Stellaris

Stellaris

Population Overhaul
56 Comments
Maschinenmensch 26 Jun, 2024 @ 11:13am 
Nice
G-Lew 10 Nov, 2022 @ 3:09am 
@catnapping princess I highly doubt it considering it hasn't been updated for over 5 years.
Catnapping Princess 23 Sep, 2022 @ 11:20pm 
Hey, is this gonna get an update for 3.4.*?
Kornelius 30 Oct, 2021 @ 12:41pm 
Hey, is this gonna get an update for 3.1.*?
Dizzy Ioeuy 13 Sep, 2020 @ 1:16am 
lol
BeanSlinger419 22 Sep, 2019 @ 2:51pm 
Hey, is this gonna get an update for 2.3.*?
Nexus of Concordia 30 Sep, 2017 @ 5:23am 
Hey, is this gonna get an update for 1.8.*?
Trip6015 26 Aug, 2017 @ 11:21pm 
Excellent mod but 3x slower growth rate is too slow, and makes little things take way longer
Malekith 7 Aug, 2017 @ 2:47am 
Whilst the concept of this mod is good. I do think you you need to make some adjustments if you can, or at least remove the added food requirements per each new pop as you have tripled the growth time required. Considering the fact that a 1% population growth increase per year will see an increasingly faster population growth rate. Rather than an increasingly slower growth rate as is currently. You could expect to see broods populate a 25 tile planet in 20-30 years maybe.

http://www.worldometers.info/world-population/
DenKrigsgud 27 Jul, 2017 @ 2:32pm 
So did you remove the tile bounses in this lastest version or is there a bug?
Kristen Reid 𒈠𒀯𒀯 27 Jul, 2017 @ 1:21pm 
It would be neat to get a version of this with just the traits, or with the nerf to base growth rate toned down a little.
Satire 30 Jun, 2017 @ 8:21am 
I have translated your mode to Russian
https://drive.google.com/open?id=0BwkI4vFH9qoUSmotemJtN2dUVm8
rowan 22 Jun, 2017 @ 4:21pm 
Thanks man, greatly apreciated.
 [author] 22 Jun, 2017 @ 4:13pm 
Ced Truz i may put out an alternate version in the mean time if you go to the mods defines.txt and delete most of the Npop section and that will cause it to default back to the standard defines
rowan 22 Jun, 2017 @ 3:57pm 
Just tell me which line of text to edit to restore the vanilla growth rate b/c your mod is real coolio but I'd love to just edit out that one feature (yes I know the game will be a bit unbalanced). Also that comment by user Cosco seems like a good way to implement your traits for the AI.
Spillik 21 Jun, 2017 @ 2:27pm 
So, If I understand right:
Broods are like insects and they hatch from eggs.
Gestators - ??? Icon looks like an egg. Can't find a translation to the word. Definition is like "carrier"?
Haven't found "Specialised Breeders" ingame. Guess, it is future content.
Spillik 21 Jun, 2017 @ 11:51am 
You should make localization files to other languages, because people with other localization can't see the text, only the code names. Maybe I will do translations for the mod to russian.
So, is those 3 times feels like too much?
And what with compatibility?
I would like to see trait like "Cloning" that makes your race grow to 0%(-9999% grow speed in code, I guess) but you can build clones like robots. As I know, it was done in Stellar Expansion -Clonning.
 [author] 21 Jun, 2017 @ 12:50am 
thanks for letting me know that shouldnt be showing upill fix that
Stagehands 20 Jun, 2017 @ 5:55pm 
Question: what is that "reproduction_specialized" trait I keep seeing? It doesn't appear to do anything and other races have this annoying habit of picking it up. It's got underscores in it and it's a bit immersion-breaking tbh. I'm assuming it's from this mod, since I don't have many which affect traits.
rowan 20 Jun, 2017 @ 5:39pm 
Would be great to have a way not to slow down population growth by x3
conco 7 Jun, 2017 @ 10:23pm 
If yo want to force the ai to pick a trait, just add an event to proc 1 day in that assigns every empire without one of the traits, one of the traits
 [author] 5 Jun, 2017 @ 7:08am 
I have set it to list 1.7.1 perhaps steam is changing the version automatically but i have tested it and it does work with 1.7.1 regardless i dont know why it is listing as 1.6.1 for you
Legit-Rikk 31 May, 2017 @ 2:37pm 
Hey, the mod still lists itself for 1.6.1, I assume this is because you haven't changed it or don't want to?
 [author] 22 May, 2017 @ 10:49am 
@Qwynn as far as i know there isnt a way to force a randomly generated AI nation to take one of the breeding traits if i find a way i will impliment it though
 [author] 19 May, 2017 @ 7:00am 
Thanks Lightcaster, i actually just worked this out for myself they renamed and reformatted the code for growth speed its a simple fix really i should be able to do a basic update soon
Lightcaster 18 May, 2017 @ 8:11pm 
1.6 actually changed the way growth rate works, as per https://forum.paradoxplaza.com/forum/index.php?threads/adams-update-1-6-0-released-checksum-7a87-not-for-problem-reports.1020233/
TL;DR: Replaced Growth Time modifier effect with Growth Speed and rebalanced related values, which means the modifiers have actually changed now.
RedFalconGamer 14 May, 2017 @ 12:08am 
Okay, thanks in advance. I suppose it's possible it could be caused by some kind of conflict with the 100+ other mods I have installed, but I haven't added or removed any mods, and they never caused this bug before so... yeah. Anyway, again, thank you for looking into it, whenever it is that you do.
 [author] 13 May, 2017 @ 3:45pm 
@RedFalconGamer this is definitly not intentional i havent had much time to work on the mod due to exams but i will try to get an update out soon to fix this
RedFalconGamer 13 May, 2017 @ 2:36pm 
Um, I'm not sure if anyone else is having this problem, but ever since the update to 1.6, the parts of this mod that effect the growth RATE of the various choices no longer function, or even show up as existing. Single Births, Litters, Broods, Gestators, and Exclusive Parents all now grow at the exact same rate, ever since 1.6 came out. And reading the tooltips of the traits, it seems like it's designed to do that. Was that a deliberate choice, or is this some kind of bug that needs fixing? Because in my personal opinion, this change kind of destroys half the purpose of this mod existing to begin with.
S e f f a r d 13 May, 2017 @ 12:47pm 
Just a crazy idea. I think attacking armies should be your pop after training, so that they would leave home to come back later if they survive the battle overseas. While away, maybe their planet spaces should be locked to keep pop growing or imigration into them.
 [author] 25 Apr, 2017 @ 3:14pm 
@lompeluiten the problem with that is that itd force you to have a governer on every planet meaning you can get hardcapped on your colonies pretty quickly
lompeluiten 25 Apr, 2017 @ 2:19am 
What about a Queen option? Were there are exclusive breeders. With the rule that only leaders can create growth
Dray Prescot 17 Apr, 2017 @ 1:06pm 
As a simple example of a better more realistic way to handle population growth, go take a look at the Game Armada 2525 Supernova.
Dray Prescot 17 Apr, 2017 @ 1:02pm 
Has not anyone ever heard of the rule of 72 used in banks and finance for compund interest?

