm 
Hey, when I try to run this mod, I get this weird bug where the game starts with a bunch of unemployed pops and a bunch of open jobs, but the unemployed pops never take the jobs. It was like...22 open jobs and 16 unemployed pops. I tried running the game with only this mod in the playset, and the bug still appeared. FWIW I am running all DLC. Do you have any idea what's going on? I really like the ideas behind this mod (and it would really alleviate some mid-game annoyances!) so I'm reluctant to drop it. But as things stand I have to unable it in my playlists, because the game becomes nigh unplayable with so little resources being generated. :(
Rainbowfartingunicorn 13 Jul, 2021 @ 8:40pm 
the rare resources buildings are not showing up, suggestions?
jorgen_cab  [author] 9 Jun, 2021 @ 3:58pm 
You are not suppose to use Starnet as it is not compatible with this mod, that is why I have integrated part of Starnet into the mod.
buch0802 8 Jun, 2021 @ 9:43am 
good, but have a lot of conflicts with starnet.
jorgen_cab  [author] 1 Jun, 2021 @ 2:18am 
Look for a mod that has files in the "scripted_triggers" folder and using the "has_upgraded_capital" tag in any of their files. For temporarily fix things then add the following value to that file... "building_minor_capital", "building_machine_minor_capital", "building_hive_core_2", "building_hive_core_3" in the proper places... I think you figure that one out from looking at the trigger.
jorgen_cab  [author] 1 Jun, 2021 @ 2:09am 
But there are some mod that have used the same scripted trigger as the default one in terms of checking what buildings is considered to be an upgraded capital.
jorgen_cab  [author] 1 Jun, 2021 @ 2:06am 
Just remove all mods except the ones I have listed and then add them back one by one until you face the issue and you have the answer... what is overwriting what is sometimes not straight forward unfortunately.
ShinyNobody 31 May, 2021 @ 7:46am 
i did not use the merger of rules but thanks for the info. I use a mod that does the same. But even without that it still happens. i found out that at least one mod thast causes this is acot. but strangely they do not tuch these buildings in the file.
Tiasson 31 May, 2021 @ 7:11am 
@Herr Maledictus Made
When this happened to me it was caused by the mod The Merger of Rules 3.0, and load-order didn't matter.
ShinyNobody 30 May, 2021 @ 1:06pm 
strange i have your mod rly late in my load order. so your should overwrite the changes. it works for all colonie worlds. and it wants the building from your mod the developed world and not the vanilla one Planetary Administration. if i ever find out which mod it is i will say
jorgen_cab  [author] 30 May, 2021 @ 1:01pm 
My son has already requested a few mods such as more ethics and civics, but those are huge to balance with what I have... so we will see.
jorgen_cab  [author] 30 May, 2021 @ 12:59pm 
I will likely see if I can incorporate some other mods as well eventually, but I need to make the balance and this version feature complete first.
jorgen_cab  [author] 30 May, 2021 @ 12:58pm 
I will likely preface the next itteration of my mod that people should not report issues unless they only play with recommended mods enabled, hunting issues is problematic otherwise. There are too many changes made...
jorgen_cab  [author] 30 May, 2021 @ 12:56pm 
Sounds like a conflict with some other mod... the reason being that research buildings require an upgraded capital building and I have a special main cap building and a modified check for that in my mod.
ShinyNobody 30 May, 2021 @ 7:53am 
i cannot build research on my main world is that normal? it requires a developed world. but is the one i have better?
jorgen_cab  [author] 30 May, 2021 @ 2:21am 
You should not use starnet mod.. I have already incorporated that in my mod and adjusted it heavily to the new balance, but it can interfere with stuff if you add it. I have pestered the creator of that mod with many questions to make this the best experience possible.
