Stellaris

Stellaris

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[Abandoned] Pops Raise Leader Cap
   
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19.8.2018 klo 0.07
23.8.2018 klo 23.43
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[Abandoned] Pops Raise Leader Cap

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Note: This mod is no longer being updated.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2023/05/23: This mod is old and outdated; it does not - and will not - support the latest changes to leaders in version 3.8 (Gemini).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.





Suositut keskustelut Näytä kaikki (2)
0
19.8.2018 klo 0.12
TÄRKEÄ: Bug Reports
Unordinal
0
19.8.2018 klo 0.11
TÄRKEÄ: Suggestions
Unordinal
15 kommenttia
NCTribit 23.5.2023 klo 15.23 
How you need mod look like this, guys?
chijan 14.5.2023 klo 23.22 
is this mod still enable?
borsk 13.5.2023 klo 17.32 
this aged well, huh
samsockeater 11.5.2023 klo 16.39 
i forgot about these times, i feel old... i wonder if it's the same code and such used?
Cream Panzer 10.5.2023 klo 16.57 
In 3.8, leader cap is back, and this time it's even less LOL
Lathrim 14.2.2021 klo 16.14 
modder pls
Thristran 25.8.2018 klo 21.42 
YES, SO MUCH YES!
Shaxx 25.8.2018 klo 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  [tekijä] 23.8.2018 klo 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  [tekijä] 23.8.2018 klo 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.