Logistic Growth is Unredeemable

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mewnine

Private
79 Badges
Apr 24, 2012
21
163
  • Cities in Motion 2
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Ship Simulator Extremes
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Lead and Gold
  • Hearts of Iron III
  • For The Glory
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • 500k Club
  • Rome: Vae Victis
  • Victoria 2
  • Supreme Ruler 2020
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV
I suppose the main reason why I haven't had a lot of trouble with the new s curve mechanic is because clerks have become so crappy, I've turned all their job slots off, and automigration is taking care of the unemployed pops well enough. The empire wide malus means whatever pop growth you can get, you should get.

Edit: Neither system works, but due to the horrible design of the empire malus, the s curve gets a pass for now, because it would be even worse without it.
 

Less2

Banned
Jan 20, 2016
3.737
5.034
Keep in mind, having dozens of planets capped at 25 pops past the early game isn't really the fault of logistic growth, but of the empire pop malus. The empire pop malus is what is nuking pop growth to the point where it becomes a challenge to get 25 pops per planet. Growth isn't being capped because the choice is between 40 pop planets and 25 pop planets, but because the choice is between 25 pop planets and 5 pop planets that will literally never reach usefulness due to the empire malus.
 
  • 3
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.030
3.133
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
Most of the discussion on the forum since 3.0 launched has been centered around the empire-wide pop growth malus.
Yes, it really is reaching the point where they should make a venting thread for this. Like they did with FTL. And Sectors.
Because nothing much is comming from these discussion other then "me no like, remove."

However unlike FTL and Sectors, this is something that can be removed via modding. If enough people agree, then you should have no issues finding multiplayer games with the same mod. So you should still be able to play the game you want, without these rules.

1) It can be easily cheesed by making sure that there is no more than ~25 jobs on any given planet (exact number varies slightly based on capacity), allowing players willing to micro to double organic growth more or less forever. Most of the other issues with logistic growth follow from this one.

2) It increases population counts dramatically. Logistic growth effectively doubles organic growth. Right now, the empire-wide malus "hides" this to an extent, but if that is removed or reworked (and given the extreme backlash against it, there's a good change it will be. If not, mods removing it already have tens of thousands of subscribers), it will make lategame 2.8 performance issues come back worse then ever.

5) The AI has no idea how to handle it. While players can get x2 organic growth forever, the AI has absolutely no idea how to do this, and just plays as if it didn't exist. The game is already full of powerful mechanics that the AI has no idea how to use. Adding another one, and one that is incredibly powerful, makes the single player experience much worse. The AI already struggles (to put it generously) to deal with the other major economic changes in 3.0 (industrial districts and the empire-wide malus in particular); adding another one is a bad idea.

6) It incentivizes bizarre micro/gameplay incredibly strongly. Getting such a massive boost for leaving all of your planets half-developed feels silly and requires quite a bit of micro (having to do a new math problem for each planet). It also makes prebuilding non-city districts a terrible idea.
Two simple fixes:
1. Capacity is the lesser of Jobs or current capacity
2. As long as there are places to migrate too, this growth reduction is fed into the migiraiton system. However it must be substracted even if there is no place to migrate too - that is why trying to solve it via migration always failed.

4) LG is poorly explained (not really explained at all) in-game
It is a Logistics Curve. Not even the name has been explained by the original inventor. Like, where is that "logistic"?
However it is a very natural thing. In fact, it was developed to model the natural growth. So it is not a "unnatural" concept as man claim.
 

mial42

Lt. General
21 Badges
Sep 28, 2020
1.410
2.910
  • Stellaris - Path to Destruction bundle
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
Minor counter-point: Machines are way too good otherwise. Higher per-pop efficiency of machine jobs and lack of habitability penalties means that machines should have slower growth for the game to be somewhat balanced. I think in most previous patches whenever I checked out multiplayer games people often banned machines for being way ahead of the curve, a mechanic helping organic empires is needed (but perhaps not this particular mechanic).

I agree with your other points though.
In my experience, machines were quite a bit weaker then normal organics in 2.8 due to lacking ascensions, ecumenepoli, and slavery, meaning they couldn't eco-boom as well as organics mid-lategame. They were stronger early on thanks to better metallurgists and habitability (although migration treaties make this a near-nonfactor very quickly), but since they couldn't conquer efficiently*, they couldn't turn this into a lasting advantage. Compared to something like techno-slavers => synth ascension or militarist slaver conquest snowballing, they got left in the dust very quickly and couldn't catch up.

Regardless, IMO the ideal nerf to machines (if one is necessary) would be removing their replicators at the lvl 4 capitals, which has the added benefits of reducing potential micro and lategame pop growth.

