Stellaris

Stellaris

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Bureaucratic Test Mod
   
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31 Mar, 2020 @ 2:46am
22 Apr, 2021 @ 11:24pm
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Bureaucratic Test Mod

Description
[Patch Notes: Updated to 3.0
Increased the sprawl from pops by 66%, to 0.5 per pop.
]

There have been lots of conversations about Sprawl and Admin cap, and how it's not really a choice anymore. I've colected ideas, and implemented what I can.

This mod is currently probably unbalanced. I'll be taking feedback on numbers, and changing them as necessary. If anyone wants to help, let me know. There are some things that can be done to make the mod better, that you don't need to know how to code.



Effects:

Colony capitals increase sprawl from colonies. Upgrading the capital building increases this effect. Colony capitals increase sprawl from pops. Upgrading the capital building reduces this effect. Much better to have denser populated worlds. This is applied via a deposit, to avoid overwriting the capital buildings.

Fifths sprawl from colonies colonies(1). Doubles from systems(2). Increases by 50% from Branch Offices (3)

Going over admin cap now reduces Unity and Science production across the empire. Currently 0.25% per sprawl over.

Going over admin cap no longer increases tech and tradition costs.

Going over admin cap no longer increases campaign cost, instead it is scaled to your sprawl.

A simple(read: not very precise) event to manage influence bonus based on your percentage of admin cap unused. (This is one thing that can definitely be improved, but the main roadblock to that is it needs time put into it to do so.)

Administrators, Nobles, and Exceutive now produce admin cap, 5 each. Bureaucrats have been nerfed to 3 each. Merchants and Science Directors produce Bureaucrat level admin cap.

Empire capitals increase admin cap production by 2 for all jobs that make admin cap.

Sector capitals would increase admin cap production for all jobs by 1 if the trigger for it worked. It is implemented, and will take effect once the trigger is fixed in vanilla.

Bureaucrat buildings have been nerfed, to 1, 3, and 5 at the 3 levels.

COMPATIBILITY:

Overwrites

00_specialist_jobs

00_ruler_jobs

02_government_buildings

This mod will not work as intended if a different mod undoes the changes. Place at the bottom of the list.


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28 Comments
James Fire  [author] 23 Feb, 2022 @ 3:16pm 
If I update this, it will not be for a while. I need to play to see how the game currently is first.
James Fire  [author] 9 Oct, 2021 @ 8:39pm 
Probably breaks it because I haven't updated it for 3.1

And currently, I'm not certain I want to. With the upcoming unity/sprawl rework, a lot of what I do here seems to be wasted effort.
ShardOfSoul 9 Oct, 2021 @ 7:42pm 
Two notes. 1. The mod currently breaks idyllic bloom. Just giving that as feedback.
2. I'd say the pop scaling is probably too high in the current build, the ai can't research anything at all winding up far further behind in vanilla. I'd recommend any or a mix of the following. 1. Reduce the base pop sprawl, 2. Reduce the % gained from colonies/tier 1 (maybe 20/15/10/5 instead of current. 3. Add in a hard cap to the penalties (-90/80% gain seems fair). 4. Add a cheat for the ai (either vastly reduced scaling penalties, like a flat 5% pop scaling per world, or setting their penalty Cap to -50%
aemeric 19 Jan, 2021 @ 7:13am 
Hey James, I read your response. The reason I would load into an existing game is because I'm backed into a corner with 400 hours in the game and my admin park buildings no longer seem to matter regardless of how many I build. The thing is, with your mod, long termer players are not going to see anything like some sort of fix to the problem based on what I am seeing here with these numbers. In fact, this mod makes the number of late game admin park requirements even crazier than the crazy I was already seeing. Before I loaded this mod, I had entire planets devoted to admin parks and was barely able to stay ahead of empire sprawl. That's just plain nuts. So yeah, I'm going to load something that attenuates this problem.

I've found something that does attenuate the problem, I'm working with it now.
James Fire  [author] 18 Jan, 2021 @ 11:11pm 
Yes, it should be working fine in 2.8.1.

You loaded this mod into an existing game?

Why would you do that?

This massively impacts balance, and frankly, there's nothing I plan to do about that. You shouldn't be loading new mods that change balance like that.

As for the 20k cap, I've looked, and it would appear there is no define for it. There's nowhere else it would reasonably be, so it probably doesn't exist.
aemeric 18 Jan, 2021 @ 5:59pm 
So I loaded this mod. Here were my original numbers:

Administrative Capacity: 20000
Empire Sprawl: 19384

This is after the mod was loaded:

Administrative Capacity: 12675
Empire Sprawl: 16763

This devalued all the work I had done with Administrative Parks and dedicated Administrative planets. With the mod loaded, all penalties were way over 1000%.

It does not look like this mod is working as intended. I still need to fix the 20000 admin cap problem but at this point I have no idea how to do that.
aemeric 18 Jan, 2021 @ 5:54pm 
Here's my experience. I have over 400 hours in one game. The galaxy is mature (1000 stars) and I have around 140 planets being managed. It has been difficult to stay ahead of empire sprawl; I have to constantly develop Administrative Park planets in order to keep my capacity from going negative against empire sprawl. Recently I found that I could not increase the empire capacity number any longer; it is now stuck at 20000. I realized that I had hit the game cap. So I went looking for admin mods, that's how I got here. Right now, my sprawl is 19384 and increasing, while I am stuck at 20000. It's going to catch up.
aemeric 18 Jan, 2021 @ 12:21pm 
James, has this been updated to 2.8.1 butler?
James Fire  [author] 27 Oct, 2020 @ 11:14am 
Yeah, with 4 colonies it would be fairly inconsequential. Maybe I should raise it? I don't want it to effect districts, because of how that would work out.

Hmmm, deposit not applying correctly, I'll have to check it out.

Campaigns and the Rare Resource Edicts scales with your sprawl, not your sprawl over cap.

The oversprawl effect should show up on any jobs that make it. It should also show up in the topbar, as a modifier on your tech production.
Entomogant 27 Oct, 2020 @ 4:15am 
Tried your mod again and seems to work fine. I think the AI doesnt know what to do with it? Although i am not sure if the AI in general overshoots the admin cap and doesnt give much about it (I use Glavius AI).

The colonies give 1 sprawl each and the modifiers for each colony increase that, right? I have 4 colonies and therefore 4 sprawl that is increased and decreased and results at 4.6 (or something). The modifier seem to be quite inconsequential as the base values are so low. Are the modifier supposed to also affect district sprawl or seomthing?

The pop modifier also work, although the AI had also several times +30% and i only got +20% even after upgrading the main building on a planet.

Love the incereased edict costs from the sprawl. Is it correct that campaigns (specifically the ones that are paid with food) only increase based on sprawl over cap?

How do i check if the oversprawl reduce tech and unity production? Does the modifier shows up in the according tooltips?