Stellaris

Stellaris

Administrative State
49 Comments
happyoutkast 20 Apr, 2021 @ 1:38pm 
Does not work with current version of the game...I believe this mod is dead given it hasn't been updated since 2018.
TurtleShroom 11 Sep, 2019 @ 4:50pm 
Seconded, I want to do the same.
JayBee 🔰 11 Sep, 2019 @ 1:30pm 
Hiya I was interested in some of the ideas in your mod and wondered if you would be alright with my giving credit and integrating them in some fashion for a mod I'm working on. :)
TurtleShroom 9 Jul, 2019 @ 12:37pm 
I've discovered a bug in your Mod. Your Administrative State Civic does NOT add one Bureaucrat per planet. You are missing the Job Trigger needed for it. It's a fix that is so easy that I did it in a few minutes!
LokiCharms 21 Apr, 2019 @ 3:38pm 
LGWhiteWolf
Search for admin cap reworked. It’s a very simple mod that helps nicely
LGWhiteWolf 21 Apr, 2019 @ 2:24pm 
As nicely as possible, i'd like to ask if we have to consider this mod "dead", as in will it ever be updated in the near future, or is it doomed to be stuck at the actual state ?
This most was a absolute "must have", so it will be quite sad to say it farewell
Vault Boy 2000 23 Mar, 2019 @ 12:19am 
Update?
Raeyunred 9 Feb, 2019 @ 11:04am 
I'm putting this on the bench because of this crash issue.

But this is an absolutely amazing idea and should be in the base game tbh. How would any race have a massive interstellar empire without any people dedicated to organizing it efficiently?
TurtleShroom 30 Jan, 2019 @ 2:54pm 
Also, ignore what Darthsawyer said. I love this Mod's pre-scripted race!
TurtleShroom 30 Jan, 2019 @ 2:51pm 
My game constantly crashes in the mid-game. One recurring theme I have found again and again is a problem in your Mod.

Specifically, it has something to do with your Buildings.

The code reads as follows: [17:30:53][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 215

This is a darn shame, because I always play "Stellaris" with this Mod enabled.
Cactus Punch 26 Jan, 2019 @ 9:36am 
Got the same error as Silver Knight, crashes my game every few months

[17:33:35][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 218
[17:33:35][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 405
[17:33:35][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 409
Cruye 24 Jan, 2019 @ 10:43am 
Does this work with the current (2.2.3) version?
Dustreaper 20 Jan, 2019 @ 6:30am 
Got this error.
[14:37:47][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 215
[14:37:47][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 401
[14:37:47][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 405
scott4dges 1 Jan, 2019 @ 9:36pm 
Hi, I'm noticing that the launcher shows incompatibility since this version is 2.2.2, while the latest beta patch is 2.2.3.

Not sure if there are any actual incompatibilities, but I thought I'd mention it here (but you probably already knew that).
Darthsawyer 1 Jan, 2019 @ 4:07pm 
Please remove the prescripted race. If we want to have it in our games we can make it ourselves. The first mod uploaded for every new patch is one to REMOVE prescripted races, they are infuriating and one has no place in this mod. It took me an hour to track down which mod added it.
Delaidra  [author] 31 Dec, 2018 @ 10:02am 
I use Bigger Planet View + 36 Building Slots, and Bigger Colonies - 2.2.
core_nxt 31 Dec, 2018 @ 8:36am 
what mod do you use to generate the extra building slots?
Delaidra  [author] 30 Dec, 2018 @ 9:09am 
I put the old buildings back in and set them to update to the new buildings. They are unbuildable, and save games shouldn't have empty slots anymore. That was my fault, I didn't disable upgrading to the old buildings, and thought everyone would be done with saves after a week or so. I'll leave in for another month to let save games finish.

