Stellaris

Stellaris

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Scaled Leader Capacity Fork
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12 May, 2023 @ 1:03am
24 Sep, 2023 @ 3:46am
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Scaled Leader Capacity Fork

Description
This mod is a fork of the 'Scaled Leader Capacity' mod by Mike Louis. This one, like that one, addresses the base game's Leader Capacity by introducing a scaling mechanism tied to the capital buildings in your colonies and habitats. However, the numbers in this version are lower than in Mike's.

  • The base Leader Cap is now 8 instead of 6.
  • Each Tradition Tree completed now gives an additional +2 Leader Capacity. The exceptions are the Aptitude Tradition Tree which gives +4 (re-introducing the +2 for 'The Empire Needs You!' Tradition and a further +2 from completing Aptitude). The 'Ascension' Tradition Trees also do not give any additional Leader Capacity (they're strong enough already)
  • Adds five new technologies which give additional Leader capacity each.
  • Colony Capital Buildings increase the Leader Cap by +0.1/+0.2/+0.3 per Building level (starting at Tier 2).
  • Habitat Capital Buildings increase the Leader Cap by +0.1/+0.2/+0.3 per Building level (starting at Tier 2).
  • Machine Capital Buildings increase the Leader Cap by +0.1/+0.2/+0.3 per Building level (starting at Tier 2).
  • Hive Capital Buildings increase the Leader Cap by +0.1/+0.2/+0.3 per Building level (starting at Tier 2).
  • The Imperial Palace building (and its equivalents) increases the Leader Cap by +0.3.
  • Adds an Edict for +10% Leader Experience Gain & +1 effective Councillor skill (at a reasonably high Unity cost).

I continue to look into other methods, such as adding slots based on Empire Size, Sector Capitals, new Buildings, Edicts, and possibly other methods as well, but these just ideas and I can't make any promises. If I find a way to do them, I'll update the mod. Unfortunately I'm a very busy guy and don't have as much time to pour through art of complicated modding tricks as I would like!
I consider Vanilla Stellaris’s basic over-Leader Cap EXP penalty as being mostly fixed in 3.9.1, so as of V2.3 I no longer tweak the EXP penalty mechanics… but might reintroduce this if it turns out to still be needed.
64 Comments
mahorych00 14 May @ 3:43pm 
If you're playing with this on 4.0.X (or rather 4.X), you'll get an erroneus bug of two extra jobs per planet and an inability to upgrade your capital building.
Nicho  [author] 13 Dec, 2023 @ 11:42am 
Well, self-evidently this hasn't been updated yet. Although this is in a large part due to a lack of personal time, I'm also having some dilemmas figuring out how exactly to update this for 3.10.*. It really does seem that most of the problems with Leader Capacity have been fixed in the current edition, mostly making this mod redundant.
I've got some time off for Christmas from this weekend so will be sitting down to hash things out at last then. Sorry for the delay!
WindFly 13 Dec, 2023 @ 4:35am 
Thanks for work and update about the situation! Really appreciated
Nicho  [author] 19 Nov, 2023 @ 8:54am 
Hey folks, thanks for your patience. I'm continuing to work on the updated version. 3.10 changed more than I expected it would; the patch changes look simple, but how they interact with how this mod functions mechanically is taking a bit more design consideration, planning, and care.

Please be forewarned that things will change significantly in the next incarnation of this mod compared to its current approach. I am almost certainly moving away from Building-based scaling towards other approaches. I may well leave this as a 3.9.* version, and upload the new mod as a different mod for 3.10 and beyond.
Nicho  [author] 10 Nov, 2023 @ 11:14am 
Hello again dear Subscribers. The 3.10 patch, and Astral Planes, has been announced for release on 16 November 2023. This patch is going to change Leaders pretty substantially, by merging the existing four categories into three (plus Envoys). It is almost certain that this mod will not be compatible with 3.10 when it initially releases. Although I expect to be able to do some work updating the mod, that will not be until 12:00PM UTC on Saturday 18 November 2023 at the earliest.

I'm also hoping to be able to introduce a new scaling feature to the mod at the same time, all being well (I cannot make any promises).

I would STRONGLY suggest that anyone with a game in progress, and who wishes to complete it under Patch 3.9.3, downloads a local copy of the mod via Irony prior to the 16th, and continues that.

All the best!
Nicho  [author] 10 Nov, 2023 @ 11:14am 
Deeeerp. Yes, typo. Haha! Good catch, I will delete and replace.
LegitGamer1017 9 Nov, 2023 @ 10:55am 
Thanks for the update Nicho :steamhappy:

I think there's a typo in your paragraph, and you meant to say you'll be able to update the mod on 12:00PM UTC on Saturday 18 November 2023, not August?
Angry 24 Oct, 2023 @ 1:53pm 
Marvelous work, thank you Nicho :)
Xenmor empire 24 Sep, 2023 @ 8:44am 
it's ok man and good too
Nicho  [author] 24 Sep, 2023 @ 3:44am 
Dearest Subscribers, I have updated to 3.9! Apologies for the delay in getting this mod updated; I'm a terribly busy man and in hindsight, maybe getting into Stellaris modding was not the soundest of moves. However I have now figured out how to do update the mod from my laptop which will help in future.

In Version 2.3 of this mod, I have reflected many of the changes suggested by Spatziamus, which I agree are for the better, so thanks for that Spatziamus!

Please do let me know if you encounter any bugs or weird issues.