Stellaris

Stellaris

Admin Cap Reworked V2
35 Comments
jackson 25 Jan, 2023 @ 10:49am 
Is there a reason why no admin mods are able to properly update because it doesn't make much sense none of them
Ninym 26 Oct, 2020 @ 1:23pm 
Does anyone know if there's a mod out there that, basically, just increases your SBC by 1 for each colony you own, kind of like this mod did?

I really liked this mod, especially since I could build a SB for each of my systems with a colony in it, which is something that I still want to do.
Zazorel 17 Mar, 2020 @ 11:12pm 
Will this get updated??
Quin 6 Sep, 2019 @ 5:48am 
@Enlonwhite Ideally, you'd either have a split theme of building wide vs building tall, IE: In the former you get the bonus of having population and thus the support for AC boosting buildings like capitals, whereas in the latter you might get percentile bonus boosts in tech and income for having multiple core worlds in the same system?
Quin 6 Sep, 2019 @ 5:44am 
You can have other mods that add a prefixed version of that file, and stellaris's magical black box file merging will either discard or overwrite the changes as it arbitrary sees fit.
Nyghtrid3r 23 Jun, 2019 @ 4:06pm 
Nevermind it's a a mod incompatibility that shouldn't exist, I don't have any other mods that edit 00_capital_buildings.txt
Nyghtrid3r 23 Jun, 2019 @ 3:32pm 
Doesn't work for me for some reason
Some Guy with a Shotgun 9 Jun, 2019 @ 8:39pm 
Will this work with the new update?
Enlonwhite 5 Jun, 2019 @ 9:32pm 
Like the idea of the mod, but the point of the AC and its penalties seems complete negated/pointing to a wide wins vs tall on this change.

Districts should not be free, I can see several reasons as to why and dont want to list the lengthy text it would require. (aka i came to find mods, cause too lazy to make my own.)

and as for SBC I always find you never have enough SBC to really fit your needs in a empire, even with 7-10 rushed repeated techs for it.
But i am unsure how to change this or affect this without hurting balance and the Grasping the Void Acension perk. (which is still not super good, but it is not bad in a few cases.)
RedAurelian270 5 Jun, 2019 @ 11:33am 
Is this mod compatible with 2.3?
konzacelt 27 May, 2019 @ 11:21pm 
I'm using 2.2.7, so that might be it too.
konzacelt 27 May, 2019 @ 11:18pm 
I have an odd issue. The AC changes for this mod are showing up in the top bar, but I don't see any changes to the capital building. At game start, the capital building should display +2 AC correct? That's not showing up for me. It could be a mod conflict I suppose, let me know if you want me to link a mod list.
Yandersen  [author] 29 Mar, 2019 @ 5:08am 
It is not a bug - this is mentioned in the description, actually. Indeed, the starbase cap (SBC) does not increase per 10 outposts - instead it get increased by high-tier capital buildings.
StickHeroes 26 Mar, 2019 @ 4:48pm 
I think I found a bug.


On vanilla Stellaris, the starbase cap increases by 1 for every 10 outposts you own, but when I turn this mod on, I don't get any starbase cap increases from outposts.


I'm running this on a game that only has NSC and a couple graphics mods. Please help.
Yandersen  [author] 22 Mar, 2019 @ 5:17am 
I also felt like all those new mechanics were introduced without thorough thinking. Too abstract, senseless and unrealistic. Like a change just for a change...
fuke 17 Mar, 2019 @ 12:28pm 
This is very cool, thank you for making this. I think I can't play without it.

I'm curious, do wide empires have extremely high technology and unity output now? I've always felt that there should be diminishing returns for new science facilities, instead of any admin cap at all ... so that adding a few more scientists who are 1000 lightyears away to your research project doesn't speed it up (given the communication distance, duplication of efforts etc), and controlling a few space rocks 1000 lightyears away doesn't slow it down either (you have to pay to upgrade everything anyway).

