Stellaris

Stellaris

Population Unleashed
38 Comments
elvathelion 10 Aug, 2024 @ 6:30am 
My goodness! What a difference this mod makes! :steamhappy:
Operator 1 Apr, 2023 @ 6:13am 
is this updated?
Steintim  [author] 6 Nov, 2021 @ 12:31pm 
Updated to 3.1.2
dragzxb 23 Oct, 2021 @ 11:02pm 
does this work for 3.1
Spuzle 20 Sep, 2021 @ 7:11pm 
anyone know if this is working in 3.1?
(M3) Russel 12 Aug, 2021 @ 1:45pm 
Oh thank goodness someone made a way to stop the population nightmare Paradox caused larger empires.
Hebrux 24 Jul, 2021 @ 10:49am 
okay, thank you for responding. I'll upvote your mod. Thanks
Steintim  [author] 24 Jul, 2021 @ 10:46am 
@Hebrux yeah you sadly have to set it during generation and cant change it after that
Hebrux 24 Jul, 2021 @ 10:44am 
oh so this is not save game compatible
Steintim  [author] 24 Jul, 2021 @ 3:45am 
@Hebrux what do you mean? To get the higher max growth you have to set the logistic growth celing to something higher during galaxy generation.
Hebrux 23 Jul, 2021 @ 8:59pm 
how do i activate?
Steintim  [author] 20 May, 2021 @ 2:53am 
PSA: This mod is now compatible with the live version
Alzara 12 May, 2021 @ 10:03am 
Ooops looks like its not your mod
Steintim  [author] 12 May, 2021 @ 10:01am 
@Alzara have you tried deleting and resubscribing? Also can you reproduce it with only this mod enabled?
Alzara 12 May, 2021 @ 9:57am 
The beta just updated (like 8 hours ago). They changed the localization files. Now the sliders don't show correctly and trying to use them doesnt change the values
Steintim  [author] 12 May, 2021 @ 9:43am 
@Alzara it works fine for me. What exactly is breaking for you?
Alzara 12 May, 2021 @ 9:13am 
Looks like the update today to the beta killed this mod
Вафельный #NatO 11 May, 2021 @ 10:18am 
ok it work thx best mod
Steintim  [author] 11 May, 2021 @ 8:51am 
@Вафельный #NatO in the setup screen when you start a new game. I dont think there is any way to change the values in a running game without manually editing the save.
Вафельный #NatO 11 May, 2021 @ 7:58am 
vhere can i do this?
Steintim  [author] 11 May, 2021 @ 5:32am 
@Вафельный #NatO the changes to the logistic growth ceiling and the growth scaling will not apply to an already running game. The 3.0.3 beta added two sliders called logistic growth ceiling and growth required scaling. The first is used to adjust the amount of growth you can get from pops e.g. a 2x is +3 and a 3x is +6. The second is used to increase the cost per pop depending on empire pops with the default at 0.25x being 0.25 points per pop. You can set the second one to 0x if you want no scaling at all.
Steintim  [author] 11 May, 2021 @ 5:25am 
@Alzara 10 should be fine the only time you can reach that cap should be with an ecumonopolis or gigastructures.
Вафельный #NatO 11 May, 2021 @ 4:30am 
not vork, it is higher than 100 from empire population and it is max 3 from pop on planet. i dont knov what to do, pls help
Alzara 10 May, 2021 @ 5:22pm 
Ok great thank you! I guess I'll try it at 10? 10 wouldnt be gamebreaking right?
Steintim  [author] 10 May, 2021 @ 1:28pm 
@Alzara i personally set it to the max because i want to see the full effect of the logarithmic model on pop growth. If you want to stop big worlds from getting too much growth id recommend something like 3x or 2x. But really you have to try it out for yourself to find out what you like and what you feel is gamebreaking. Just remember that all it does it set the maximum growth you can get from pops to a certain cap. For example a 10x ceiling caps out at +27 from pops which you can really only achieve on megastructures from the mod gigastructures.
Alzara 10 May, 2021 @ 11:45am 
So what is the best growth ceiling to use? You said a minimum of 4... but what is a good value to use and why? Sorry for all the questions :)
Steintim  [author] 10 May, 2021 @ 6:48am 
I also just updated the mod to make the higher growth ceiling the default setting.
Steintim  [author] 10 May, 2021 @ 6:44am 
@Вафельный #NatO what is not working about it? To get the higher growth numbers you have to raise the logarithmic growth celing during game setup. The penalty from low pops should be active regardless.
Вафельный #NatO 10 May, 2021 @ 5:42am 
still not vork help pls
Steintim  [author] 10 May, 2021 @ 1:58am 
@Alzara This mod isnt really suited for restoring the old pop growth since I enabled the penalty from low pop count.
Alzara 9 May, 2021 @ 5:07pm 
What value would you suggest setting the logistic growth ceiling and the growth required scaling in order for population to grow like it used to (or I guess grow at a decent rate)
Steintim  [author] 9 May, 2021 @ 5:32am 
@arenam Its generally handles it pretty ok
arenam 9 May, 2021 @ 5:25am 
How well does the AI handle the changes in pop growth?
Steintim  [author] 7 May, 2021 @ 12:09pm 
@LordArgent it is
LordArgent 7 May, 2021 @ 12:04pm 
I forgot to ask; is this savegame compatible?
LordArgent 7 May, 2021 @ 12:03pm 
It would have been nice to include "It also only works for the 3.0.3 beta" in the description. I'd like to try the mod when 3.03 comes out.
Steintim  [author] 7 May, 2021 @ 10:40am 
@Вафельный #NatO other mods that modify pop growth might revert my changes if this mod is higher in the load order. It also only works for the 3.0.3 beta
Вафельный #NatO 7 May, 2021 @ 10:32am 
dont vork