Stellaris

Stellaris

No Required Pop Growth Scaling
24 Comments
Alpha2518 Jan 17, 2022 @ 1:17pm 
Does this mod still work?
FurtherV Aug 13, 2021 @ 3:14am 
Do the sliders also affect pop assembly stuff?
Distress Jun 17, 2021 @ 8:21pm 
Does anyone know how to change pop scaling after 3.0.3. I'm running a game that was started when 3.0 came out so I need to change it but all the mods on the workshop seem to be deprecated.
CnArmor  [author] May 12, 2021 @ 11:39am 
In 3.0.3 beta version they added in sliders to control these values. Once it's released this mod is no longer needed.
Amadeus May 11, 2021 @ 4:53pm 
I think in one of the 3.0.X versions they've tweaked pop growth again and you might need to update this mod to address it
Eli Brown Apr 26, 2021 @ 5:57am 
A much needed mod to fix an immersion-breaking new mechanic which kills many playstyles including some peacful and warlike. (for whilst conquest is the only practical way to expand your pop count late game, in mid-game conquest means your core worlds stop growing too!). Basically the empire-wide pop cap is a nonsensical feature that also manages to kill fun. Crazy that some people don't get this, and I don't understand how the game devs can claim to have playtested it. Anyway, rant over - thanks for this!
denko Apr 25, 2021 @ 1:38am 
Did the same as Veni Vidi Vici - set both to 0.1. Anyway thx for the mod!
Veni Vidi Vpici Apr 20, 2021 @ 4:38am 
I like the mechanic, even tho it is illogical, reduces late game lag by far and the actual change makes the game more fresh, so I change it from 0 to 0.1, so it is not that aggressive, but still changes.
Маринеско Apr 19, 2021 @ 12:14pm 
Can we have version without planetary capacity?
|Nick Apr 19, 2021 @ 3:44am 
I really like how popgrowth work in 3.0, but this one thing... Its just unrealistic. Good mod
Sola Fide Apr 18, 2021 @ 4:23am 
@CnArmor Alright man, thanks for the answer. Love the mod, have a nice day!
davidsen324 Apr 18, 2021 @ 3:34am 
So this mod keeps everything the same in 3.0 like all the good stuff, but only remove the mechanic that increases how much pop growth you need the longer you play? That's it right?
Ender Apr 17, 2021 @ 11:28pm 
You could probably use timed triggers to go through each planet and set a growth bonus/malus based on the number of pops on the planet.
CnArmor  [author] Apr 17, 2021 @ 11:11pm 
Unfotunately for those of you suggesting a more dynamic solution, the values used for pop growth scaling is in the defines file, meaning these values are static and global. This means they apply to everyone, for the whole game, and can't be changed dynamically during the game.

So unless Paradox provides us a way to do that, it's impossible to achieve the more interesting dynamic solution for now.
TeaAlsoGood Apr 17, 2021 @ 7:13pm 
Is it possible to make pop growth penalty only related to planet pop? Like 0.5 for each pop on the planet, so it's more balanced.
Pietrooperv Apr 17, 2021 @ 4:47pm 
maybe to avoid the same problems from 2.8, you adjust the required growth penalty. maybe make it so that the amount of growth required from a new pop still increases with empire population, but instead of a flat .5 per pop, it decreases as you have more pops. So at the beginning of the game each new pop increases required growth by .5, but later in the game a new pop might only increase required growth by say .25. This might help make the mid-late game feel less slow while still preventing absurd numbers of pops. so instead of *growth penalty* = *number of pops*/2 you make it *growth penalty* = *square root (*number of pops*)*/2
Sola Fide Apr 17, 2021 @ 12:14pm 
Amazing mod, thank you for this. I also have a request, is it possible that you could make a mod just like this one but in a way that it only affects the player and not the ai?
CnArmor  [author] Apr 17, 2021 @ 9:57am 
@Archduke Franz Ferdinand I.
Yes. I also keep the pop growth buff when pop count is below half capacity. If you don't want the buff but only keep the capacity, check @Galamoth's mod. He apparently made his own version after his comment.

@Honey Mustard Sauce
Not I known of.
Javier NotFound.Tech Apr 17, 2021 @ 2:14am 
will this break saved games?
Archduke Franz Ferdinand I. Apr 17, 2021 @ 12:57am 
If I understand correctly, you only touched the empire wide restriction but kept the "new" planet growth system in?

Because that's exactly what I'm looking for, since I assume Paradox will most likely get rid of the overly restrictive empire wide nerf after patch feedback from players.
CnArmor  [author] Apr 16, 2021 @ 11:45pm 
@Gwazi Magnum
Yes it does that. The pop growth threshold and pop assembly threshold always remain 100 like before in 2.8.

@Galamoth
Interesting suggestion, but I kinda want to keep the S curve, and I want to keep this mod minimum because I think Paradox will eventually tune the pop growth to a more acceptable state. Meanwhile, since you seem to already know what to do, you can just make your own mod instead.
Galamoth Apr 16, 2021 @ 2:57pm 
LOGISTIC_POP_GROWTH_CEILING is the variable that needs to be changed to 1.0 for the change i suggested to be implemented.
Galamoth Apr 16, 2021 @ 2:45pm 
The planetary capacity system gives a bonus up to double pop growth for a planet with a lot of headroom. If you remove the empire wide scaling you should scale down the planet level pop growth bonus to a maximum of 1.0x speed as it was in 2.8 to avoid such explosive growth. The way the planet rate is balanced in 3.0 is designed around the empire scaling.
Gwazi Magnum Apr 16, 2021 @ 12:19pm 
Forgive me if the description covers this, I'm still wrapping my head around the nuances of the new patch. But in essence, this mod will make it so that later colonized planets aren't being frozen growth wise due to the high population on the earlier planets?