The vanilla game seems to want to cap everyone at around 300 effective total research output, why they couldn't just do that with a declining hyperbolic curve for new research buildings is a mystery to me.
Yandersen  [author] 8 Mar, 2019 @ 1:53am 
Updated for 2.2.6 version. Awesome patch, BTW, why do they keep pushing new patches as betas if those get released as core version later on anyway? Makes no sense...
Vlad 9 Feb, 2019 @ 5:10am 
Ok THX :)
Yandersen  [author] 8 Feb, 2019 @ 11:58pm 
See, Vlad, the 2.2.5 patch actually changed a lot in the file my mod modifies. That patch also fixes A LOT of bugs, so a sane person would not miss the opportunity to switch to it. So I decided that support of 2.2.5 is more important than backward compatibility.
IDK if the mod will work correctly with 2.2.4 version or below. Moreover, I just see no reason to use those - the PDX work extensively on bugfixing right now, so every new beta worth switching to, right away.
Vlad 8 Feb, 2019 @ 11:08am 
So your mod work only with the beta 2.2.5 and dont work with the 2.2.4 ?? or work with both ?
Yandersen  [author] 8 Feb, 2019 @ 12:03am 
Turns out the new 2.2.5 patch actually modifies the "common/buildings/00_capital_buildings.txt" file, so to keep the mod up-to-date I had to change the compatibility to 2.2.5 game version, which is considered beta right now. Sorry for those having beta-fobia... :P
Yandersen  [author] 20 Jan, 2019 @ 2:50am 
Yes, and 2.2.4 as well.
Figaround 19 Jan, 2019 @ 3:11am 
Your mod will work with the new patch, 2.2.3?
Grzyb 8 Jan, 2019 @ 8:14am 
perfect ty :)
Yandersen  [author] 3 Jan, 2019 @ 6:07am 
Update, people! Now Starbase Capacity also entangled with capitals! No longer we get 1 SB per 10 systems - now we get +1 SBC from a capitals of higher tier. See the updated description for details.

Thing is, I assume every1 wants to have a starbase at least in their colonized systems, right? But with a vanilla constant of 1 SB per 10 systems it is not always ensured - f.e. if we play with 5x habitable worlds setting, where habitable planets may be encountered in almost every system. So I decided the dynamic approach should apply there as well. :)
Yandersen  [author] 29 Dec, 2018 @ 7:11am 
Just ignore the warning, it will work just fine.
BTW, do you suffer from some sort of beta-fobia or smg?.. :D
CosmicRazberry 28 Dec, 2018 @ 9:41pm 
Hey its saying I can't use this mod because I am running 2.2.2 and it requires 2.2.3. There something I am doing wrong? Is this patch available to the non beta version of the game?
Yandersen  [author] 27 Dec, 2018 @ 8:11am 
So basically the problem as I see it is in the early-mid stages of the game, when the traditions@civics@tech AC buffs matter so much that AC becomes a non-issue. The effect of the dynamic balance of my mod get neglected by those due to a lowered cost of systems allowing for a quick spread early-on. And then you got limited by the other empires just before you reach the AC limit, am I right? And while you forced to play tall preparing to push further with a fight, your population grows enough to produce enough AC so it becomes non-issue again - once you get your balls to consume their territories. Did I get the right picture? Any suggestions what to tweak for a better balance?
Yandersen  [author] 27 Dec, 2018 @ 7:58am 
I did not expected the admin cap to become non-issue, actually. Judging by math of the numbers, it shouldn't... Look: with this mod a system costs 1 AC, and you start with 20. So you can spread on 20 unolonizable systems, right? Enough space to grab to find a few profitable planets to colonize and start growing pops playing tall.
To make a system "free" in terms of AC, you need to have a colony with 40+ pops on it - how fast you get that many, huh? Midgame, I would say. And to make a system actually produce extra AC a colony must have 80+ pops. That is close to lategame - a time for "kill'em all, since there is nothing else to do".

But I guess the traditions@civics@tech way of getting extra admin cap is what makes it so since the buffs it provides is just relatively too big braking my plan of new balance...
Yandersen  [author] 27 Dec, 2018 @ 7:58am 
Good thinking, Marble. But those so-called tall and wide strategies do not work, since in reality you will be doomed both ways if crisis strikes or fallen empire decides to wipe you out - either you will be to small to have a large fleet, or too week and immobile to response. The right strategy is in the middle - whichever way you start, over the gameplay you either come to it naturally, or get doomed if got challenged too early.
Marble 26 Dec, 2018 @ 1:07pm 
I like the idea of a more dynamic admin cap, but going to this extent basicly defeats the idea behind it which is to make tall and wide play both viable. tall dosnt get the mass rescourses and sheer power throug numbers that wide dose but but it also dosn't suffer the penelties. by making admin cap a non issue tall play is effectively worthless. I deffinitly don't like the current way admin cap feels but I don't think it should made so easily dismissed. this mod seems like it has really good potential and I hope youll keep working to find a more ways to balence it out.
Aaronthelemon 26 Dec, 2018 @ 8:29am 
I don't dislike the idea of the mod, I like some of the changes alot.

I feel it would be better without killing AC gained from districts.
Yandersen  [author] 26 Dec, 2018 @ 6:52am 
Try to play on the large map with just a dozen other empires and without the mod. Let me know how you like it, Aaronthelemon! :))
But jokes aside, the AC quite naturally grows along with the empire size, quite rarely limiting the expansion, making this feature truly transparent for the gameplay in most cases. But I still like it more. :)
nephilimnexus 25 Dec, 2018 @ 8:41pm 
... and that's a good thing.
Aaronthelemon 25 Dec, 2018 @ 4:25pm 
This mod seems to make Admin cap a non issue, even for a somewhat wide empire.