Stellaris

Stellaris

Automatic Population Controls
42 Comments
Mory Apr 15, 2023 @ 11:08am 
Is this working on 3.7.4
Azona Oct 22, 2022 @ 2:08pm 
at hessuu_apc_species_rights.txt add ( token = migration_control_no ) under migration_control_no line

this fixed for me locally ofcourse 3.6 this might changed but we live at current which is 3.5.3
Azona Oct 22, 2022 @ 2:00pm 
so this mod is broken for non beta 3.5.3 Fornax
Azona Oct 22, 2022 @ 1:59pm 
this mod causes problem sins last update which weirdly made for 3.6 (which is in beta) causes tooltip error in no migration controls at species rights and make it not selectable.

why would you update mod for beta?
havoc1482 Apr 15, 2021 @ 5:12pm 
This still work with the Nemesis update?
Hessuu  [author] Mar 14, 2021 @ 4:37pm 
@Nishizawa
It sure is. 👍
Nishizawa Mar 6, 2021 @ 8:28pm 
Compatible with 2.8.1 ?
Azona Nov 17, 2020 @ 12:51pm 
Aww to bad but thats the limitationn I gues.
Hessuu  [author] Nov 17, 2020 @ 11:24am 
@Azona and @deltaCorben
Moving slaves (and biothrophies and rulers and specialists) would be awesome, but sadly the Stellaris modding framework lacks a way to detect slave jobs specifically. We only get to see if a planet has *any* jobs available.

PS. The mod probably works with 2.8.X, but I'll try to update it when I have the time. :)
Azona Nov 15, 2020 @ 8:55am 
Would be nice to add migration for Slaves. example when slave jobs are x then migrate slaves. slaves jobs are show as -x number so maybe have option to move them at -5 like population growth can stop at 5 and no housing
deltaCorben Nov 11, 2020 @ 10:19pm 
Is there a way to tell the mod to also move slaves?
Poulp Sep 28, 2020 @ 3:30pm 
This mod is a life and time saver, simple as that.
It should be part of the base game, period.
Ace Sep 14, 2020 @ 2:00am 
This mod is a damn god send mate. The other auto pop mods are dead, either not working at all or only working early game when they aren't needed. The way this works is legit perfect imo, so even if the others are updated I'll be sticking with this tbh!

If it doesn't seem to be working for anyone - remember a planet needs free jobs AND housing for a pop to be moved there.
Hessuu  [author] Jul 21, 2020 @ 1:26pm 
Updated with support for voidborne ascension, which was borked before.

@BigRockWall I did a test run with a rogue servitor, and drones seemed to get migrated just fine. Right now though the issue is that the modding API doesn't have a way of differentiating between drone jobs and bio-trophy jobs, so drones will get migrated to planets with bio-trophy jobs. I can't really fix it either before Paradox adds some sort of support for this. I posted a request to the forum's modding requests thread about this.

@giimer Not possible right now, but that would be a good feature and I might add it at some point.
giimer Jul 21, 2020 @ 12:19pm 
Is there a way to change the migration rate? I want to resettle entire planets, but through the method built into the game and through your mod, there is a long wait.
Hexagoros Jul 10, 2020 @ 9:31pm 
omg this mod is great. Love it.
Hessuu  [author] Jul 10, 2020 @ 2:24pm 
I noticed that the new voidborne ascension perk with its +2 building slots on habitats confuses the mod's building slot preservation logic at the moment, which I need to fix.

Haven't looked at rogue servitors yet, need to check those out if they have their own issue.
BigRockWall Jul 10, 2020 @ 11:24am 
Its not working for bio empire either. What its doing is migration growth. Aka, it doesnt move unemployed pops. Instead, it takes growth away from the over populated planet via emigration, and adds growth to the planet with available housing and jobs via imigration. So for bio pops it effectively does the same thing. You just have to manually deal with pop on the "feeder planet" until its all set up. Once its housing and jobs are all set, all additional pop growth will just get sent to another planet. Resulting in the same thing. You just dont have to actually resettle the pops.

Still, it does nothing for machine empires.
BigRockWall Jul 10, 2020 @ 10:51am 
Does not appear to work for machine empire. Specifically running a rogue servitor build. No drones are migrating. I noticed that migration control enabled is the only option for the gestalt pop, probably whats causing the issue
Captain Freakout Jul 1, 2020 @ 10:34am 
After my last game left me micromanaging a bunch of unemployed and unhoused pops, this mod seems like a blessing, thanks for keeping it up!
Asaram Apr 9, 2020 @ 6:23pm 
Just rechecked just to be certain, they are eligible. 11 unemployed workers, no migration limits, all the settings correct. Other planets have plenty of housing and jobs available.
Me and my friends are, alas, just going to mod it so that the vanilla edict is available from start for now :) (and yes, habitability was above 50% as they were citizen-bots)
Hessuu  [author] Apr 9, 2020 @ 4:46pm 
I added some more info about auto-migration to the mod description.