*Except assimilators, which were probably the strongest non-glitched empire in 2.8 and are definitely the strongest in 3.0.
 
  • 1
Reactions:

mial42

Lt. General
21 Badges
Sep 28, 2020
1.410
2.910
  • Stellaris - Path to Destruction bundle
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
Well, I actually studied population models in university, and logistic growth is definitely used to model it.
4) Realism. The very premise of Stellaris involves FTL communications and travel; realism should not be a reason to add a whole new system to the foundation of the Stellaris gameplay loop: pops. Not to mention that it isn't realistic, since (a) the only industrial population we actually have any data on, humans, does not grow like this, and (b) LG applies to ecosystems as a whole, not small parts of them. In Stellaris, the "ecosystem" is the empire, not the planet, since moving from planet to planet is completely trivial and most resources are empire-wide. But I need to emphasize that even if it were realistic, that would not be a reason to add it, since Stellaris is not a reality simulator. Systems should be added because they improve the game in some way.
 
  • 5
  • 4
  • 1Like
Reactions:

Jaxck

First Lieutenant
86 Badges
Jul 15, 2012
298
213
  • Rome Gold
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Leviathan: Warships
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Ancient Space
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Conclave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Mass Transit
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
Well, I actually studied population models in university, and logistic growth is definitely used to model it. Besides you really can't control what I like/don't like, I find logistic growth fun, and I dare say most other players do too, at least from what I've seen on the forum.
Dude. Logistic growth applies to rabbits, it doesn't apply to people.
 
  • 3
  • 1
Reactions:

beleester

Corporal
52 Badges
Apr 14, 2012
39
72
  • Magicka
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Hearts of Iron III Collection
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Cossacks
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Teleglitch: Die More Edition
  • Warlock: Master of the Arcane
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Magicka 2
Logistic growth empire-wide based on empire-wide planetary capacity seems the best way to go.
It would solve the problems with logistic growth, but bring back the original problem of "there are too many pops and the player is incentivized to spam habitats to get even more pops." Spam habitats/ringworlds -> Empire-wide capacity goes up -> more pops.
 

Less2

Banned
Jan 20, 2016
3.737
5.034
It would solve the problems with logistic growth, but bring back the original problem of "there are too many pops and the player is incentivized to spam habitats to get even more pops." Spam habitats/ringworlds -> Empire-wide capacity goes up -> more pops.
1. That has nothing to do with logistic growth, only the empire cap. If logistic growth was removed you'd be spamming habitats/ringworlds again, they were worth it before at normal growth rates and will still be worth it if we reverted to normal growth rates.
2. It's entirely possible to do all of this RIGHT NOW, the only catch is that you release the habitats as a vassal and re-integrate them every 10 or so years. But you absolutely get huge pop growth if you build an entire system of housing habitats, release as a vassal, and then integrate them at an (incredibly cheap) cost. In fact you potentially get twice as much pops as before thanks to the logistic growth system.
 

beleester

Corporal
52 Badges
Apr 14, 2012
39
72
  • Magicka
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Hearts of Iron III Collection
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Cossacks
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Teleglitch: Die More Edition
  • Warlock: Master of the Arcane
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Magicka 2
1. That has nothing to do with logistic growth, only the empire cap. If logistic growth was removed you'd be spamming habitats/ringworlds again, they were worth it before at normal growth rates and will still be worth it if we reverted to normal growth rates.
2. It's entirely possible to do all of this RIGHT NOW, the only catch is that you release the habitats as a vassal and re-integrate them every 10 or so years. But you absolutely get huge pop growth if you build an entire system of housing habitats, release as a vassal, and then integrate them at an (incredibly cheap) cost. In fact you potentially get twice as much pops as before thanks to the logistic growth system.
My point is that if you want the population cap to actually reduce the number of pops, you shouldn't allow the player to control what the cap is.
 

Less2

Banned
Jan 20, 2016
3.737
5.034
My point is that if you want the population cap to actually reduce the number of pops, you shouldn't allow the player to control what the cap is.
In that case you'd just have to delete habitats and ringworlds. Even before we had logistic growth and planetary capacity, we had living space (planetary cap by another name) and linear growth. Players controlled the capacity of the empire before and increased it by spamming habitats.
 

currylambchop

Star eater gang (she/her)
42 Badges
Nov 25, 2016
2.963
3.556
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
@mial42 I can't for some reason reply to your previous message, but the premise is wrong. It takes 3 months for my ships to fly from the centre to the edge of the solar system. So clearly there is no instantaneous travel between planets.
 
