Stellaris

Stellaris

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Cronkonium Jul 18, 2022 @ 8:22am
+1.5 Population Growth
This bonus has been showing up 'from my perspective' fairly inconsistently in most of my recent games... I'm seeing it from the start on my capital - even had one poor start where due to capacity being low from the start it dropped below the 1.5 maximum.

But overall I'm not seeing it on any of my other planets in a lot of games only on my capital... But I do see it on my other planets in other games.

Recently I took 'Scaling Difficulty' off, but apart from that I'm just so confused by this. Going from +7 & +5.5 - 6 growth on my immigration and emigration planets in some games, to maybe 5 at most & under 2 respectively in others.
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Showing 1-7 of 7 comments
EnemigoDeLaMafia Jul 18, 2022 @ 8:35am 
That's the logístic growth added a couple versions back.

Basically, pops will grow faster or slower relative to how much space left is on the planet.

The cap for it is 1.5, which is very useful to take advantage of if you can.

In order to constantly get the 1.5 bonus, your planet capacity needs to be roughly double than the current population. "Planet capacity" is given by the number of districts (built or unbuilt both have different values, and housing).

In practice, I've noticed you need about 15 or so pops on a planet for it to appear on the first place, and then you need about 20 cap above the number of cutrent pops. The cap only really becomes an issue on a very small world or if you're nearing 50 pops (as you'd need a cap around 70 to 80 to keep taking advantage of it)
Cronkonium Jul 18, 2022 @ 8:44am 
Okay, thanks thanks couldn't find the minimum population for logistic growth implementation there.

Something really had given me the thought/I feel as if I had noticed it before on 10 population planets. I did originally have the idea - although yes it would be more computational hassle, but originally my mind went to '0.5' at 5-9 population, '1.0' at 10-14 population & '1.5 MAX' at 15+ population (so long as you were at or above your ideal separated population capacity)

But in the main game I've been coming back to recently I did get the unfortunate double-pop death with the two Odd Factory events & most habitable planets were out of the way & distant from me. So it seems that I'm right at that cusp of that growth burst then... and it simply is just showing up later than usual this game.
Peter34 Jul 19, 2022 @ 3:45am 
Built Districts detract from Capacity, but then re-add some or more due to the Housing they add. In other words, City Districts increase Capacity while other District types reduce Capacity.

Blockers also reduce Capacity, that's why you want to remove them pretty early, if doing so can boost your Logistical Growth to the +1.5 value.

A slight complication is that unbuilt Districts add different Capacity based on planet type. In most planet types, they add 4 Capacity, so even basic City Districts are a win, since 5 Housing beats 4 raw Capacity. And it gets better as you improve your City Districts to add 6, 7, 8 Housing each.

Gaia Planets add 6 Capacity per unbuilt District, though, so there you don't want to spam City Districts unless they each give 7 or 8 Housing. Also, with the Gaia Origin you get a Size 30 planet meaning that you'll hit +1.5 Logistics no matter what you do.

One more thing that's useful to know, is that queued up Districts also reduce Capacity. Unless PDX finally fixed it without mentioning it in the patch notes. This means that if you queue up 3 City Districts, then you reduce Capacity by 12 (or by 18 on a Gaia Planet).

That's the one reason why you want to free rather more Capacity than what's actually required to hit the +1.5 Logistics Growth. Remove those Blockers!
ScreamCon Jul 19, 2022 @ 4:15am 
More housing
use slave types that use very little housing
Housing reduction traits

All these increase growth. Since slaving is not very productive due to loss of happiness the best use of slaving is to reduce housing effectively increasing your empire growth on worlds.

This is not to be overlooked as it has significant impact on how long you can continue growing pops for getting closer to using up the housing.

I once used livestock + domestic servants with max house use reductions and was able to get a world up to 200 pops before it started slowing down. Not that you'll reach that in a game.

If you turn it to eccumonopolis... oh boy. Eccumonopolis you can move pops to if your other worlds start slowing down in growth.

A heavy slaving run + necrophage or syncretic origin can be effective ways to reduce housing... if you don't mind being an evil slave empire that is.
Last edited by ScreamCon; Jul 19, 2022 @ 4:21am
mss73055 Jul 19, 2022 @ 5:03am 
Meanwhile my city planet grows at a rate of +19. That's +2 pop per year.
I got 12 xeno immigration centers in my bastion vassal.
https://steamcommunity.com/sharedfiles/filedetails/?id=2837326425

This is my latest clone experiment. And no, you're not looking at clones.
My clones are like Sardaukar, making the 100 ruler fraction of my pops.
Clone Ascendant, Psionic, Weaver of Strands (has no effect).
ScreamCon Jul 19, 2022 @ 5:55am 
Originally posted by mss73055:
Meanwhile my city planet grows at a rate of +19. That's +2 pop per year.
I got 12 xeno immigration centers in my bastion vassal.
https://steamcommunity.com/sharedfiles/filedetails/?id=2837326425

This is my latest clone experiment. And no, you're not looking at clones.
My clones are like Sardaukar, making the 100 ruler fraction of my pops.
Clone Ascendant, Psionic, Weaver of Strands (has no effect).
You got 10 immigration there which means it negates from other planets. You can game the +15% growth along with a civic to boost your total growth past the normal amount.
Last edited by ScreamCon; Jul 19, 2022 @ 5:57am
Gedsaro Jul 20, 2022 @ 7:45pm 
Originally posted by ScreamCon:
Originally posted by mss73055:
Meanwhile my city planet grows at a rate of +19. That's +2 pop per year.
I got 12 xeno immigration centers in my bastion vassal.
https://steamcommunity.com/sharedfiles/filedetails/?id=2837326425

This is my latest clone experiment. And no, you're not looking at clones.
My clones are like Sardaukar, making the 100 ruler fraction of my pops.
Clone Ascendant, Psionic, Weaver of Strands (has no effect).
You got 10 immigration there which means it negates from other planets. You can game the +15% growth along with a civic to boost your total growth past the normal amount.
Of course if you are not isolationist, then whlie a lot of that growth may be coming from other planets, they don't all have to be your own planets, steal that growth from other empires!
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Date Posted: Jul 18, 2022 @ 8:22am
Posts: 7