@Identitools, Thats neat, thanks.
THE RIDE NEVER ENDS 30 Dec, 2018 @ 9:02am 
That's not a maintenable way to do it, everytime you update the mod i will have to do this modification. I subbed to that instead : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1417114195 they added your mod to the list
Delaidra  [author] 30 Dec, 2018 @ 8:41am 
Were you playing an older savegame from about 2 weeks ago? Thats the only thing that should cause the behavior you describe, as I pulled out the v1 buildings this time. I hid them / made them unbuildable and thought a couple weeks was enough time to leave them up in the mod.

I'll check again.

@identitools
In the steam workshop folder for stellaris, find folder 1592231193/prescripted_countries, open the .txt file in a text editor, and change spawn_enabled=yes to spawn_enabled=no OR delete the folder.
scott4dges 30 Dec, 2018 @ 3:41am 
I think I'm seeing this issue as well, seems like my max-upgraded Admin buildings disappeared, but the lower level buildings were OK. It looks like I can re-add the buildings in the slot, but I'm not sure if they disappear again after build. Can test a little more closely on my next save.

Love the mod though! Keep up the awesome job.
LockNesTom 29 Dec, 2018 @ 7:42pm 
The Update seems to have broken the slots the buildings were in. Every time we try to replace the building in the slot or put any building in that slot it doesnt actually appear.
LockNesTom 29 Dec, 2018 @ 7:29pm 
Hey man next update please be careful when messing with building files. You removed admin buildings from my save file when I loaded in. lol
THE RIDE NEVER ENDS 29 Dec, 2018 @ 7:09pm 
Hi, any way to disable the custom empire you made? I use a mod to keep the vanilla empires away and this one is now appearing alone, it's kinda making me crazy
Delaidra  [author] 29 Dec, 2018 @ 6:14pm 
New version released with updated AI build weights, build cost, and upkeep cost. Added new civic, and prescripted empire. Resistance is useless ... :p

AI should be less stupid about building the buildings. It is however still too stupid to upgrade or repair buildings. Use Glavius Ultimate AI and the compatibility patch to enable the AI to upgrade the buildings. I have purposely left the upgrade script off the base version.

I tested to 2400 in a couple games and it seems to work fine, but let me know if there are any bugs to squash.
Delaidra  [author] 29 Dec, 2018 @ 8:39am 
Thats a typo, the starbase building is +5 not +25. I have adjusted building weights, costs, etc. and added a civic that grants the job to every planet. I have delayed releasing, because I am still trying to get the upgrade script to fire for the AI.

The branch office becomes OP if you are using mods that increase # of planetary buildings. You can use it to eliminate the sprawl effect.

I like Gwen's calling them bureacrats better, will probably change it.
kjumper 29 Dec, 2018 @ 7:08am 
Also, there seems to be little reason (other than the higher cost) to build administrative branches when you get administrative offices at the same tech, and they provide far more jobs. True, it doesn't have a planet limit, but it seems a waste of a building slot.

While using the mod, it did feel a bit weird to me that system administrators were in the specialist rather than the ruler stratum, considering that regular Administrators are rulers. But I very much like the flavor and core functionality of the mod.
kjumper 29 Dec, 2018 @ 7:03am 
A flat +25 for the starbase building may be far too much and undercosted - keep in mind that's equivalent to 8 system administrators (which you normally can't get on a planet until a much higher tech) in your mod. That said, adding a system administrator for each planet in your system seems much more reasonable.
Delaidra  [author] 22 Dec, 2018 @ 1:11pm 
@Yandersen
Gwen's Admin Cap Buildings provides a simpler option for adding jobs the provide administrative capacity. I have avoided adjusting the defines file for compatibility, but I have seen several other mods that adjust sprawl values.

On another note, the AI doesn't use even vanilla buildings correctly. AI does not upgrade these buildings and I haven't seen it use the starbase building after a couple of 200+ year games in observer mode.

I am writing a compatibility patch so that if you use GAI, the AI will use these buildings correctly. I am currently testing ai weights to find the right balance between spamming the buildings and not using them at all. I've got it working to not build during early game or on colonies.
Yandersen 22 Dec, 2018 @ 12:53pm 
@Delaidra , thank you for going in that direction of modding! I have a few concerns though. I see you added a few new buildings. Does the AI manages to use them properly? I doubt it can. I would suggest to go simplier - just change the jobs to produce AC and don't go any further - it will do the trick anyway.

