Stellaris

Stellaris

Realistic Logistic Growth
63 Comments
James Fire  [author] 22 Jun @ 8:09am 
No. 4.0 has fixed all the issues this did.
zzymenzz 22 Jun @ 3:53am 
does this still work for 4.0
Alekseyev/JtL 6 Dec, 2024 @ 5:17pm 
Edit: My bad, I didn't set the logistic growth ceiling to the max. Had misread the mod description before. Leaving the comment here though in case someone else does the same thing :D
Alekseyev/JtL 6 Dec, 2024 @ 5:13pm 
Did something break in a recent Stellaris patch? I only get the 0.1 base pop growth, with no additional growth per pop. :(
James Fire  [author] 5 Dec, 2024 @ 11:06pm 
I feel like the description and title is fairly self-explanatory?

*Maybe* with some looking up of words

What are you expecting it to do?
Graepix 4 Dec, 2024 @ 10:09am 
How is this mod supposed to work, It feels like it just cripples my pop growth?
James Fire  [author] 13 Jun, 2024 @ 10:26pm 
PR doesn't use pops. I don't know any specifics.
Braskan, the Void's Tear 13 Jun, 2024 @ 8:46pm 
think this would work with production revolution?
Braskan, the Void's Tear 12 Jun, 2024 @ 8:42pm 
okay great thanks
James Fire  [author] 12 Jun, 2024 @ 8:41pm 
Makes max growth 10, I think. IIRC it's a multiple of base growth, which is 0.1 here.
Braskan, the Void's Tear 12 Jun, 2024 @ 6:27pm 
what would lowering the logic cieling to 100 do?
James Fire  [author] 18 May, 2024 @ 1:31pm 
If you let pops grow exponentially, yes.

The AI does let this happen.
Arcimbaldo 18 May, 2024 @ 1:24pm 
Does this destroy performance the longer a game goes on?
James Fire  [author] 16 Apr, 2024 @ 7:13am 
And even if this wasn't impossible, it's outside of this mod's scope.
James Fire  [author] 16 Apr, 2024 @ 7:11am 
That is literally impossible.

If you want to have bio pop growth, be a bio empire.
Zniszcze Ci Gre 15 Apr, 2024 @ 12:37pm 
Romeve the machine esemblers jobs (or make them add +0 to machine prodution growth) and ctrl C, ctrl V biological pop growth code (I know its not that easy, but here is an idea)
James Fire  [author] 13 Apr, 2024 @ 6:29pm 
What

How do you imagine this being applied to machines?

(I can't change what the game start sliders affect regardless, but I am extremely confused on how you think this would apply to machines)
Zniszcze Ci Gre 13 Apr, 2024 @ 5:54pm 
Could you make it affect machines as well? (I personally think that this is the pop growth that should be in the base game, but I prefere to play as machines more then biological and cant fully enjoy this mod)
James Fire  [author] 7 Feb, 2024 @ 2:17am 
Yes
caverman2001 5 Feb, 2024 @ 5:58am 
what does this mean put the slider all the way to the right?
caverman2001 5 Feb, 2024 @ 5:57am 
Raises the logistic growth ceiling to something absurd you should never be able to reach. Note: Apparently this doesn't actually work. The slider must be set manually.
caverman2001 5 Feb, 2024 @ 5:57am 
i dont get how to set up the settings
Der Hades 4 Oct, 2023 @ 7:17am 
Does this mod make pop assembly OP compared to pop growth?
月羽狐 11 Sep, 2023 @ 5:19pm 
This is a nice little mod. Something that you must have if you want plat habitats origin.
James Fire  [author] 10 Sep, 2023 @ 7:52am 
In the description
GlitchFling108 8 Sep, 2023 @ 10:22am 
What are recommended setting?
James Fire  [author] 18 Jun, 2023 @ 7:06pm 
...yes? That's not a bug, if you're using the mod as intended.
Uncle Iroh 18 Jun, 2023 @ 5:51pm 
having a bit of a strange 'bug' where pop growth on capital works fine, but after colonising more planets it just goes to a ridiculously low pop growth number (0.1) making pops on new colonies not able to grow for like 200 months
OMNISCRONCHULON 16 Dec, 2022 @ 5:43am 
It forces you to go egalitarian or communist for either utopian abundance or shared burdens, makes crime lord deals a valuable alternative to anti-crime campaigns since you may not be able to afford the latter, forces you to sacrifice building slots for fortresses or precinct houses, or entire worlds for penal colonies. You will see yourself activating edicts you usually ignore, like thought enforcement and tracking devices.


