Logistic Growth Ceiling and Growth Required Scaling for 1000 stars Galaxy.

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youstas

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Haven’t played Stellaris for a while. Recently launched it and found two new settings: Logistic Growth Ceiling and Growth Required Scaling. When you choose “Reset to Default” Logistic Growth Ceiling sets to 1,5x and Growth Required Scaling sets to 0,25x. But default galaxy is 600 stars, so is it reasonable to decrease Logistic growth Ceiling and increase Growth Required Scaling for 1000 stars Galaxy or better keep it 1,5x and 0,25x respectively? Number of habitable worlds in both cases 1x.
 

DeanTheDull

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Do you want the same number of normal empires with larger pop numbers, or more empires of normal pop numbers?

If you keep the pop-scaling normal, you'll have a few more pops than a smaller empire with fewer planets, but a lower density. That's fine now, but will probably be a liability in next year's update.
 

sillyrobot

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It depends more on your play style and empire expectations. If you expect to have a lot of colonies and not constantly war to steal pop, you need to relax the scaling. If you expect to have a limited number of colonies and/or constantly engage in taking pops from others, the default mostly works.
 

gamerk2

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I can say with maximum empires, growth definitely died out around 2300 or so at default settings. If you have a lot of terraformable worlds or spam habitats, then you will definitely see the effects getting those late planets going.

Frankly, I hate the system.
 

sillyrobot

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I can say with maximum empires, growth definitely died out around 2300 or so at default settings. If you have a lot of terraformable worlds or spam habitats, then you will definitely see the effects getting those late planets going.

Frankly, I hate the system.
It's worse with fewer empires, really. Growth still dies around 2300 and there are fewer sources to poach from for alternative growth.
 

exi123

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I can say with maximum empires, growth definitely died out around 2300 or so at default settings. If you have a lot of terraformable worlds or spam habitats, then you will definitely see the effects getting those late planets going.

Frankly, I hate the system.

I have the same feeling, even with 1000 Stars and 0.5x planets, the game gets really stale at this point. At this stage, every empire is lacking for pops, this growth stop is just to artificial.

The ceiling itself isnt that important for me, the lower you set per pop malus, the lower the ceiling also should be, you my even deactivate it to not overgrow the galaxy to pre 3.x times.

1.1-1.2 malus per pops and 1.25 growth ceiling is working fine for me.
 

unmerged(350868)

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I have tried to see where my machine will start to stutter. Not got there just yet. I play with huge galaxy with x2 planets, and logisitc 1.8 and growth scaling 0.2, with 10-20 AI and not seen any noticable slowdown 300 years in. That is with a Ryzen 5 5600x/16gb 3000mhz/ssd/6gb1660gtx for reference.

My latest game I have cranked it up even further... but Fanatic Purifier is likely to end that game early :(

I tend to play a more peaceful expansionistic game, with x2 tech slowdown and an extra 100 years to the end date, so the default settings dont really work for me. But I guess the system has to work for all types of games. I think the adjustable growth seems like a sensible workaround TBH. Be nice if there were performace guidlines.
 

gamerk2

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I have the same feeling, even with 1000 Stars and 0.5x planets, the game gets really stale at this point. At this stage, every empire is lacking for pops, this growth stop is just to artificial.

The ceiling itself isnt that important for me, the lower you set per pop malus, the lower the ceiling also should be, you my even deactivate it to not overgrow the galaxy to pre 3.x times.

1.1-1.2 malus per pops and 1.25 growth ceiling is working fine for me.
Frankly, the only things that should matter for pop growth are:

  • Empire Wide
    • Energy > 0
    • Consumer Goods > 0
  • Planet Wide
    • Amenities > 0
    • Available Housing > 0 [Scales with more Housing]
    • Open Workable Jobs > 0 [Scale with more Workable Jobs]
    • Habitability modifiers
    • Planet Capacity
Want more pops? Pre-build them more housing/jobs. This is pretty much how the real world works; areas with more jobs/housing tend to have more population growth. The idea of making pops more expensive is just an attempt (a bad one I might add) to hide how bad performance in Stellaris is, and makes the mid game boring. Worse, it makes it hard to catch up if you fall behind as there's no pop growth left to scale with.