I'm a veteran Stellaris player, I've loved the game since it came out and have over 2300 hour played.
Redesigning is often a great opportunity to refresh the game, and I appreciate all the effort the team is putting to refresh and improve the game.
This is my first new game in 4.0. After 20 in-game years I have negative pop growth despite super high stability and lots of housing available. What????
Pop rework was supposed to streamline the game and improve performance. The above is the most convoluted thing I ever saw in a game. It does not make sense, and I'm sure it causes performance issues when you segment pops like this.
I fully support the goals for 4.0 and pre-purchased the season pass this year the same like every year. Some thing missed that goal and need to be reworked, this is one of them. I am sure the team will succeed in correcting course like they did in the past, and am looking forward to the coming improvements.
Thanks
Edit: realizing that I only stated a problem and haven't provided a solution, here is a fix:
- instead of breaking the population of 1 species into segments, put all pops with identical traits into 1 pool regardless of happiness, profession, ethic, or whatever.
- species growth should only depend on the number of pops pro-creating. De-couple it from job availability and housing because that's very illogical
- planets should have a "new colony" modifier for the first 50 years, coupled with "colony age" counter
- planets with "new colony" modifier should start with a growth rate of 3 x normal species growth rate, decreasing each year until the colony is 50 years old
- new growth rate formula should be:
"new pop growth" = "number of population" * "standard growth rate" * (1+"pop growth modifers") * (3-0.04 * "colony age" )
Redesigning is often a great opportunity to refresh the game, and I appreciate all the effort the team is putting to refresh and improve the game.
This is my first new game in 4.0. After 20 in-game years I have negative pop growth despite super high stability and lots of housing available. What????

Pop rework was supposed to streamline the game and improve performance. The above is the most convoluted thing I ever saw in a game. It does not make sense, and I'm sure it causes performance issues when you segment pops like this.
I fully support the goals for 4.0 and pre-purchased the season pass this year the same like every year. Some thing missed that goal and need to be reworked, this is one of them. I am sure the team will succeed in correcting course like they did in the past, and am looking forward to the coming improvements.
Thanks
Edit: realizing that I only stated a problem and haven't provided a solution, here is a fix:
- instead of breaking the population of 1 species into segments, put all pops with identical traits into 1 pool regardless of happiness, profession, ethic, or whatever.
- species growth should only depend on the number of pops pro-creating. De-couple it from job availability and housing because that's very illogical
- planets should have a "new colony" modifier for the first 50 years, coupled with "colony age" counter
- planets with "new colony" modifier should start with a growth rate of 3 x normal species growth rate, decreasing each year until the colony is 50 years old
- new growth rate formula should be:
"new pop growth" = "number of population" * "standard growth rate" * (1+"pop growth modifers") * (3-0.04 * "colony age" )
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