Stellaris

Stellaris

Realistic Species Growth [3.14]
139 Comments
danielthelaw  [author] Nov 6 @ 11:18pm 
I checked, Paradox literally removed all defines that this mod changed like NEW_POP_SPECIES_RANDOMNESS etc.
So I even can't do anything with 4.0 right now.
The only thing that still should work is removing the penalty from forced growth. This mod still should provide this on 4.0.
Frogj1 Nov 6 @ 9:55am 
I can't feel any changes. Aliens are still taking my majority's place.It appears that this mod isn't working at all.
By the way, if you would like to update this mod to the latest version, would you mind adding a policy about uplifted pre-sapient aliens' homeworld, allowing these worlds grow their own natives or my majority? Sometimes I play as a non-xenophobic empire, I'd like to leave their homeworlds to themselves while they were quickly dominated by other alien minorities.I read the description and I already knew that the 1st species that I choose to colonize the planet will likely dominate it. Yet I am not sure if uplifted pre-sapient beings were considered as "the ones that colonized first". Especially that the uplifted race isn't considered to be the subspecies of its pre-sapient ancestry but an independent one with the same protrait.
danielthelaw  [author] Nov 1 @ 2:27am 
Try using this version then, and tell us results. It should work and I currently don't have time for playing the game
Frogj1 Oct 31 @ 7:30pm 
But still the new pop growth algorithm is coded to boost alien minorities.
danielthelaw  [author] Oct 27 @ 2:43am 
it's not needed in 4.0
Frogj1 Oct 26 @ 8:55pm 
update plz
SEZER Sep 24 @ 4:46pm 
i have no idea if it actually does anything can't notice a difference
danielthelaw  [author] May 7 @ 6:11am 
Hmm. I'll revert it for 3.14 for a while so people can use it on old saves.
It probably won't break 4.0 but still best to disable it on 4.0.
Tom Walsh May 7 @ 4:59am 
wait did you disable the functionality for 3.14?
Watchman May 5 @ 3:44pm 
Yeah, I suppose now vanilla is somewhat following the idea of this mod
danielthelaw  [author] May 5 @ 7:31am 
Since Paradox added separate growth of different species, I have disabled the mod functionality for now.
So it does nothing now but I leave this mod as placeholder in case I would like to tweak something in the future.
DocHolliday Apr 9 @ 7:48am 
awesome, thank you!
danielthelaw  [author] Apr 9 @ 3:43am 
Yes it will
DocHolliday Apr 8 @ 12:47pm 
Will it at least work on planets colonized after installing do you think?
danielthelaw  [author] Apr 8 @ 11:57am 
yes but it won't work that well
DocHolliday Apr 7 @ 2:00pm 
Can i install this mid playthrough?
danielthelaw  [author] Nov 22, 2024 @ 1:36am 
>So the trait is somewhat useless now
If it's your main species and you colonize planets with it, planet should grow main species so it still gets growing bonus from trait. Idea is so that immigrants don't get too much priority.
Watchman Nov 21, 2024 @ 1:40pm 
Btw mod works really well now. Still loves lithoids, but homespecies are definitely a priority
Watchman Nov 21, 2024 @ 5:16am 
Oh. So the trait is somewhat useless now? Welp, whatever
danielthelaw  [author] Nov 21, 2024 @ 2:08am 
Nomadic trait should not be used when choosing new pop, but the immigration push (growth bonus) works as intended
Watchman Nov 20, 2024 @ 8:59am 
Noticed something in defines file.... Is immigration effects basically not working at all with this mod?
danielthelaw  [author] Aug 21, 2024 @ 5:04am 
I updated the mod once again.
It still wasn't solving the problem of species with mass habitability bonuses like Lithoids.
As soon as you get them they soon start growing everywhere.

So what I did is I made the growing pop selection more random, as the only way to counter Lithoid spam. So game likely disregards the number of current pops on the planet when choosing new growing pop, but it still takes into account their habitability. Species with low habitability are very unlikely to grow on the world.

What is also very important is that species still are 100% guaranteed to grow on their homeworld, and founder species is still 100% guaranteed to be assembled.

I also removed the 10% penalty from force growing of needed species.
Anakin1773 Feb 26, 2024 @ 1:45pm 
You're welcome.
danielthelaw  [author] Feb 26, 2024 @ 12:50pm 
@Anakin177
makes sense! thanks
Anakin1773 Feb 26, 2024 @ 10:15am 
@danielthelaw

Notice: This mod works perfectly fine in 3.10, however you should update the .mod and descriptor's supported version to "3.*.*" to avoid outdated mod warnings. Just a recommendation though, love the mod, wish you a good day.
Manu Nov 4, 2023 @ 5:01am 
hmm yeah should not have removed this mod from my list lol.I thaught they may have fixed it butt they haven't
danielthelaw  [author] Aug 19, 2023 @ 1:59am 
If you are colonizing new planets, it doesn't matter. For old planets, it will be affected by whoever lives there already.
Overall minorities still will grow even if with lower habitability. Mod just tries to keep the majority species the same. Anyway it's not worth to start a new game just to use this mod.
Slimane Aug 18, 2023 @ 2:02pm 
Does this need a new game to work? I just tried in my current playthrough and minority species are still growing on all my planets, even on planets where they have less adaptability than my founder species...

