Stellaris

Stellaris

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capital buildings give influence
   
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1 Oct, 2020 @ 1:59am
1 Oct, 2020 @ 3:16am
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capital buildings give influence

Description
Introduction and, The Problem
I was always frustrated by how slow influence is gathered, and how little can be done to change it, and how much it prevented me from expanding or enjoying the diplomatic systems and federations, as well as things like megastructures so I made this mod.

Reasoning
This mod serves both a gameplay and narrative purpose, respectively, It's so annoying for me to wait months to get enough influence to expand into more star systems, and the amount of influence that you get does not change that much with the size of your empire, which doesn't make sense, a larger empire should definitely have more influence than a smaller one, and, on top of that, if you want to expand quickly, you won't have enough Influence so you basically can't control your factions or participate in federations or the galactic community

The Solution
This mod makes every capital building have an upkeep of -1 influence. Capital buildings are built as soon as the planet is fully colonised and include the reassembled ship shelters, planetary administrations, and so on. capital buildings can't be built more than once per colony, are always on a colony, and their upkeep (I don't think at least) isn't affected like other buildings. For these reasons the amount of colonies is directly proportional to the amount of influence you have, much more like real life.


Edit: if you have any other mods that also affect the buildings/00_capital_buildings.txt file, like starnet, you will have to put this mod below them.
10 Comments
Ameoba 17 Dec, 2020 @ 7:59pm 
2.8
Armedwithpuns  [author] 16 Oct, 2020 @ 1:36pm 
I don't think so, and it should be fairly simple, just more mods edit the pop jobs folder and i'm not particularly keen on potentially messing that up for mods that do
Journeyman Prime 16 Oct, 2020 @ 12:13pm 
True, but is that an issue? Is it difficult to change all ruler jobs like that?
Armedwithpuns  [author] 15 Oct, 2020 @ 11:23am 
would need to affect all rulers otherwise ethics like spiritualism and civics like technocracy would be underpowered as they replace administrators with other ruler jobs
Journeyman Prime 14 Oct, 2020 @ 11:16am 
Why not have this mod change the Administrator job to produce 0.1 influence each?
Armedwithpuns  [author] 5 Oct, 2020 @ 12:17pm 
I mean, I'm sorry but there's not much I can do apart from tell you to put the mod at the bottom of your load order (that way it will load last and will not be overwritten) the only other thing I can think of is just editing the game files (right click on stellaris in your steam library, properties>browse local files>common>buildings then editing the capitals file to have how much negative upkeep as you want.
travellersside 5 Oct, 2020 @ 11:44am 
Going to have to agree. I've tried it in two different games, and it's not doing anything. I did check, and this is the only mod that I have that does anything with that file at all.
Lonewolf187 4 Oct, 2020 @ 11:24pm 
I can't get this mod to work. I have tried moving it in the mod order, and nothing is working.
President Jyrgunkarrd 3 Oct, 2020 @ 1:32pm 
The bonus isn't being applied to robot capital buildings just FYI
travellersside 2 Oct, 2020 @ 3:54am 
I agree with the general principle, but I do think that 1 Influence per world is going to add up to a pretty huge income rather easily. Then again, with the cap - easy come, easy go.

Can I suggest 0.1 Influence per level of the Capitals? It both brings down the income while still allowing a noticeable amount, and means that larger planets contribute more.

I'll certainly try the mod out though, because as I said, I do like the general idea of it.