Stellaris

Stellaris

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Pop Growth per Pop (pre 4.0)
   
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Oct 1, 2023 @ 6:01am
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Pop Growth per Pop (pre 4.0)

Description
Note: this should work on the last version before 4.0, but the changes in 4.0 make it obsolete.

Are you tired of the base +3.0 pop growth per colony?
Me too. So I removed it!

What does this mod do?
Pop growth on a colony starts out at 0.2 (yes, that is tiny). Pop growth increases more or less linearly with the number of pops. So, a colony with 10 pops will have around 2.0 pop growth. This effect is effectively uncapped until you reach significant overcrowding, I assume your pops will not stop growing if they can easily migrate to other planets.
To facilitate this, I also heavily amped the migration system. In particular, very small colonies get more immigration, and overcrowding and unemployment can quickly cause all popgrowth to migrate elsewhere. The auto-resettlement of unemployed pops has been sped up as well.
I did also add some scaling replicator jobs to Machine Empires to help them keep up.

What did I want to accomplish with this?
I wanted to remove the pop growth benefit that having lots of different colonies gives you. I feel like this caused some weird gameplay effects:
• Colonizing low habitability worlds just for the base pop growth.
• Two size 10 planets being more valuable than one size 25 planet.
• Building feeder habitats for the growth rate instead of the living space. (Less of a problem recently)
• Artificial “feeder worlds” with an optimized number of pops to keep the pop growth maximized, and let the resulting pops migrate elsewhere.

Instructions:
Install mod as usual.

!Very Important!:

* Only works in a new game!
* Upon starting a new game, either hit “Reset to Default” or jiggle the slider for “Logistic Growth Scaling”. If it says “10000” you are good.

Additional notes:
• How fast the galactic population grows is mainly dependent on how many empires you start with.
• I did not alter “growth required scaling” in any way, so make sure to tweak that if you want more or less pop growth in the late game.
28 Comments
Red Death  [author] Aug 31 @ 3:17am 
@Diamondkai09 You should not have 5k pops. This mod is for pre-4.0 versions.
Diamondkai09 Aug 30 @ 7:03am 
so am i supposed to get at least 500 pops per month on a planet with 5k pops?
Red Death  [author] Dec 22, 2024 @ 3:08am 
@failproof I have not tried it recently, but there is no reason it should not.
failproof Dec 20, 2024 @ 11:34am 
Hello, would this work on the current version?
baronjutter Apr 19, 2024 @ 8:30am 
I think a great balance for mechanical empires would be to simply allow them to build multiple robot factories. It never made sense for them to be limited to one only. Just make them expensive. Maybe limit them to one per colony capital building level. Or limit them to one per X population on the planet in a way that roughly matches your new organic pop curve.

Right now synthetic empires have the same very silly problem organic empires did. Its extremely powerful to go as wide as possible, habitat spam, anything just to get more population growth since its fixed per-colony.
Red Death  [author] Mar 2, 2024 @ 11:20am 
Thanks, I tried to make it clear! I haven't seen other mods touching the same modifiers, but they are likely not balanced for it. Then again, neither is the base game! The AI also struggles sometimes because of existing problems this mod highlights.
CountCristo Mar 2, 2024 @ 8:48am 
Cool mod, haven't tried it yet so can't complement to much! What I did want to complement is this fantastically clear description - reads like a product pitch document I'd be delighted to receive (and is better than many I do receive) so thanks! Looking forward to trying it out. Any idea how this might conflict with other mods (aside from those that obviously tinker with pop growth)?
Red Death  [author] Feb 3, 2024 @ 6:50am 
Basically not at all, that would need a completely separate implementation that I did not get into.
Xyllisa Meem Paradox Station Feb 3, 2024 @ 1:49am 
Does this work with synths to any degree, or not at all due to assembly plants?
Red Death  [author] Jan 19, 2024 @ 1:49pm 
@atreidesson You are quite correct on that. It does depend on what setting you use for the groeth penalty.