Stellaris

Stellaris

[Abandoned] Pops Raise Leader Cap
15 Comments
NCTribit 23 May, 2023 @ 3:23pm 
How you need mod look like this, guys?
chijan 14 May, 2023 @ 11:22pm 
is this mod still enable?
borsk 13 May, 2023 @ 5:32pm 
this aged well, huh
samsockeater 11 May, 2023 @ 4:39pm 
i forgot about these times, i feel old... i wonder if it's the same code and such used?
Cream Panzer 10 May, 2023 @ 4:57pm 
In 3.8, leader cap is back, and this time it's even less LOL
Lathrim 14 Feb, 2021 @ 4:14pm 
modder pls
Thristran 25 Aug, 2018 @ 9:42pm 
YES, SO MUCH YES!
Shaxx 25 Aug, 2018 @ 1:31pm 
Nice work.

Love the comments in the margins of the script about the Clausewitz engine, a nice chuckle, I feel your pain.
Unordinal  [author] 23 Aug, 2018 @ 11:45pm 
Bonus now goes up to 12000 pops max. I wrote a program to generate the code for me -- that's how dumb the scripting system is for some things.
Unordinal  [author] 23 Aug, 2018 @ 4:17pm 
@ Ser Lucas Avis ☭ The problem with Clausewitz (Paradox's scripting system) is that there's no way to do proper loops that allow scaling. As such, every level needs to be manually implemented, which is a pain. (I'm assuming, anyway -- this uses the same system that Rogue Servitors use for Morale, so if Paradox didn't use a better way, I'm assuming there isn't one at the moment.) I'll work on increasing the max, nonetheless.

@Kepos Yes, if a world is taken which takes you below the level, it will remove a level from your cap. However, as Peter34 said, it won't remove a leader, just make it so if you lose a leader you won't be able to hire another until you gain another slot again.
Peter34 23 Aug, 2018 @ 7:36am 
It's entirely possible to be above your Leader cap. Like if you enact the Edict that gives +1 Leader and you enable a Civic that gives +2 Leaders, then you hire 3 Leaders, then you re-do your Civics and the Edict expires.

There's no penalty for being above cap, because it's a *hard* cap. One you can't actively go over, unlike the cap on Systems, or Navy Size or Starbases where you *can* go over but there's a *scaling* *penalty* for doing so.

I think the Leader cap being hard is stupid. Paradox should strive to employ soft caps whereever possible.
Kepos 23 Aug, 2018 @ 4:40am 
Interesting idea. Every game I'm short on leaders.

BTW, what if an enemy captures one or more worlds...does the mod calculate downwards too?
Ser Lucas Avis ☭ 23 Aug, 2018 @ 1:27am 
Theoretical Number of Maximum Pops on a 1000 star galaxy: 1000*(4*25)= 100000
Thats if you built a full ringworld in every single system. Which you cannot. But taking Habitats, some systems would provide more pops than a ringworld, especially if they take the Master Builders perk as well.
7 Habitats in one system (quite easy!) would be 105 pops (Master Builders). Or 8 Habitats (Not as easy) without Master Builders for 104 Pops.


Basically, 1800 seems like a very small amount. Maybe have it scale on map size?
Kepler68 19 Aug, 2018 @ 12:11pm 
this \/\/\/! the leader cap limit for larger empires in the lategame has always felt weird
Peter34 19 Aug, 2018 @ 4:36am 
This looks like an interesting mod!