Stellaris

Stellaris

!Population Growth Rate
19 Comments
thecrazy13 22 Jan @ 11:18am 
mod is not functioning due to the file structure, right now it dumps everything into a zip file without adding a proper descriptor file
gavagay.real 24 Jun, 2019 @ 2:09am 
Thanks!
Guluere  [author] 24 Jun, 2019 @ 1:55am 
Tell me if there is any problem, might be the other mod's fault
Guluere  [author] 24 Jun, 2019 @ 1:55am 
Yes, it works.
gavagay.real 24 Jun, 2019 @ 1:25am 
Does it work together with other mods which change defines file? (I am thinking specifically of Starnet)
Guluere  [author] 18 Jun, 2019 @ 8:19pm 
Yes.
Exende 18 Jun, 2019 @ 8:11pm 
does this work with 2.3.x?
Guluere  [author] 29 Dec, 2018 @ 2:19pm 
But, yes, this should look at only each planet you own.
Guluere  [author] 29 Dec, 2018 @ 2:18pm 
There is a lot this mod don't account for. But I think I will just leave it like this.
Arrek 29 Dec, 2018 @ 12:02pm 
@rustamgm Depending on your ethics Unemployment may not be an issue to certain degrees.

Authoritarians/Phobes can enslave pops, which when presented with no normal employment become servants (Using the Domestic Slavery Species Policy). Servants take less housing and amenities usage and instead produce 4 amenties also.

On Normal empires, Social welfare removes the happiness penelty for unemployed pops.

For Egalitarians, Utopian Standards allows unemployed pops to produce Research and Unity.

There are already plenty of ways in game to avoid unemployment, from those listed above, to Expelling population, Purging, Slaving and Selling, Building habitats and resettling pops etc.

Heck just one Ecumenopolis pretty much solves any population woe as you just about never have enough pops to fill one.

You can also use the planetary decisions to limit pop growth, and tacking on another -20% with the forced growth might make it to a stable 0% growth.
Figaround 29 Dec, 2018 @ 10:37am 
And I nor on 1 planet not saw and 1 000 pops, the more, 5 120 pops. So I said-growth is tied to the population of the planet? Or the population of all the empires I rule?
Figaround 29 Dec, 2018 @ 10:35am 
Unemployment, joblessness. Do you know that on planets the population can become the unemployed? Sometimes the unemployed to become much. Especially, if it is built a maximum of urban areas, and at most (all 16) buildings.
It disturbs me, I wrote that mod which would solve this problem would be pleasant to me much more it (increasing growth of population). Ideally, both mods are useful.
AlienGeek 29 Dec, 2018 @ 7:49am 
There is an event: on_pop_grown
That would maybe be better suited for this mod.
just an idea.
Guluere  [author] 29 Dec, 2018 @ 6:32am 
@rustamgm4x Not sure about what you mean.
Figaround 29 Dec, 2018 @ 6:00am 
I would love to use a mod, that gives a way to eliminate unemployment (for example, a decree on sterilization and/or the creation of jobs in the service sector - and the number of unemployed decreases over time).
Over time, the population is growing, - but all areas and buildings on the planet are built.
Guluere  [author] 29 Dec, 2018 @ 5:53am 
@rustamgm4x Yes, it effects AI too, only machine empire doesn't.
@fbedard I see
AlienGeek 29 Dec, 2018 @ 5:18am 
This mod will count robot too.

would something like this be better ?
count_pops = {
limit = {
is_enslaved = no
is_being_purged = no
is_robot_pop = no
}
count > 5
}
Figaround 29 Dec, 2018 @ 5:08am 
Does your mod affect AI?
Figaround 29 Dec, 2018 @ 5:05am 
5120 pops? I've never seen so much on the planet, not even by 2520. Maybe it's about 5120 pops in the whole Empire?