Stellaris

Stellaris

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[Abandoned] Pops Raise Leader Cap
   
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19 aug 2018 om 0:07
23 aug 2018 om 23:43
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[Abandoned] Pops Raise Leader Cap

Omschrijving
Note: This mod is no longer being updated. Feel free to use the mod's code for whatever you wish.

2023/05/23: This mod is old and outdated; it does not - and will not - support the latest changes to leaders in version 3.8 (Gemini).

This mod will not be updated for 2.2 as there is no longer a Leader Cap.

Adds an empire-wide modifier that makes your population affect your Leader Capacity. For every 120 pops you have, your Leader Cap is increased by 1. The amount is re-calculated every month, so if you don't see it instantly, that's why.

This works up to a maximum of 12000 pops, so if you have more than that, this won't provide any benefits past that maximum.


Version: 2.1.*
Ironman: No.
Can be added to saves: Yes.
Can be removed from saves: Yes.

Should be compatible with everything as it does not overwrite any files.





Populaire discussies Alles weergeven (2)
0
19 aug 2018 om 0:12
BELANGRIJK: Bug Reports
Unordinal
0
19 aug 2018 om 0:11
BELANGRIJK: Suggestions
Unordinal
15 opmerkingen
NCTribit 23 mei 2023 om 15:23 
How you need mod look like this, guys?
chijan 14 mei 2023 om 23:22 
is this mod still enable?
borsk 13 mei 2023 om 17:32 
this aged well, huh
samsockeater 11 mei 2023 om 16:39 
i forgot about these times, i feel old... i wonder if it's the same code and such used?
Cream Panzer 10 mei 2023 om 16:57 
In 3.8, leader cap is back, and this time it's even less LOL
Lathrim 14 feb 2021 om 16:14 
modder pls
Thristran 25 aug 2018 om 21:42 
YES, SO MUCH YES!
Shaxx 25 aug 2018 om 13:31 
Nice work.

Love the comments in the margins of the script about the Clausewitz engine, a nice chuckle, I feel your pain.
Unordinal  [auteur] 23 aug 2018 om 23:45 
Bonus now goes up to 12000 pops max. I wrote a program to generate the code for me -- that's how dumb the scripting system is for some things.
Unordinal  [auteur] 23 aug 2018 om 16:17 
@ Ser Lucas Avis ☭ The problem with Clausewitz (Paradox's scripting system) is that there's no way to do proper loops that allow scaling. As such, every level needs to be manually implemented, which is a pain. (I'm assuming, anyway -- this uses the same system that Rogue Servitors use for Morale, so if Paradox didn't use a better way, I'm assuming there isn't one at the moment.) I'll work on increasing the max, nonetheless.

@Kepos Yes, if a world is taken which takes you below the level, it will remove a level from your cap. However, as Peter34 said, it won't remove a leader, just make it so if you lose a leader you won't be able to hire another until you gain another slot again.