Stellaris

Stellaris

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Restored Administrative Capacity to Avoid Empire Size Penalty (v4.0.x)
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1.170 MB
22 Jun, 2023 @ 8:43pm
21 May @ 3:44pm
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Restored Administrative Capacity to Avoid Empire Size Penalty (v4.0.x)

In 1 collection by 万律天芳
Manritsu's Statecraft - Restored Admin Cap - Submods
3 items
Description
Restored Administrative Capacity:
  • Administrative Jobs (such as Bureaucrats) now provide Administrative Capacity and Leader Capacity, helping to mitigate penalties from high Empire Size. Most modifiers to Unity production also affect Administrative Jobs.
  • In most non-gestalt empires, Culture Workers or Priests have replaced Bureaucrats as the primary jobs producing Unity.
  • If you build Administrative Offices on a planet, the Culture Worker Jobs provided by Specialized Districts will also be converted into Bureaucrat Jobs.



Players will be notified when Empire Size nears or exceeds the Admin Cap.


The feature that displays Admin Cap on the top UI requires UI Overhaul Dynamic . When sorting your mod list, please place this mod after UOD.




Proper cost of Edicts and Planetary Ascension (Decision):
The impact of Empire Size on Edicts cost and upkeep is adjusted. Each point of Empire Size which doesn't exceed Administrative Capacity only increases Edicts cost and upkeep by 0.5% (compared to 1% in vanilla game).
A decision has been added to Ascend a Planet, with a cost not affected by Empire Size or the Ascension Tier of other Planets. Using this method to Ascend a Planet also provides additional benefits.


Old version for 3.14.x

Thanks to 多多良小伞 for image used in the mods: Dark Blue UI and Immersive Beautiful Stellaris !

If you enjoy my mod, please consider donating! Your support inspires me to continue learning and creating mods, and to keep them updated promptly for new game versions.
Click this link to donate: https://afdian.com/a/Manritsu/
98 Comments
万律天芳  [author] 20 Jun @ 6:26am 
感谢大家的评论和建议,但是4.0更新了这么多个小版本后,对我来说仍是个半成品,完全没法正常游玩。在p社把4.0的功能做完整之前,我暂时不会更新此mod了。
当然,您也可以通过前往我的爱发电主页( https://afdian.com/a/Manritsu/ )打赏,使本mod提前恢复更新。

Thank you all for your comments and suggestions. However, even after so many minor updates to 4.0, it still feels like an unfinished product to me and is completely unplayable. I won't be updating this mod until PDX fully completes the features of 4.0.

Of course, you can also support me by visiting my Afdian homepage ( https://afdian.com/a/Manritsu/ ). Your donation will help bring this mod back sooner.

Goodbye!
MantiSynth 19 Jun @ 5:46pm 
this mod causes my pops to all become biomass stratum after a few decades. has anyone else encountered this?
JarrenBlake 18 Jun @ 4:05pm 
Seems interesting. Not sure if I am a fan of Bureaucrats losing the ability to generate Unity and pushing that to culture workers/entertainers. As stated below there are no buildings or districts that allows for increased Culture workers to offset their loss on planets in which we build Admins. It also means I have to double my district usage around Unity/Admin. I imagine by midgame I can adjust via space provided from a wide play, but for the initial colonies I mostly have to not use the Admin buildings. Which in turn losses me Unity jobs I would have otherwise had from said buildings.

My suggestion would be to either add a new building that does the Admin conversion, leaving the current ones to focus on Unity producing jobs. Or go with the 4.0 concept of Job Swapping so that the new Admins also produce Unity like the job they are replacing.
Trains6824 9 Jun @ 10:09pm 
The mod overwrites the expanded topbar section of the ui if you use it. And default its back in stock.
Trains6824 9 Jun @ 10:07pm 
@万律天芳 Hello! Any chance you could make a compatibility patch for your mod ui to work with UI overhaul Dynamic please? So we can have administrative capacity for our empires and the UI mods :D
shixuejia2010 26 May @ 7:56am 
@万律天芳 凝聚力特化球怎么样都应该有8个格子(两个区都要是文化区才行,要不然一个区划提供的岗位太少了)。先驱者纪念碑、行政园区、复合型行政区、自新博物馆再加上拜金教和文化中心,还是缺两个格子填不上啊
万律天芳  [author] 26 May @ 3:36am 
@shixuejia2010 4.0原版的行政办公楼已经不能升级为行政园区或复合型行政区了,后二者被改为了凝聚力buff建筑
在凝聚力特化区划上建这几个建筑应该就可以吧:先驱者纪念碑、行政园区、复合型行政区、自新博物馆
shixuejia2010 26 May @ 12:05am 
@万律天芳 大佬是否考虑给我们提供一个200文化岗位(凝聚力)且不限1的建筑吗?如同提供文化职位的科研大楼。文化(凝聚力)专精的星球总有几个格子没办法加建筑,只有官僚建筑可以往上面填,但是你懂的,建造官僚建筑就都是官僚了,没有文化岗位了。还有就是官僚建筑可以升级吗?
万律天芳  [author] 25 May @ 9:46pm 
@shixuejia2010 只有行政办公楼会改变凝聚力岗位,贴图看起来像办公楼的“行政园区”“复合型行政区”都不会影响岗位类型。不放心的话就建一个观察一下呗
万律天芳  [author] 25 May @ 9:43pm 
@Isaac 官僚提供的行政容量是跟3.2及以前一致的, 基础都是10点, 只不过在我的mod里, 官僚产出的行政容量会受到凝聚力产出修正的影响
但考虑到3.2的每个区划产生1规模, 每个人口产生0.5规模; 3.3以后改成了区划0.5规模, 人口1规模,个人认为行政容量的产出相应提高一些也是在合理范围内的