I'm so tired of having to play as a xenophobe every game to avoid this idiotic game design.
danielthelaw  [author] Jul 3, 2023 @ 5:55am 
Based on first 100 years ingame as rogue servitor with several organic species, I like how the mod is working right now. Will see if it changes by the end-game
danielthelaw  [author] Jun 29, 2023 @ 1:49am 
0.1 was triggering a well known bug when a species is chosen to grow, next month it was disabled (grey) and no pop was growing, then the very same species was chosen again, and next month it is disabled again.
This happens when there is not enough random selection.
I set 1 which is lower then 10, we'll see how it works.
Watchman Jun 28, 2023 @ 3:28pm 
Will also check defines myself, I understand that stuff a bit

Still, thanks a lot!
danielthelaw  [author] Jun 28, 2023 @ 2:00am 
Changed NEW_POP_SPECIES_RANDOMNESS from 10 to 0.1
this should improve the selection
If it doesn't, I'll provide alternate defines to you for further testing
danielthelaw  [author] Jun 27, 2023 @ 10:46pm 
I could send you alternate defines for playtesting, if you want. You will then have to put them in your own "patch" file so I don't update this mod until I'm sure in it.
Watchman Jun 27, 2023 @ 3:06pm 
Can confirm first one btw

My ideal vision is basically most of sci-fi works of fiction - government has 50% of their demographics being original species, maybe 70 in some cases

And whoever is on colonising ship should be 70% of the planet population. IF that kind of tweak was possible, it would be amazing, cause now I still have to use growth policy to make my original species grow somewhere apart from main planet(
danielthelaw  [author] Jun 27, 2023 @ 7:53am 
I don't really have ideas on how to tweak the mod from here.
We don't know the internal algorithm, and playtesting takes a lot of time and is often inconclusive, i.e. it works in some playthroughs and doesn't in other.

The mod more or less works for me.
In my current game I've got 131 founder species out of 289 total pops which I consider ok.

At this point I'm pretty sure that at least two things always work as intended -
1)original species grows on their homeplanet
2)bio-ascended empires will assemble only founder species pops.

So, the mod is still able to improve at least something. You can tweak the defines yourself and see how the pops are growing in your game after this.
Watchman Jun 15, 2023 @ 8:54am 
I dunno... On paper, mod works exactly as I want to. In reality, no matter what species are dominating on planet, or who is set as species colonizing the planet, game seems to literally randomly choose species that will be created next month, and it is never my original ones
danielthelaw  [author] Jun 2, 2023 @ 10:32am 
It's updated to 3.8
danielthelaw  [author] May 13, 2023 @ 2:40am 
updated
MeapeeNation May 12, 2023 @ 9:12pm 
Update?
Maionese Feb 16, 2023 @ 11:39am 
I really love this mod, I been using it for such a long time, and I must say, it became a must on all of my playlist.
danielthelaw  [author] Jan 5, 2023 @ 4:27am 
@Watchman so it works, then. Robots are growing separately :)
Watchman Jan 4, 2023 @ 2:15pm 
@danielthelaw
It probably works (hard to tell 100% because it is not something easily defined), I think the reason why my main species are around 40-50% on planets are because of my robots that are constantly created
danielthelaw  [author] Jan 4, 2023 @ 7:44am 
@Watchman it's OK to grow some minority. What is important that your main species will stay at those 70% over time.
Watchman Jan 4, 2023 @ 5:58am 
I understand that the mod is not an ideal cure, but I still have issues where more than 60-70 perrcent of population on the planet is my main species, yet game still decides to produce others
danielthelaw  [author] Nov 29, 2022 @ 9:59am 
Updated to 3.6 with harsher settings. So, less random species now.
danielthelaw  [author] Nov 6, 2022 @ 7:14am 
Based on my 70 years into the game with ~15 planets, mod works as intended.
This includes the pop assembly and Lithoid growth which has been an issue in earlier version.
Currently everything works really nice.
danielthelaw  [author] Oct 25, 2022 @ 10:05am 
I'm at home now. Don't have time to test a mod, but decided to play a game and update my old mod to 3.5.
Fixed intending and added new defines. The idea is that only founder species will be assembled automatically.

NEW_POP_ASSEMBLY_TRAIT_MULT = 2 # Extra weight per trait point for assembled pops
NEW_POP_ASSEMBLY_FOUNDER_SPECIES_MULT = 20 # Extra weight for a country assembling its own species if it can

If this doesn't work, tell me.
Watchman Jun 26, 2022 @ 3:28am 
@whathead07
I dunno, they are already indented for me? Would be awesome if you release the mod separately, or explain it again, for dummies
danielthelaw  [author] Jun 26, 2022 @ 3:18am 
@whathead07 you are free to release a fixed version on steam. I am off from modding as I am fighting in the Ukrainian Army now.
whathead07 Jun 16, 2022 @ 12:16pm 
@Watchman go to the file "C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\2204474173\common\defines\realistic_species_growth_defines.txt" if you're on windows and open it, once you open it you should see the function the mod uses to define the pop growth. Change lines 3 to 12 to be indented more than lines 1, 2 and 13. That's what fixed it for me, hopefully it'll fix it for you as well.