104 ratings
Improved Population ENG/RUS/GER
File Size
0.355 MB
Jul 16, 2016 @ 8:12am
Mar 20 @ 6:49am
42 Change Notes ( view )

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Improved Population ENG/RUS/GER

In 2 collections by had
Русская коллекция Stellaris
21 items
Had's lovely mods
9 items
This mod contains 10 modules that change certain aspects of the game.

Each module can be disabled (if you play on multiplayer, these settings can change any player, also settings global) in Mod Menu (button in the empire menu).

For Stellaris 1.4.*

There seem to be some issues with steam updating our mod.
The following Instructions will make 100% sure that you get the newest update:

Delete everything in *\Documents\Paradox Interactive\Stellaris\workshop\content
Delete everything in \Program Files (x86)\Steam\SteamApps\workshop\content\
Resubscribe all mods

1. Improved Slaves
  • Slaves do not run away now, if they have happiness 50+.
  • Slaves are transferred to the faction of Docile slaves, if you have happiness 50+.
  • Now escaped slaves don't disappear from the game, if the neighboring Empire can take them.
  • Population that is being purged may flee to a neighboring Empire.
  • Now recent primitives slaves will generate a primitive army (depends on their technical level) during the uprising.
  • Added special traits for genetic modification.
  • Can now run more than one settlement slaves.
  • Slave rebellion breaks more buildings.
  • New purge system: purge last from 1 to 10 years, the calculation takes into account the ethics, traits, and technology.

2. Improved Migration
  • Now you can prevent the migration to the planet and from the planet.
  • The population will be more likely to migrate on a poorly populated planet.
  • Added edict "The Road to Eden", which will encourage people to migrate from the planet.

3. Birth Control
  • Included and improved mod Birthcontrol
  • State and planetary policy of birth control that forbid to reproduce all, non-titular nation or titular nation.
  • Policy for birth control unhappy slaves.

4. The Divergence of Ethics
  • Empire can gain new ethics, if a large part of the population (50%+) has this ethic. (Every 2 years count the population and if 50%+ of the population with political rights (robots and xenon need a
  • special policy to have their opinions taken into account) have certain ethics, which it is not Empire, Empire will receive this ethic. The AI can also get a new ethic.
  • New events changes pops ethics.
  • Considers the ethics fromEthic&Government Rebuild.

5. Technology Gain
  • After the occupation of the planet you can randomly get technology.
  • AI can also obtain technology from another AI or player.

6. Improved leaders
  • All empires will get new leaders, the likelihood of the emergence of new leaders and their quality depends on the parameters: the current number of leaders, land armies, planets and sectors, ethics, fleet power, and so on.
  • All leaders will consume influence.

7. New Factions
  • "The movement for equality" faction.

8. Modification of the Population
  • Fixed vanilla event about pop's self modification.
  • Modified by event will not be treated as aliens.
  • The event will happen once for each type of planets.
  • Added new event.
  • Added planetary edict "Give rights".

9. Galactic Plague
  • A new crisis, will you survive?
  • The plague has 3 power level and develops over time.
  • New map mode for the Plague, which shows what Empires have infested planets.

10. Galaxy Statistics
  • Get some information in game.
  • Count stars, planets, types, etc.
  • Count empires and pops.

Added new traits for the leaders from mods Extended Traits, The Trait Codex and Traits Redux and my own.

Save compatible.

Select “Remove all mod's settings” in menu
Turn off in the launcher.

Compatibility fix with UI Overhaul 1080p

Further improvement of current modules.
New traits, events, factions etc

Write your suggestions and ideas.
If you want add your mod in Mod Menu, write me here or Skype hadaev8.
If you see a mistake in the text, or want to help with translation, edit freely.

Impressions of users:

You are responsible for the death of over 300 worlds of people. (c) the2pages about plague module.
I had 3 playthroughs where my empires just got destroyed by the plague. The entire galaxy was destroyed by it. (c) Infinite about plague module.

  • Added module "Galaxy Statistics".
  • Added new event to "Modification of the Population".
  • Improved escaped pop events.
  • New modification trait for xenophobes.
  • Happy slave trait now for collectivists only.
  • Lots of bug fixes, again.

Popular Discussions View All (2)
Feb 3 @ 12:24pm
PINNED: Suggestions / Предложения
Jan 30 @ 1:27am
PINNED: Population Improved Localisation
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Infinite Mar 20 @ 8:13am 
That might be nicer, because creating more population for zombies is fine, but doing it 20 times a month gets really annoying :)

And a bonus to the plague tech.
had  [author] Mar 20 @ 6:52am 
Also you mean bonus to plague tech or bonus to gene moding?
Second will be posible only after 1.5
had  [author] Mar 20 @ 6:38am 
I can try changes spawn for create more zombies, but less frequently.
Then notifications will be less annoying.

Yes, i can add option in notification event to set migration prohibit modifier to planet.
Ai must prohibit migration and resetelment then any planet infested.
Bonus in trait for AI, I don't know by what logic it modifies people, but I hope that with the bonus he will be more likely to select this trait.
Now tech give +1 train point, you can heal your people.
HydrophobikFish Mar 19 @ 8:04pm 
Honestly I don't think the "immunity" needs to give a happiness bonus, its net positive is already "thank god I don't have to deal with the Enemy Invasion pings anymore." I get what you're going for with crippling pops afterwards, its reat for immersion, but again if youre already gene modding it just leaves your entire species stuck with random negative traits, and clutters the species tab. Maybe make it one particular negative trait, or maybe per species, because I was basically sitting at an empire-wide disadvantage when I disabled the mod, because even other empires could gene mod whereas I'd used all my points.
HydrophobikFish Mar 19 @ 8:01pm 
@had Oh yeah, I actually think a lot of it works really well, i think the forced quarantine is actually a fantastci little addition to it. My main complaint is essentially being trapped ina quagmire for 30 years unable to play the game. The only problem I have with it being a trait is that if you already gene mod species, as I had, then there's no way to gain immunity and youre just stuck in a miserable gameplay loop forever. Honestly I think the event itself is a greta idea and decently impleemented, but when you come to a certain empire size the current effects essentially kill enjoyment and turn the rest of the game into a slog.

And no I didnt realize you can turn off the modules, LOL, thank you for telling me that because I was already missing your other pop improvements
the2pages Mar 19 @ 6:26pm 
Just make some infantry and youll resist fine
Infinite Mar 19 @ 3:08pm 
So how about that everytime someone becomes immune you get a bonus to the research?

I do stand by that, but after learning that it was a TRAIT I was researching, and on the 4th playthrough, it did make it easier. Though I did have a mod to shorten the research time by about 15x for trait modification :)
Because at the end, I was getting hit with so many "Zombies attack" notifications that I could barely keep up with hitting pause and then resume after starting the building of the population. And I had to live with 23 months of that. And it would have been FIFTEEN times that if not for that mod I got. 345 months. Way long :)

Thanks for putting my Impressions on there. Really cool to see that!
had  [author] Mar 19 @ 1:42pm 
Ok, first I want to remind you that you can turn off each module directly during the game.

A negative trait is needed to balance + I think it's a funny thing, because many people who have experienced serious illness, were disabled. Very funny.

I will add a bonus to technology at +1 point of genetic modification.

Also, you have galactic plague with zombies and banned the migration after 30 years?
You know, quarantine had a case to be invented
HydrophobikFish Mar 19 @ 1:07pm 
I know that eventually it would balance out and end itself via immunity, but even after that I'm stuck with a fucked up Species menu and tons of negative traits I can't remove, and that's after who knows how many more decades of basically not playing the game because I can't go to war, do diplomacy, or develop my planets. And that's assuming I can even play through the raw lag it creates.
HydrophobikFish Mar 19 @ 1:03pm 
So i guess in summary, I HATE HATE HATE this event right now. Your mod is fantastci in every way except for this. And even then, I love the princple behind it! When it first started I thought it was a lot of fun, but 30 years later it just makes me want to unsub from the mod because its ruined my entire game. Honestly I think all it needs to be fixed is to make a new planetary modifier after the 10 years runs its course to prevent the plague from respawning on a planet thats survived, and removing the immunity mechanic. Immunity is great in principle, but it has also savaged my species menu because everybody gets a different negative trait, it long-term ruins species that I cannot gene mod back to normal, and in a large empire its borderline worthless. It has absolutely ruined the gameplay experience for me, maybe if it was fun to deal with it would be different, but it isnt. I cannot overstate how frustrating and unfun this is for my game right now.