Stellaris

Stellaris

Not enough ratings
Improved Bureaucrats & Coordinators
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
13.297 MB
5 Dec, 2020 @ 6:08am
5 Dec, 2020 @ 6:17am
2 Change Notes ( view )

Subscribe to download
Improved Bureaucrats & Coordinators

Description
Do Bureaucrat/Coordinator jobs feel like something you just have to have to counter Empire Sprawl, but at the same time otherwise useless? This mod aims to change that.


Alters Bureaucrat and Coordinator jobs to be useful outside of just giving Admin Cap. Also adds a new planetary decision (Unlocked by the Colonial Bureaucracy technology) which increases the effectiveness of bureaucrats while active.

Bureaucrats
  • Bureaucrat upkeep increased by 0.5 Consumer Goods.
  • Bureaucrats now each provide +0.5 Stability each by default. This stacks with Byzantine Bureaucracy.
  • If the Bureau-Production Optimizations decision is active (costs 50 Energy and 20 Consumer Goods to activate and 50 Energy to deactivate), Bureaucrats each increase Specialist Output by +0.25% and Worker Output by +0.5%, but their upkeep is increased by +0.5 Consumer Goods and +0.5 Energy.

Coordinators
  • Coordinator Admin Cap production reduced from 15 to 10.
  • Coordinators now each decrease the upkeep of all pop jobs by -0.5% and increase planet Amenities by 5%.
  • The Integrated Preservation tradition (Synchronicity tree) now causes Coordinators to provide -5 Deviancy solely, instead of 3 extra Admin Capacity production and -2 Deviancy.


This mod overwrites a few vanilla files, for a full list of overwritten entries (including localisation overwrites) click here.

Join our Discord[discord.gg]!

Check out my other mods!

5 Comments
Unknwn Prson  [author] 25 Feb, 2021 @ 10:10pm 
@SableDrake Well personally I think synapse drones are fine and on the same level as this, buffing them more would probably make them too powerful.
SableDrake 25 Feb, 2021 @ 3:29am 
Any chance I could talk you into expanding this mod to work for hive minds as well? Either way, great mod!
arieviloj 6 Dec, 2020 @ 3:11pm 
Thanks.
Unknwn Prson  [author] 5 Dec, 2020 @ 9:43pm 
@arieviloj The only things that are replaced are the job files, no traditions are technically overwritten. And yes it should work with a game already started.
arieviloj 5 Dec, 2020 @ 2:35pm 
Interesting. Does synchronicity tradition replace some vanilla tradition or is it added?
Does it work on a game already started?