Stellaris

Stellaris

MVG Logical Population Growth
18 kommentarer
PROBABILITYOFSUCCESSZERO  [ophavsmand] 21. mar. 2020 kl. 6:39 
@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 21. mar. 2020 kl. 6:25 
Can i use your mod to make my own?
Triple M 5. juni 2019 kl. 10:39 
is this compatible with 2.3
AncientGatekeeper 4. jan. 2019 kl. 13:32 
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 4. jan. 2019 kl. 13:31 
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 27. dec. 2018 kl. 15:50 
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 17. dec. 2018 kl. 5:22 
@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 14. dec. 2018 kl. 18:14 
Much appreciated, man!
Kotylion 14. dec. 2018 kl. 12:20 
Lol, then it is propably another mod's fail. None actual migration anywhere. Thx, tho
PROBABILITYOFSUCCESSZERO  [ophavsmand] 14. dec. 2018 kl. 11:06 
@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  [ophavsmand] 14. dec. 2018 kl. 10:47 
No migration is completely unaffected.
Kotylion 14. dec. 2018 kl. 10:04 
Is migration number removed in this mod? On all my planets it is just: -
PROBABILITYOFSUCCESSZERO  [ophavsmand] 14. dec. 2018 kl. 9:57 
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 13. dec. 2018 kl. 20:55 
How compatible would this be with the Less Random Species Growth mod, changes weighting for which pops grow on a planet.
Endugu 9. dec. 2018 kl. 6:57 
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  [ophavsmand] 9. dec. 2018 kl. 6:33 
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 9. dec. 2018 kl. 5:38 
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  [ophavsmand] 9. dec. 2018 kl. 2:34 
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.