  • 2Haha
Reactions:

mial42

Lt. General
21 Badges
Sep 28, 2020
1.410
2.910
  • Stellaris - Path to Destruction bundle
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
@mial42 I can't for some reason reply to your previous message, but the premise is wrong. It takes 3 months for my ships to fly from the centre to the edge of the solar system. So clearly there is no instantaneous travel between planets.
Instantaneous =/= trivial. It is not a major undertaking for pops or resources to travel between planets in Stellaris; look at how quick and easy resettlement (and auto-resettlement) are, or how planetside production can be instantly used for the entire empire.
 

Oscot

King of Space Portugal
12 Badges
Oct 14, 2014
2.209
5.541
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Crusader Kings II
Dude. Logistic growth applies to rabbits, it doesn't apply to people.
Exactly which textbook are you getting your data for 23rd century interstellar population dynamics from?

We really should ban "realism" discussion here. Not so much because I think it's inherently pointless, but because 99% of posters think "reality" means "my extremely unsupported prejudices".
(Also, it is inherently pointless, for the reasons @mial42 mentions)
 
  • 5
Reactions:

Tisifoni12

General
18 Badges
Oct 29, 2012
2.465
839
  • Hearts of Iron III
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Imperator: Rome Sign Up
  • Cities: Skylines - Parklife
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Cities: Skylines
Hang on, logistic growth effects population ?
Just population or everything ?
If just population then why isn't it referred to as population growth ?
I assumed logistic growth applied to mining and industrial production . . .
 
  • 1Haha
  • 1Like
Reactions:

Gobla

Second Lieutenant
16 Badges
Sep 26, 2020
115
650
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
It is a Logistics Curve. Not even the name has been explained by the original inventor. Like, where is that "logistic"?
However it is a very natural thing. In fact, it was developed to model the natural growth. So it is not a "unnatural" concept as man claim.
Given just how constrained the Stellaris curve is, especially in 3.0.3, you really can't call it a logistic curve.

It's an asymmetrical plateau. Starting at 3, sharply rising to 4.5 and later sharply dropping to 0.3.

If you plot it there's literally nothing logistic about it. Just because there's a logistic curve buried in there somewhere doesn't mean the end result can still be called that.
 
  • 1
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.030
3.133
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
Dude. Logistic growth applies to rabbits, it doesn't apply to people.
Sure it does.
It applies to bacteria.
Rabbits.
Human colonists.
Humans living in a fully build up city.
And everything before, after and in-between.

Given just how constrained the Stellaris curve is, especially in 3.0.3, you really can't call it a logistic curve.

It's an asymmetrical plateau. Starting at 3, sharply rising to 4.5 and later sharply dropping to 0.3.

If you plot it there's literally nothing logistic about it. Just because there's a logistic curve buried in there somewhere doesn't mean the end result can still be called that.
So it a first goes up, then goes down until it Plateaus?
Because that is the literaly definition of a logistics curve.
Not looking like the contrived textbook examples does not disqualify it from being what it is.
 
  • 1Haha
Reactions:

Gobla

Second Lieutenant
16 Badges
Sep 26, 2020
115
650
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
So it a first goes up, then goes down until it Plateaus?
Because that is the literaly definition of a logistics curve.
Not looking like the contrived textbook examples does not disqualify it from being what it is.
A logistic curve never plateaus. It approaches but never becomes a flat line.
A logistic curve has symmetry.

The Stellaris growth curve literally meets 0 of the mathematical properties of a logistic curve.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.030
3.133
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
A logistic curve never plateaus. It approaches but never becomes a flat line.
A logistic curve has symmetry.

The Stellaris growth curve literally meets 0 of the mathematical properties of a logistic curve.
Please provide a source for these definitions of a Logistics Curve.
 

Gobla

Second Lieutenant
16 Badges
Sep 26, 2020
115
650
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
Please provide a source for these definitions of a Logistics Curve.

Keywords being that the curve is smooth, the Stellaris one is not, it abruptly changes it's derivative to 0 when it reaches the ceiling.

The presence of a logistic equation inside a function does not automatically make the function logistic. Just like the presence of an exponential equation does not automatically make a function exponential.
 
  • 1
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.030
3.133
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome

Keywords being that the curve is smooth, the Stellaris one is not, it abruptly changes it's derivative to 0 when it reaches the ceiling.

The presence of a logistic equation inside a function does not automatically make the function logistic. Just like the presence of an exponential equation does not automatically make a function exponential.
The only times those sources mention the term "Smooth" was as a optional property.
The 2nd one only mentioned it for Exponential growth, making it very specifically not a Logistics Curve property.

I am also not sure what hte scientific definiton of "smooth curve" would even look like. Sounds like a human evaluation, not something we use in science.
 
  • 3
Reactions: