Stellaris

Stellaris

Pop Growth Change
26 Comments
SODI  [author] 23 Jul, 2020 @ 11:12am 
They both overwrite same vanila file.
So depending on load order, parts of this or parts of that mod won't work.
From this mod's side you just won't get the actual pop growth change. Robot part should still work.
It shouldn't lead to any major errors.
But hey, I only included that after looking through the mod contents, haven't actually run them both.
kullen 23 Jul, 2020 @ 6:25am 
How does the conflict with "Plentiful Traditions 2.7.2 - Extra Perks" mod look like? just error message or just random "nop wount work" savegame killers?
giimer 21 Jul, 2020 @ 4:40am 
Thank you ^_^
SODI  [author] 21 Jul, 2020 @ 2:21am 
Oof, you are right.
Didn't expect another bug hidden underneath the first one.
Should be fixed now.
giimer 20 Jul, 2020 @ 5:21pm 
The problem has not been fixed. Organic empires use "Robot Assembly Plants", machine empires use "Machine Assembly Plants" -> "Machine Assembly Complex", "robo factory district" requires "Robot Assembly Plants", machine empires cannot build such factories.
SODI  [author] 20 Jul, 2020 @ 2:36pm 
That was a bug.
It has been Hans'ed.
Thank you for reporting it.
Here, have a digital cookie.
giimer 20 Jul, 2020 @ 1:30pm 
Does this mod only work for organic empires? I started the game with machine empires, but I don't see a way to build a machine building district
Zorlond 1 Jul, 2020 @ 12:36pm 
I'm not sure Steam would let ya, since the name of the site the mod is from is itself censored here (and the mod's name might be too). But it's okay, I appreciate the offer. This mod is still a big step up in realism. :)
SODI  [author] 1 Jul, 2020 @ 12:12pm 
oh which mod is that?
I can try make compatibility adjustment.
Zorlond 1 Jul, 2020 @ 11:26am 
Ah, individual trait detection, that'd be why I didn't notice the difference. Using modded traits, which your mod wouldn't look for, of course. My bad.
SODI  [author] 1 Jul, 2020 @ 2:36am 
It should already be affected by traits.
If you check patch notes, it says:
"Slow breeders and void dweller now give -3% pop growth per pop.
Rapid breeders give 3% pop growth.
Fertile gives 9% pop growth.
Negative voidweller gives -18% pop growth"

It's just pop growth due to this mod is all shown as a single category, so it might be hard to differentiate.
Zorlond 29 Jun, 2020 @ 5:13pm 
Is it at all possible for the mod's growth modifier to be a multiplier to a species' growth rate instead of an additional percent increase? What I'm finding is that a species with high growth rate due to inherent traits has their traits effectively marginalized when population grows large enough.

What I mean is that a species with inherent +30% Growth Rate doesn't really grow any faster than any other species when the planet's population is contributing +300% Growth Rate. (+330 vs +300) Can it be multiplicative? (+390 vs +300)
Forever 27 Jun, 2020 @ 3:59am 
You sure it's extra perks? I know overall what kind of changes the mods bring in my collection. I need to take a closer look to be 100% sure on the conflicts that we are discussing.
SODI  [author] 27 Jun, 2020 @ 2:25am 
Ok, it conflicts with Plentiful Traditions 2.7.2 - Extra Perks.
Forever 27 Jun, 2020 @ 1:53am 
Yea...thats what I was thinking. Your pops seem different from other mods. Also, some interactions are added in tradition trees where pops might also give naval capacity (and not just tradition there are also a few mods that make these changes).
SODI  [author] 27 Jun, 2020 @ 1:39am 
Which mods do you think it conflicts with?
I checked a few that sounded like they might cause conflict and they seemed fine.
If you mean gullis PM, they add their own pop category and not overwrite the vanilla ones.
Only issue with that one will be pops belonging to those two new categories won't contribute to pop growth.
Forever 27 Jun, 2020 @ 1:15am 
I already took a closer look at the file :). It might conflict with my collection :(
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2089433274&fbclid=IwAR2xBByqVCWRrbUerlZWCV08IZ171gfm7L-KILOC9c2iV90W4WPFrcx5EUA
What do you think?
SODI  [author] 27 Jun, 2020 @ 1:14am 
All 3 pop_categories and a few lines in defines. Rest of files are unique for this mod.
You can check the exact changes with more details than in change notes in the files found in Steam\steamapps\workshop\content\281990\209496208
The added parts are well defined and easy to spot and in defines I commented previous values.
Forever 27 Jun, 2020 @ 12:19am 
What files are exactly changed in this mod?
SODI  [author] 24 Jun, 2020 @ 12:17am 
Unfortunately, One can only dynamically change % increase in base pop growth. Base growth can only be changed in defines and cannot be modified after game start.
nobody 22 Jun, 2020 @ 11:21pm 
is it possible to modify the base pop growth based on pops rather than +% increase so that the pop growth bonuses from traits, tech, and buildings stack multiplicatively rather than additively?
Mingtzushasha 21 May, 2020 @ 9:39pm 
Thank you so much!
SODI  [author] 21 May, 2020 @ 1:31pm 
The only thing this mod overwrites from the original files is pop_categories, which I don't think most other mods touch, so it should be compatible with everything that doesn't touch that. So unless you have a mod that also overwrites pop_categories you can place it anywhere in the mod order. Oh, it also changes few defines, but that shouldn't brake the mod, might get a bit higher pop growth than expected and migration not working as intended, though.
TL;DR : Anywhere, unless conflicting mod than under them.
Mingtzushasha 21 May, 2020 @ 12:02am 
May I ask where do I put this on the load order?
SODI  [author] 14 May, 2020 @ 2:32pm 
Check the change notes.
I included most changes in there.
I tried to balance it as I played through several campaigns, but more input is always welcome.
AngleWyrm 14 May, 2020 @ 10:27am 
I play the max pop growth strategy, pushing colony development to the max. Can you give some details on the math of what this mod does?