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So, exceeding your leader capacity increases the upkeep of all the leaders. I think the mechanic makes sense with empire size already in the game and the powerful traits leaders now give. Ideally a player can compensate for going over their leader capacity by producing more unity. In my opinion the default base capacity of 6 is too low.
I think the versions that increase the base leader capacity to 9 or 12 can help players hire enough leaders so they can play the early game much like they did before the 3.8 update but still more of less have the experience the developers intended with the increased upkeep of leaders into the early-mid to mid game and onward.
I think the versions that increase the base leader capacity to 30 or 60 can be beneficial for heavily modded games or for people who want to ignore the soft cap and its increased upkeep.
30 might be a tad overkill, as ~20 seems to be my mid-game amount of leaders if I think about it, but it's whatever. Thank you again for the quick and easy fix.
I tried the +9 version, but almost immediately filled it .
Thanks for the selection of mods.
Introducing the changes to governors that would make people want to have more of them and the soft cap on leaders in the same update is an interesting decision. I think the default base capacity also effects peoples willingness to use generals.
This mod adjusts the base leader capacity so you can take anything that increases capacity, and it will work.
I was thinking about adjusting the civics, techs, and traditions that give you a bonus to base leader capacity to scale with these mods but then people would be more likely to run into compatibility issues. For the 9 and 12 versions the +1 leader capacity is still good which is what most people who’d want a more balanced game would go for.