It is very simple: if you have N% per period using compound interest for each successive period the total number of periods to double your amount is 72 divided by N periods, i.e. 1% per period gives 72 periods, or 1% per year is 72 years to double your starting amount. (This is not exact but a rule of thumb, and does not take into account the lag for children to grow up)
 [author] 4 Apr, 2017 @ 8:23am 
@exceeding_arrow im not sure ill see if theres a way to fix that i should be able to get an update out a few days after utopia lauches as ill have dealth with my uni work by then
Avion_Prime 4 Apr, 2017 @ 8:14am 
is it possible to make potential leaders for species with the Brood or Litter a few years younger?
my Brood leaders only last for 1 or 2 years before they die of old age
LittleRaskol 1 Apr, 2017 @ 2:59am 
Would it make sense for "Exclusive parents" to give a bonus to leader skill level rather than tile bonuses? Seems to mirror "Broods" nicely. (This is idle speculation, I'm just assuming that "Broods" lowers recruit cost... Not installing or playing new mods until Banks comes out.)
Guy 31 Mar, 2017 @ 2:48pm 
genome mapping + broods + rapid breeders = instant pop creation, expand empire effortlessly. :approved:
 [author] 29 Mar, 2017 @ 7:28pm 
@tmjvisser yes i will i dont think this mod will be affected much by the update so anything i have to change will be minor
tmjvisser 29 Mar, 2017 @ 11:21am 
Will you update the mod to 1.5 Banks
Mudkest 28 Mar, 2017 @ 12:34pm 
Would it be possible to change the research/edicts and such that change leader lifespan to a % instead of a flat modifier? specialy with this mod, the short lifespan benefit far more from those then races with longer lifespan(what is 10 years for a species that live 400 year, compared to species that live 40 years?)
Xangelo7 28 Mar, 2017 @ 1:00am 
what about fungus aliens like the Orks boyz, or those cute mushrooms should spread like spores
 [author] 27 Mar, 2017 @ 8:46pm 
@yaumelepire Thanks, yeah i was never quite satisfied with those options i always wanted to go deeper into what was possible i think it adds much more character to a species
yaumelepire 27 Mar, 2017 @ 6:35pm 
Cool idea, this should probably be added to the base game... although the Fertile/Infertile traits were probably meant to symbolize this.
 [author] 26 Mar, 2017 @ 4:36pm 
@Sycoperson that is essentially what the broods one is i have tested with higher lifespan penalties and going much further than where it is results in all your leaders dying within a month of hiring them i may try and work around it but it gets to the point where pops grow instantly and leaders die instantly. I will try and work something out
Connor 25 Mar, 2017 @ 5:49pm 
you could have a like a spore growth kind of thing for the fungoids, which would be extremely fast reproduction with extremely short lifespans, the only problem is what to call it
 [author] 24 Mar, 2017 @ 5:10pm 
@orko_oskar ive tried to make the traits inclusive of as many different species types as possible but fungoid and plantoid are the tough ones, ill definitly see if i can create something to include them. one i have already planned is part of the directed breeding is meant to be like Ant Queens or for plantoids Trees which your pops would be the fruits of.
 [author] 24 Mar, 2017 @ 5:07pm 
@Skanderbeg no you arent forced to pick one of the reproductive traits, so far i havent found a way to force AIs into picking one of the traits
orko_oskar 24 Mar, 2017 @ 4:08pm 
This is a really cool idea and I´ll keep an eye on this mod for my second Banks run wich will be my modded run.
If I might make a suggestion it would be that most seem focused primarily on Mammalians. How about some spore/pollination-lovemaking for our Fungoid and Plantoid friends. :)
If tecnically possible with the engine/mod-tools a system for those kinds of species where the pops grow really slow but on several tiles, mabye even spreading from the capital like creeping vines or fungi, would be fantastic.
Well enough of my pipedreams and keep up the good work.
Train Owner 24 Mar, 2017 @ 3:57pm 
Great work! Just one thing before i download this, are you forced to take a reproduction trait? For example, can i go out and find an alien empire w/o a reproductive trait?