Don't go too overboard with other mods though. Built Giga's Birch World, pops started moving in, at 1500 pops it had 1800 pop growth, the game would crash at the end of the mod because it could not handle generating 20 pops at once lol.
OMNISCRONCHULON 16 Dec, 2022 @ 5:43am 
This mod is very cool, it significantly slows down the early game, as new colonies take ages to develop unless you build robots or cloning vats. In the mid to late game, ecumenopolises become absolutely busted, population grows so fast everywhere unemployment and overcrowding become a very real problem. Stability plummeting empire-wide, soaring crime rates, planets on the brink of full on revolution. Paired with the dynamic political events mod ideological tensions are exacerbated, making revolts very scary, as that mod allows dissent to spread to neighboring colonies.
James Fire  [author] 22 Oct, 2022 @ 3:25am 
I'll try playing with it to see if I can keep it uncapped.
warmasterant 21 Oct, 2022 @ 6:03pm 
For some reason my even if my first colony has a high immigration pull (194) and my capital has emigration push outweighing its immigration pull (20 vs 0), I still have 0 emigration and immigration growth modifiers. If I go into the defines file from this mod and remove

MAX_EMIGRATION_PUSH = 1000000
MAX_GROWTH_FROM_IMMIGRATION = 10000
MAX_GROWTH_PENALTY_FROM_EMIGRATION = 1000

it restores the emigration/immigration growth to about 1 with 20 emigration push, and 1.6 with 30 emigration push.

I do like the idea of this mod uncapping immigration potential, but I feel like my experience is currently not working as intended. If anyone has any suggestions for getting this to work better please let me know.
RedKino 3 Sep, 2022 @ 2:21am 
I know that setting the base growth to 0.1 reflects closer to how it actually works IRL, but I noticed this make early colony population growth to be horrifyingly slow lmao
Umbral Knight 2 Aug, 2022 @ 2:40pm 
Actually, I partially rescind my earlier statement. I didn't take into account the fact that pop assembly practically ignores planet capacity. However, organics can still use that for cloning, so it still gives a pretty stark advantage to them.
Umbral Knight 26 Jul, 2022 @ 10:17pm 
I quite like this mod for what it's trying to do! Though, I think my only gripe with it is that machine intelligences and synthetic empires (those that choose not to have leftover organics anyway) get left in the dust by the exponential growth of biological species.
James Fire  [author] 1 Jul, 2022 @ 10:05pm 
Maxxed and Minned, respectively.

The first is required for the mod to function.

The second is a recommendation, but is not required.
= Ifail = 1 Jul, 2022 @ 3:05pm 
what logistical growth and growth setting do i put before the start of the game
Ücxb 25 May, 2022 @ 1:49am 
cant say i would necessarily recommend due to the sheer amount of pops this makes. had almost 5,000 pops mid game and it was extremely laggy
James Fire  [author] 20 May, 2022 @ 5:17pm 
That is... uh, a way to do things
starchitec 19 May, 2022 @ 9:10pm 
I think the change to immigration actually breaks it- if you are supposed to get immigration you end up getting 0. It seems like the amount of immigration you get is related to a percentage of the max, so setting the max absurdly high means that normal immigration is a minuscule number. Commenting out the 3 immigration defines fixes it.
James Fire  [author] 18 May, 2022 @ 4:47pm 
Ah, right.

Growth Ceiling is supposed to be maxxed.

Growth Scaling can be anywhere you want, but I recommend 0 for use with this mod.
Dukkokun 18 May, 2022 @ 2:32pm 
Wait James so the Logistic Growth Scaling is supposed to be maxxed? In the instructions you say set to 0
James Fire  [author] 18 May, 2022 @ 12:16pm 
Growth Scaling needs to be maxxed.
EmperorZNerol 18 May, 2022 @ 6:51am 
what is the proper way of a slider im still having issues its still slow? im new to this game so have mercy!
James Fire  [author] 16 May, 2022 @ 3:12pm 
IIRC, per pop growth is based on base growth, through LOGISTIC_POP_GROWTH_FLOOR
Azikiel 16 May, 2022 @ 9:12am 
Hey, if I wanted to change the mod to increase base growth without increasing per pop growth, could I just increase the base in the defines? and if I want to just change the per pop how do I do that? is that the current 2.6 number cuz if so im not sure i understand the math there.
James Fire  [author] 15 May, 2022 @ 4:33pm 
No, I just touch growth values.
baronjutter 15 May, 2022 @ 4:11pm 
Does this effect which pops are chosen to grow on a planet? I'd love something that gets rid of the demographic auto-rebalancing the game oddly has by vanilla. As in when you get a single xeno pop suddenly EVERY planet in your empire will only grow that pop until it's about 50% of your population. I'd love a system where if there's 9 blorgs and 1 blarg on a planet, there'd be a 90% chance the next pop was a blorg and a 10% chance a blarg, so the demographics stayed in general balance.
James Fire  [author] 15 May, 2022 @ 1:11pm 
@Orionox More planets don't grow faster. How that affects you depends on your playstyle.
Azikiel 15 May, 2022 @ 11:26am 
i like how the first comments are like "this will make population growth so fast destroy pc lololol" when in reality this drastically slows down pop growth most of the game as it removes the silly per planet base growth of the base game. i personally am a fan, why is it that the moment that a single colonist from britain reaches america does their collective population growth pretty much double as in this game? its silly that the base is 3.0 lol