Stellaris

Stellaris

29 ratings
Admin Cap Reworked
   
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23 Dec, 2018 @ 5:15am
24 Dec, 2018 @ 1:59am
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Admin Cap Reworked

Description
Reworked Administrative Capacity mechanics for 2.2 game version (based on files from 2.2.3 version):
-Administrator jobs / Synapse Drones / Coordinators produce +1 AC;
-Lowered system cost from 2 AC to 1 AC;
-Lowered districts cost from 1 AC to 0.1;
-Shrunk the base AC provided at start from 30 to 20 for balance.

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As a result, expansion should become easier - less dependent on the map size. Since higher tier Capital buildings provide more Administrator jobs (or Synapse Drones for Hive Minds / Coordinators for Machine Empires), then Admin Cap depends a lot on the Empire population, gradually growing along with it.

IMO, this dynamic AC system should be more balanced than the vanilla version. Try it out and share your thoughts! :)

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P.S.: for the alternative version of new balance with capital buildings providing Administrative and Starbase Capacities instead of jobs look here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1601520485

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Keep in mind, the mod makes the game NOT achievement-compatible!
The mod CAN be used with saved games.
This mod will not be updated - switch to Admin Cap Reworked V2!

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The mod replaces the following vanilla files:
common/pop_jobs/01_ruler_jobs.txt
common/pop_jobs/04_gestalt_jobs.txt

Game defines overwritten:
EMPIRE_SIZE_FROM_DISTRICTS = 0.1
EMPIRE_SIZE_FROM_SYSTEMS = 1
EMPIRE_SIZE_BASE = 20

Localization files edited:
megacorp_l_english.yml
14 Comments
Suurin_ 9 Jun, 2019 @ 12:54am 
Hate asking but will this be updated, really liked the work done with this. Unless none was needed, in any case would like to know, thank you.
The Nega Druid 27 Dec, 2018 @ 5:41pm 
I've rather felt the Districts contributing to Empire Sprawl has been unfortunate. Districts are just so needed and you need /so many/ to get a proper empire going.
Yandersen  [author] 25 Dec, 2018 @ 3:01am 
Thank you, Ashwood, for pushing me into the right thinking! ;)
Yandersen  [author] 25 Dec, 2018 @ 2:48am 
Yandersen  [author] 24 Dec, 2018 @ 11:46pm 
I did not wanted to brake the vanilla balance completely giving all ruler jobs an AC production - in that case one can hardly ever encounter hitting the admin cap at all. I personally play with Technocracy civic, so I have some Admins replaced with Science Directors in my case. And still I can grow much further and longer in time without starting to worry about the Admin Cap.

But realism is somewhat important to me. I look on the admin cap mechanic in a technical way. Managing colonial and stellar infrastructure is not a task for a noble or a scientist - it is purely an administrator expertise IRL.

Yes, not all of the empires' configurations benefit equally from this mod, but comparing to vanilla balance - it is always a plus, even purely because of AC cost of systems and districts. The +AC from Admins is more like a bonus. You may think it that way.

Maybe the more uniform approach would be to tie up the +AC to the level of the capital building? I am not sure yet...
Ashwood 24 Dec, 2018 @ 1:47pm 
I really like your mod, your reworked numbers are perfect. The only problem is when you take a goverment policy like having nobles which replaces administrator jobs with nobles and your mod doesn't count the nobles for admin cap increases as it should. This works amazing for robots but is broken for special jobs that replace administrative jobs. If you could fix this i would greatly appreicaite it since i play imperial goverment with nobles tech. Thank you.
M4j0rfr34k 24 Dec, 2018 @ 4:17am 
the reason i dont like the 0 cost was primarily aimed at the way i play, i like to have 3-4 core planets with good development then have smaller rescource grind planets to fill the gaps in the economy, but as the AI is indeed maxing them its probably better to have lower costs for districts
Yandersen  [author] 24 Dec, 2018 @ 2:08am 
"for some reason i just dont like having maxed planets everywhere" - the AI will max out districts anyway, but the player has an option to destroy the districts.
?! O_o
Yandersen  [author] 24 Dec, 2018 @ 2:03am 
Done. Districts cost 0.1 AC now. Let's try this!
Yandersen  [author] 24 Dec, 2018 @ 1:52am 
I am not going into mod cloning, but few play-throughs convinced me that 0 cost for districts is a bit OP. I will do 0.1 cost for them.