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Red-XIII

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Not really. New colonies have multiplicative -50% growth.
Nearly a page has gone by and NO ONE corrected that. Stellaris forum community, you should feel ashamed.
It's not multiplicative, it's additive.
+10% pop growth for organics is always +0.3 regardless of where you put it.
Furthermore if we're talking about helping the colony to get rid of that -50% without full course of resettlement aid then the sooner the colony grows the sooner it stops. And the sooner it stops the less population you "lose" to that -1.5 pop growth per month.
 

GAGA Extrem

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Nearly a page has gone by and NO ONE corrected that. Stellaris forum community, you should feel ashamed.
It's not multiplicative, it's additive.
+10% pop growth for organics is always +0.3 regardless of where you put it. [...]
No, it is in fact multiplicative.
Stellaris_Pop.jpg

(3.0 * 1.1) * 0.5 = 1.65
1.65 + 1.33 = 2.98
 

Xaelyn

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I prefer purging any pops I get from conquest after they changed the growth system. That means resettling my own pops tot he new planet(s), of course, but no way I am going to let my entire species stop reproducing just because I took a planet from someone else.

Could't you just turn on population controls for the new species to stop them outbreeding your primary species? Purging seems a little heavy handed if continued growth of your primary species is your only goal.
 

Slynx

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Could't you just turn on population controls for the new species to stop them outbreeding your primary species? Purging seems a little heavy handed if continued growth of your primary species is your only goal.
I always tend to fix crime\faction\happiness\stability problems with colossus (I play with a mod that allow me to use any types of colossus on my own planets).
works fine for me (since they removed the ability to just purge all unhappy pops since the Utopia release)

so I think him purging conquered slaves is an ok move. after all he don't need it. only their planet
 

Red-XIII

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No, it is in fact multiplicative.
View attachment 432776
(3.0 * 1.1) * 0.5 = 1.65
1.65 + 1.33 = 2.98
Awkward... and weird... must have missed 10% somewhere, took what was 20% under 50% as 10% still working as 10%...
Because I clearly remember getting this idea exactly from the pop growth tool-tip's total...
Oh well at least I get some of my faith in humanity back...
I was thinking "how can all those people not know how it really works?"... and missed the most obvious answer to all such questions. *facepalm-at-self*
 

Siri

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Is there anything that documents which modifiers are additive and which are multiplicative? It's quite annoying trying to remember when to add % and when to multiply them.

Very few things seem multiplicative now, even amongst things that used to be (robust and governor bonus for instance), but the additive ones never say they modify the "base" of something. They just say +/-X%. I think anyway, if I am wrong I will happily be corrected.
 

Xeorm

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I am a big proponent of growth modifiers, but I firmly believe that you are better off employing pops in Monuments or Research labs.
Gene clinics are... really niche in terms of their utility.
100% agree. Though clone vats are very solid investments. Not employing anyone goes a long way towards making it useful as long as the building slot isn't useful by itself. Which usually isn't that big a deal for a growing colony.