I assume that by the mod not working you mean you have unemployed pops in your empire that are not migrating? Check that they meet the requirements I posted, and that there are colonies in your empire with free jobs, housing, and at least 50% habitability for the pops in question. I suspect that the pops might just not be eligible.

It sadly isn't currently possible to migrate specialists, rulers, slaves and the various prole pop types, as the current modding framework doesn't allow checking in advance whether a pop can take a job (as far as I know, anyway).
Asaram Apr 9, 2020 @ 12:47pm 
This mod, sadly, did not work for me and my friends when we played the game. We made sure to have the up-to-date version of it and triple-checked the policies.
Will peek back in occasionally to check it out since, honestly, it sounds fantastic :)
Manolento Mar 29, 2020 @ 7:28am 
it's not working for me...
Hessuu  [author] Mar 27, 2020 @ 3:42pm 
Oh, I see. This mod has nothing to do with that other one. This uses a modified version of the vanilla migration edict. I made it run per planet to make it work faster, and prevented it from
destroying buildings and building slots. It also doesn't cost anything. And like the vanilla edict, it only moves pops to planets that have housing and open jobs.

I should probably write all this in the description when I figure out a clean way of doing it. 😄
Manolento Mar 27, 2020 @ 10:56am 
I was using another mod for this. But he left me broke, spent all my energy credits, and kept changing the unemployed planets, but for planets that had no jobs available ... I went broke!
Hessuu  [author] Mar 27, 2020 @ 10:00am 
Works fine for me. :) I updated it for the new version last week. You may need to unsubscribe and resubscribe to get the new launcher to actually download the update though.
Manolento Mar 27, 2020 @ 8:25am 
It is now working ?
Hessuu  [author] Sep 5, 2019 @ 1:06pm 
Thanks for the update, should be up now as well.
Hessuu  [author] Sep 3, 2019 @ 12:25pm 
Thanks for the translation! I just put it in. I can't really test it myself, so hopefully it works.

I added a new policy recently, which isn't in your translation yet, so if you want to add that in, I can put that in as well.
Knives Aug 28, 2019 @ 1:02pm 
Grahlgr Aug 16, 2019 @ 12:55am 
You need a picture, and thank you so much for making this. Just what I was looking for!
IchBinGroot Aug 7, 2019 @ 12:11pm 
xD the background of the game is realy anoying... thanks for youre work !!
Hessuu  [author] Aug 7, 2019 @ 11:02am 
Ok, I did multiple tests with the same save in the year 2424 with 31 planets and 2600+ pops. I ran the game for one year and measured the time every time. Sadly though, the results are all over the place. Sometimes playing with the mod is FASTER than without, and sometimes not. I also tried disabling the AI with console commands to remove some variables from the equation, but even then the results seem to follow no logic. The times vary between 8 to 10 minutes, for whatever it's worth, so it's always quite slow.
IchBinGroot Aug 6, 2019 @ 3:24pm 
ok Hessuu thanks for the answer!
Hessuu  [author] Aug 6, 2019 @ 1:51pm 
I agree, hopefully the devs improve vanilla population management in the future.

This mod schedules all of your planets to be evaluated on random days of the month once per month. So each planet should only be checked once per month, and the CPU load should be somewhat evenly balanced. So technically it might be doing stuff on every day of the month, if you have lots of planets, but that is actually good thing, because otherwise you'd just have a big lag spike at the beginning of each month.

I haven't personally noticed any lag caused by using this mod though. You could try setting the mod's policy to "Never" and seeing if the lag gets fixed on the next month, just to rule it out. I haven't actually measured the performance, so I should try doing a test of my own as well.
IchBinGroot Aug 5, 2019 @ 1:17pm 
Hello
not sure but i think this mod makes my game a but laggy... in wich intervall the mod checks the planets polulation? maybe you can put this to monthly? it feels the mod check this every day and this makes my game laggy but not sure
IchBinGroot Aug 2, 2019 @ 4:25pm 
why i cant do this in vanilla ? its very anoying..
IchBinGroot Aug 2, 2019 @ 4:21pm 
this is what im looking for - it wonders me a bit this mod is not more popular!! amaizing work! thanks a lot! (give the mod a pic)
Hessuu  [author] Jun 24, 2019 @ 12:11pm 
@The Wrinkler It includes a couple of empire-wide policies that causes population controls to be declared on planets that need it. It should be able to handle egalitarian, authoritarian, robot, machine, and hive population controls (in other words, all of them). There's a couple of settings for when it actually triggers the controls, and it also removes the controls if the situation changes.

I'll have to write a proper description in the coming days. Things are a bit lacking because so far the mod has only existed for me and a small group to use.
The Wrinkler Jun 24, 2019 @ 9:59am 
does this do what I think it does