But may I request a few simplified versions of this mod, please? Like this:

1) "Administrators produce AC"
-Administrator job produces +1 Administrative Capacity.

2) "Districts cost 0 AC"
-Removes Administrative Capacity cost for planets' and Habitats' districts.

I just keep dreaming to play with mods like above since 2.2! Can you make it real? =)
Delaidra  [author] 22 Dec, 2018 @ 4:54am 
@Luminous -Thanks for the info, I reduced the AI weight for the Tier 0 building by 90%. I was playing with GAI, and I wasn't seeing the same behavior, probably b/c GAI building weights are an order of magnitude greater. I'll test a couple of games and see if a limit needs to be added.

@Thunder - Habitats are from the Utopia DLC iirc.
Luminous 21 Dec, 2018 @ 9:47pm 
I've run into a little problem, while poking around in observer mode to check on things with another mod. Looks like you need to adjust the AI weights of your Admin Branch, or limit the number. The tier zero office building looking one. Looking over AI worlds finds them just utterly full of that building. In many cases more than half the buildings are Admin Branches. Sometimes far more than half. That's... not healthy for the AI's economy, or unemployment numbers.
Thunder 21 Dec, 2018 @ 9:35pm 
Side question: are habitats from a DLC or are they base?
AND!: thanks for this mod... The new admin limits are very painful!
Delaidra  [author] 20 Dec, 2018 @ 3:27pm 
@Arnor - Yes (tested).
Golnor 20 Dec, 2018 @ 1:11pm 
Do habitats count as planets for this mod? Like, if I build a bunch of habitats in a system with the starbase building will they have admin jobs?
Delaidra  [author] 20 Dec, 2018 @ 6:44am 
Bugfix: v1.1 to v1.2.*should be seamless now. I only tested a few games, so let me know if there is funny behavior.
Ryu Yokaze 20 Dec, 2018 @ 1:35am 
can confirm the ai gets screwd if you don't remove the offices.
Ryu Yokaze 20 Dec, 2018 @ 1:19am 
found a workaround, get the old version, disable current version, remove the admin buildings on planets, switch back to new version, it probably going to still be broke for the ai through.
Delaidra  [author] 19 Dec, 2018 @ 8:43pm 
Also, sorry for the disappearing buildings. I had to cleanup the code to keep track of what was going on.
Delaidra  [author] 19 Dec, 2018 @ 8:31pm 
Mod updated to included a Tier 0 and Tier 4 building. Starbase included.
scott4dges 17 Dec, 2018 @ 8:07pm 
So far really liking this mod. I added to my in-progress game and didn't seem to have any issues. I noticed a good boost to admin cap and also nice to have extra buildings for jobs. Great work!
Delaidra  [author] 17 Dec, 2018 @ 7:17pm 
Savegame compatible. You'll still need to research the techs to trigger the building.
LockNesTom 17 Dec, 2018 @ 5:59pm 
Can I add this to a game in play?
scott4dges 16 Dec, 2018 @ 9:32am 
Going to try out this mod because the whole Admin cap thing really bothers me in this game.

But I like how you're adding new buildings which, honestly, you'd think that a mega star empire with 400+ systems would be able to get better at "Administration" (that's my RP rationale, anyway!)
Delaidra  [author] 16 Dec, 2018 @ 6:50am 
Description fixed.
Worheda 16 Dec, 2018 @ 5:30am 
Your discription lists the tier 3 version as Administrative Megaplex again.
eldiabs 16 Dec, 2018 @ 3:19am 
Nice. I like the subtle extra buffs this adds besides administration. Thanks for this.
Delaidra  [author] 15 Dec, 2018 @ 11:51pm 
Added Tier 3 technologies and buildings, and adjusted building job values. Also updated the description. No core game files are altered, should be compatible with everything.
Dragon of Desire 15 Dec, 2018 @ 11:46pm 
So are there any incompatibilities?