Stellaris

Stellaris

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Scaling Pop Growth [3.4.x]
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Oct 2, 2020 @ 10:36pm
May 14, 2022 @ 7:49pm
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Scaling Pop Growth [3.4.x]

In 1 collection by Renan
ǝɯɐɾ's Bad Mods
4 items
Description


Scaling Pop Growth
This mod adds a planetary deposit that adjusts pop growth depending on the amount of pops on a planet. It was inspired by Carrying Capacity by starchitec.
The deposit works in the following ways:

For Organics:
-Every pop on a planet increases growth by an exponent of 1.01, leading to a dramatic growth curve (up to 245 pops affect it)
-If no housing is left, a huge emigration push modifier is added

For Robots:
-A roboticist job is added for every 25 robotic pops, up to a maximum of 16
-If no housing is left, robots cease assembling

For Machines:
-A replicator job is added for every 25 pops (no cap)
-A stacking 10% multiplicative bonus to pop assembly, capping at 70% Note: This keeps the growth (somewhat) matched to organic growth
-If no housing is left, robots cease assembling

Emigration:
1: Emigration can reduce pop growth by 99.99%
2: Immigration potential increased to 15, from default 5


Compatibility Notes
❶This mod should be compatible with almost any mod, however the Defines file is touched at the following lines:
MAX_GROWTH_FROM_IMMIGRATION
MAX_GROWTH_PENALTY_FROM_EMIGRATION
Mods that touch these lines will not necessarily be incompatible, but one mod will overwrite the other at these lines.

Carrying Capacity by starchitec would technically work with this mod, but to chaotic effect that I could not recommend- but hey, the things we do for science.

Planetary Diversity by Gatekeeper does work with this mod, but please note that unlike standard worlds (i.e. Continental), the modifier will not be present on game start. Progressing the game 1 month will result in the modifier appearing correctly.


Regarding 3.0, Patch 'D-i-c-k'
A function has been added to the game that automatically adjusts growth values based on available housing. This can affect the function of this mod. As a result, I warn readers that this mod may be subject to changes in an effort to better compensate and work around this new effect. -04/18/2021

Recommended Mod
resettlement_mod by DerMoe
A very helpful mod to help mitigate pop management, as well as help brainless AI utilize their pops properly.

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108 Comments
DeadLy38 Aug 29, 2022 @ 12:35pm 
Hello, should I just leave the two population sliders ("Logistic growth ceiling" and "Growth required scaling") at default when using this mod?
Dalob Jun 7, 2022 @ 7:53am 
@Renan

Thanks for the reply, thats what i suspected but decided to ask anyways since idk about what goes on in the background.

Thanks again!
Renan  [author] Jun 6, 2022 @ 4:52pm 
Dalob,

As far as I know, this isn't something caused by this mod. This should only add jobs and pop growth based on the amount of pops on a planet.
Dalob Jun 6, 2022 @ 3:27pm 
Just on the off chance that it comes from here since this is the only Pop affecting Mod i have:

I have a Machine empire and on some of my colonies the Mashines are being deconstructed without any given reason for it, they deconstruct faster then they are assembled causing these colonies to vanish after a certain point.

Is there any chance a variable in this mod might cause this?
Renan  [author] May 15, 2022 @ 6:56am 
Overlord update posted. Please let me know if I missed any issues!
Renan  [author] May 12, 2022 @ 5:32pm 
An update for Overlord will be released soonish!
Renan  [author] Mar 23, 2022 @ 7:09pm 
genericplayer12345,

Yes. The event will run 1 month in and should spawn the planetary feature normally.
genericplayer12345 Mar 20, 2022 @ 10:13pm 
Is this save-game compatible? If I pop it in to a game in-progress, will it still work?
I've got a bunch of worlds I need to get up and running and it's 2400+ in my current game
Renan  [author] Mar 1, 2022 @ 5:03pm 
Herr Maledictus Made,

Planets with huge caps are honestly going to spit out pops ridiculously fast the higher their numbers go. Going off of default values, if you have 241 pops, you'll be having a growth of 30(!) before your normal growth modifiers.
What's more is that the modifier is multiplicative, so if you have 20 pops (+22%) and a +15% growth modifier, you'll have 40.30% additional growth (4.209 instead of organic default growth of 3).

The newish capacity system that Stellaris introduced however long ago does interfere with pop growth. I considered making this mod disable that system, but unfortunately I am not sure if people have gotten used to this working on top of that, and I don't want to make such changes without everyone knowing that this mod would change it.
ShinyNobody Feb 28, 2022 @ 10:21pm 
Like petete ask does it mean both sliders are supposed to be maximum left? i forgot to make the first one to the left and the problem was that my population grew in the mid late game faster then i could build districts =D. Or where my other mods making a killer combo? my ecumenopolis had a montly growth that made 1 pop in 2 month XD