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Planetary Population Restrictions
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Nov 15, 2020 @ 4:26am
May 12 @ 10:21am
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Planetary Population Restrictions

Planetary Pop Restrictions (3.4)
Control the ability of residence rights species and slaves to breed and access certain planets.

4 New Policies
  1. Mark certain planets off limits to Resident species: they will not move to it or breed. (Must not be egalitarian).
  2. Mark certain planets such that Resident species may migrate there, but will not breed on them. (Must not be egalitarian).
  3. Mark certain planets off limits to Enslaved species: they will not move to it or breed. (Or be put there by the Raiding bombardment stance)
  4. Ban Enslaved species from breeding, except on Thrall Worlds and certain designated planets.

I always got annoyed that my slaves would just keep breeding on all my worlds, fine in the early game when I needed more miners, but later on I wanted more scientists from my main species. Similarly I wanted to stop my Starborn species being outbred by the lesser residence species on my habitats.

If you enable the first 3 policies (residence living on, residence breeding, slaves living on), they are unrestricted by default, and enable planetary decisions to mark a planet as not-for-living / not-for-breeding.

The last policy, slave breeding, enabling this policy will immediately stop slaves from breeding on all planets except thrall worlds and worlds that you specifically enable using a planetary decision.

Note: None of these will allow a species to breed or migrate if population controls or migration controls are enabled at the species level. In order to use these you must allow migration and breeding for the species, and then use these policies and decisions to forbid them from specific planets.

As I wrote this to play with Starborn, all 4 policies have an option where they are applied by default to all orbital structures, this is all habitable structures: habitats and ringworlds (and extra if you have mods), if you enable this there is no way to selectively disable it for certain structures.

This mod makes changes to 2 rules from game_rules:
  • species_can_live_on_planet
  • can_species_procreate
Anything that also modifies those rules will obviously conflict, otherwise you will be fine.

I do not intend to add more features unless something comes up in a game I play that I want.

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Draconas  [author] May 12 @ 10:28am 
3.4 Release. Basically no changes.
Draconas  [author] Feb 23 @ 4:45am 
3.3 Release. Basically no changes as 3.3 has not altered the affected rules
Draconas  [author] Dec 13, 2021 @ 9:42am 
(you can probably test by moving it to the bottom of your load order. If it suddenly starts working its another mod (which has now broken a you have by rules not its rules)
Draconas  [author] Dec 13, 2021 @ 9:42am 
that would be what i expect with a mod conflict - unfortunately very hard to tell which mod is poking them. I will test this week just to be sure though.
Tartarus Dec 13, 2021 @ 6:54am 
@Draconas To clarify the policies showed up and I could enact the decisions, but they didn't seem to work. I chose the planetary+habitat restriction, and the slaves still both grew on habitats and on planets with restriction decisions. It could be another mod, though.
Draconas  [author] Dec 13, 2021 @ 1:00am 
Hrmm, interesting, I mean it should, as it's just a rules change, if you are adding it to a new save it probably won't apply until the game has cause to check if a pop can grow/move (which may not be until it finishes growing the existing pop and needs to check a new one).

The more likely scenario is are you running other mods that may alter the game rules?
Tartarus Dec 12, 2021 @ 5:21pm 
This doesn't seem to work when added to saves, which I guess I should have expected.
Draconas  [author] Nov 22, 2021 @ 11:39am 
This has been updated to 3.2, required only a tiny tweak
Draconas  [author] Apr 15, 2021 @ 1:21am 
This will get updated to 3.0, but given the rules it tinkers with are pretty fundamental to the game operating, I would not use it until I do.
Draconas  [author] Nov 15, 2020 @ 10:24am 
I assume so, Smithy is still doing active dev on his mods.