ShinyNobody 29 May, 2021 @ 11:39pm 
nice i will love to test out the new mod, and on another note will you add acot compatibility or other big mods like giga if you have time? and you talked in the description about starnet. so i should probably not use both (but i did and it seems to worked fine)
jorgen_cab  [author] 29 May, 2021 @ 11:35am 
I'm at a point where I think it can be released... I just will need to go over tooltips and text so all the modified values and information is better presented as so much have changed value wise in many places.
jorgen_cab  [author] 29 May, 2021 @ 11:33am 
Then you will have to stay tuned for the next iteration where it is significantly better...
Rainbowfartingunicorn 29 May, 2021 @ 8:13am 
this mod has made the AI a beast even at ensign settings OMG its wonderful
jorgen_cab  [author] 28 May, 2021 @ 12:06pm 
You will have to consider my coming mod as a total overhaul of the game system... more or less.
jorgen_cab  [author] 28 May, 2021 @ 12:05pm 
As I also do ALLOT of AI work and tweaks I think that most mods that add or change too much from my mod is in risk of breaking the AI completely.
jorgen_cab  [author] 28 May, 2021 @ 12:04pm 
Unfortunately the mod I work on is changing so much that it will likely not be possible to combine with mods that change much of anything other than just adding stuff. As I do this mainly for my own benefit I can't be too concerned about how it interact with mods that I don't use myself.
ShinyNobody 27 May, 2021 @ 12:58pm 
just a typ for the merge mod do not change the capital main bulding breaks alot of other mods. because it is missing the normal building it refuse too build alot of things for me.
Rainbowfartingunicorn 25 May, 2021 @ 7:36am 
omg you are the best!!! savior of my life
Tiasson 24 May, 2021 @ 1:39am 
Thank you very much! :-)

Now I can play safely and not disturbing you in your work
jorgen_cab  [author] 23 May, 2021 @ 4:23pm 
I updated the mod so you can play it while I work on my merging project. It will require a new game for the correct growth numbers to apply... the GROWTH_SCALE should be at 0.2 as that is what I balanced the game around lately.
jorgen_cab  [author] 23 May, 2021 @ 3:26pm 
Due to the change in how the growth is calculated I would need to update this mod with a few minor changes... I might do that. It is way too unbalanced to play as is on 3.0.3...
Rainbowfartingunicorn 23 May, 2021 @ 10:12am 
I look forward to the combined mod :)
Tiasson 23 May, 2021 @ 3:46am 
I think this mod still works technically, but perhaps unbalanced??
At least the game loads with my ongoing game, and with the pesky vanilla base-growth of 3 still changed to 0.5
jorgen_cab  [author] 22 May, 2021 @ 5:02pm 
I will not update this one but... as I said... I'm working on combining all of my mod into one as maintaining several mods is not possible for me timewise and I do this primarilly for my own enjoyment so I can't maintain a mod that I don't use myself. That mod will include both combat and population growth mechanic changes as well as a complete change of the overal economic balance that is needed to make the growth mechanic work.
Rainbowfartingunicorn 22 May, 2021 @ 7:38am 
I hope you can update this awesome mod for 3.0.3 I miss the great pop mechanic you have made.
jorgen_cab  [author] 15 May, 2021 @ 7:33am 
I have done extensive work with AI and especially combat AI with ship design philosophies that goes with the combat mod. This will enhance the experience of war significantly with the AI. In my test runs even captain or commodore AI are quite difficult to beat, especially Hives are a bit OP in the hands of the AI right now... something I will need to balance eventually. Will release a trial version of the new mod sometimes during this weekend.. hopefully.
jorgen_cab  [author] 15 May, 2021 @ 7:29am 
For anyone who has followed the development here... I will not update this version of the mod but leave it as it is. Instead I will combine everything into one mod... the Planetary Diversity and Combat mod into one mod. It is way too time consuming to have all these three parts and as I do this primarily for my own benefit I do understand if some people will not like that, but my time is limited.
