Stellaris

Stellaris

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Realistic Species Growth
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21. Aug. 2020 um 8:11
14. Mai um 23:28
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Realistic Species Growth

Beschreibung
Check also:
3.12 Compatible
Intro
Have you ever noticed how your main species quickly becomes a minority as soon as you allow some xenos into your empire?
This happens because Stellaris boosts growth of "under-represented" (minority) species in you empire in order to make your population more "diverse".
This basically means that if you are playing Xenophile/Egalitarian empire your main species will pretty soon have just several percents of total population.

Implementation
This mod is intended to fix this.
This is not an accurate demographics model - however, I tried to make it look like one.
It is based on Pdx forums Baro user original defines as well as older mod Realistic Demographics - Proportional Pop Growth. I have also tuned the defines myself based on the user feedback.

The result of it will be that MINORITY species should not outgrow MAJORITY species in your empire.
Actually, every planet now, after some time, is supposed to have a single majority species as well as some minorities.
Migration and growth traits should also be accounted here.

The species that you choose to colonize the planet will likely dominate it forever. So choose wisely.

Habitability
This mod enables growth of species on all planets, regardless of their habitability.
It was the only way to implement this mod and, well, it basically makes sense.
Because if we build a colony on Mars, humans will still be born there, right?
But it doesn't mean this is the most effective strategy economy-wise.

This basically applies only to minorities, as all minorities will grow regardless of habitability.
The planet majority species is expected to stay the same forever, so as long as it has the right habitability for a planet, economy will be fine.
To initially setup the majority species for this planet, make right choice for your colonization ship - because whoever colonizes the planet will likely dominate it forever.


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117 Kommentare
Anakin177 26. Feb. um 13:45 
You're welcome.
danielthelaw  [Autor] 26. Feb. um 12:50 
@Anakin177
makes sense! thanks
Anakin177 26. Feb. um 10:15 
@danielthelaw

Notice: This mod works perfectly fine in 3.10, however you should update the .mod and descriptor's supported version to "3.*.*" to avoid outdated mod warnings. Just a recommendation though, love the mod, wish you a good day.
Manu 4. Nov. 2023 um 5:01 
hmm yeah should not have removed this mod from my list lol.I thaught they may have fixed it butt they haven't
danielthelaw  [Autor] 19. Aug. 2023 um 1:59 
If you are colonizing new planets, it doesn't matter. For old planets, it will be affected by whoever lives there already.
Overall minorities still will grow even if with lower habitability. Mod just tries to keep the majority species the same. Anyway it's not worth to start a new game just to use this mod.
Slimane 18. Aug. 2023 um 14:02 
Does this need a new game to work? I just tried in my current playthrough and minority species are still growing on all my planets, even on planets where they have less adaptability than my founder species...

I'm so tired of having to play as a xenophobe every game to avoid this idiotic game design.
danielthelaw  [Autor] 3. Juli 2023 um 5:55 
Based on first 100 years ingame as rogue servitor with several organic species, I like how the mod is working right now. Will see if it changes by the end-game
danielthelaw  [Autor] 29. Juni 2023 um 1:49 
0.1 was triggering a well known bug when a species is chosen to grow, next month it was disabled (grey) and no pop was growing, then the very same species was chosen again, and next month it is disabled again.
This happens when there is not enough random selection.
I set 1 which is lower then 10, we'll see how it works.
Watchman 28. Juni 2023 um 15:28 
Will also check defines myself, I understand that stuff a bit

Still, thanks a lot!
danielthelaw  [Autor] 28. Juni 2023 um 2:00 
Changed NEW_POP_SPECIES_RANDOMNESS from 10 to 0.1
this should improve the selection
If it doesn't, I'll provide alternate defines to you for further testing