Stellaris

Stellaris

MVG Logical Population Growth
18 Comments
PROBABILITYOFSUCCESSZERO  [author] Mar 21, 2020 @ 6:39am 
@Cincinnatus358 you have my express permission to reuse any and all parts of my mod to make your own. I am unwilling to support this game any longer.
Cincinnatus358 Mar 21, 2020 @ 6:25am 
Can i use your mod to make my own?
Triple M Jun 5, 2019 @ 10:39am 
is this compatible with 2.3
AncientGatekeeper Jan 4, 2019 @ 1:32pm 
Great mod! I’ll check it out and see if it would be a good addition to my current modpack! Thanks for this man!
AncientGatekeeper Jan 4, 2019 @ 1:31pm 
Silver are you saying if you have humans, avians, and reptiles on a planet it’ll cycle though populating the planet? That’s a base game mechanic now. It depends on something in the game files. You can force a planet to only grow one population forever.
Akkadian Dec 27, 2018 @ 3:50pm 
Nice mod! I'm having an issue and not sure if it's from this one. When I have different species it seems that the new species are the ones automatically grown rather than my own species. e.g I conquer planets B and C. They continue growing their own pops, which is fine, but when I move some of them to my home world they start growing instead of mine. I have to manually check every planet every now and then and manually select my main species to grow. Any idea where that's from?
kerrigan.s.j Dec 17, 2018 @ 5:22am 
@MisadventuresVG
Nice mod! Well, i can ask for similar mod?

You can create mod for stopping grow for only one category in current planet?
My explans: when i play on mashine-mind-assimilator, i have spmetimes want, that in one planet will stop grow organic or mashine-drone, but... in current time i can or stop grow for race in all planet via politics, or can stop every grow in current planet
VagrantHero Dec 14, 2018 @ 6:14pm 
Much appreciated, man!
Kotylion Dec 14, 2018 @ 12:20pm 
Lol, then it is propably another mod's fail. None actual migration anywhere. Thx, tho
PROBABILITYOFSUCCESSZERO  [author] Dec 14, 2018 @ 11:06am 
@VagrantHero

I've just checked for you, neither mine or the Lee Random Species Growth mod override the same values, therefore they are 100% compatible.

Enjoy.
PROBABILITYOFSUCCESSZERO  [author] Dec 14, 2018 @ 10:47am 
No migration is completely unaffected.
Kotylion Dec 14, 2018 @ 10:04am 
Is migration number removed in this mod? On all my planets it is just: -
PROBABILITYOFSUCCESSZERO  [author] Dec 14, 2018 @ 9:57am 
If it alters the same files then it isn't compatible, it will depends on load order, it with either load my files or the other ones, I'll download the mod and deconstruct it to see what files it affects.

I'll post back with my findings.
VagrantHero Dec 13, 2018 @ 8:55pm 
How compatible would this be with the Less Random Species Growth mod, changes weighting for which pops grow on a planet.
Endugu Dec 9, 2018 @ 6:57am 
I just think the tiny starting populations would have more effect on population growth than however high the birth rate of these tiny populations is. 500 million with 2.1 are going to grow much faster than 5000 with 6. Of course, then we get into the question of how many new people you actually need to get a new "pop". Thats probably relativ to total population and lower with 5000 than 500 million.
PROBABILITYOFSUCCESSZERO  [author] Dec 9, 2018 @ 6:33am 
I tried to post my first reply and it was too long for the comment box.

The current growth is based on a whole number not a percentage with relation to the current population. Therefore growth is set on a defined timer with a pop being only grown when the timer is ended. I have decreased this to slow the "standard" growth of populations down to something that is more realistic. I realised that immigration was the only real contributor to colony growth, at the same time the immigrate growth was also being penalised. For me that was counter productive, settlers and immigrates would have a sky high birth rate compared to established capitals or core worlds. So the native growth rate shouldn't be penalised. Logically if it was all based on a percentage number I'd just say pop size times growth percentage = new pop, but its base rate times months must = 100 to produce a single pop. This makes it very difficult to accurately model.
Endugu Dec 9, 2018 @ 5:38am 
Doesnt it makes sense that newly formed colonies mostly rely on immigration? Their tiny populations would make growth by new births also tiny. Of course, population size doesnt seem to affect growth speed ingame - so I always interpreted that initial modifier as an abstraction of this effect.
PROBABILITYOFSUCCESSZERO  [author] Dec 9, 2018 @ 2:34am 
So guys, hope you are enjoying the mods I am posting. If you are please be kind and throw me a good rating... :steamhappy:

I am working on a number of other mods to improve different aspects of the game, keep an eye out on my various mod pages to see links to my future work as they are released.