This will at least make me add more features and fine tune what I have much quicker. It also means people will be "forced" to experience it the way I intended it.. for good or bad.. ;)
jorgen_cab  [author] 14 May, 2021 @ 4:07pm 
This is still beta and there are so many changes that I can't even keep up with them myself... it also is far from being balanced at this point, that is the reason that I have not given a detailed overview of all the features.
Not sure about the 125 pop on habitats, to my knowledge there is no magic thing happening at 125 pop on a habitat, but then I don't think I have tested this. Will look into it...
ShinyNobody 14 May, 2021 @ 4:37am 
Sry but i find the description somewhat lacking. I still do not know what is changing often speacking in numbers. And just a question what does happen when you reach 125 pops? one ^abitat that reached that point strangly lost all habitility. Could this soemthing to do with this mod?
jorgen_cab  [author] 12 May, 2021 @ 12:54pm 
I will need to balance things eventually and this really needed to be addressed as Nomadic are quite powerful in this mod... I will just adjust the human traits eventually as well.
Tiasson 12 May, 2021 @ 5:06am 
Perhaps changed traits could be a separate mini-mod. Imho it will always be possible to make "super-spieces" if one doesn't role-playing at all.
jorgen_cab  [author] 12 May, 2021 @ 12:57am 
@Tiasson
Yes... I figured it has to do with changing the trait points... humans as I changed the Nomad from 1 to 2 points. Perhaps I will have to change the trait of the human start race or just leave it up to the players to do that... will see... depend on time I guess.
jorgen_cab  [author] 12 May, 2021 @ 12:55am 
@Villerfox
I will take a look... I have not used that mod...
Vilerfox 11 May, 2021 @ 8:13pm 
Could you perhaps make this compatible with Gigastructures 3.0? I find that your new buildings aren't suitable for "worlds" such as the Alderson Disk and Birch World.
Tiasson 11 May, 2021 @ 7:39pm 
I think some of the personal traits might have been given more trait-points? I started the game unmodded and saved thoose empires as edited empires, but without actually changing them. When I restarted the game with mod they were flagged as lacking content. The cause of this was to many trait-points spent for humans and blorg respectively.

I gave them one negative trait each and this made them savable and usable as edited empires in game. Problem solved.
jorgen_cab  [author] 11 May, 2021 @ 3:40pm 
That is odd... not sure I touched any such files. I will check...
Tiasson 11 May, 2021 @ 10:23am 
I miss 3 preset empires at start - United Nations of Earth, Commonwealth of Man and Blorg Communality..!

Using entirely unmodded 3.02 game (for comparison) versus game modded with only More Realistic POP growth
Tiasson 9 May, 2021 @ 1:41pm 
I found the cause of the problem :-)
The merger of rules 3.0 definitely is what causes the inability to build labs.
It doesn't even help to place The medger of rules before this mod in the load-order.
Tiasson 8 May, 2021 @ 12:32pm 
I can confirm it works with the same mods as you have listed in the description of this mod. This means I have to weed out were a conflict exists with the other mods I have used (I have realized there are conflicts between one of them and the 3.2 patch as well...).
jorgen_cab  [author] 7 May, 2021 @ 8:20pm 
Probably fixed the capital building issue and inability to build labs...
jorgen_cab  [author] 7 May, 2021 @ 2:23pm 
I'm pretty sure this is an issue with the scripted trigger that check if you have an upgraded capital. The "Main World" capital in my mod is an added capital that is called building_minor_capital. This is defined in the scripted trigger... if another mod changes this there can be an issue with this chain.

But it might also be you tried some combination that I haven't... but I have yet to experience this and I have done allot of AI only games as well and they seem to build labs just fine too.
jorgen_cab  [author] 7 May, 2021 @ 2:09pm 
Would it be possible for you to try with only my mod... start a game and just fast forward until it grow to a Main World and see if you can build a lab then...
I have tried this and I can build the Lab on my world after it turn into a Main world.