Stellaris

Stellaris

Magnum's Mods - Leader University
23 Comments
Proxy 3 Feb, 2022 @ 7:58am 
can we have cure negative traits for the ruler
Nero Sima 23 Jan, 2022 @ 8:21am 
Yes it is
Thomas Roderick 3 Dec, 2021 @ 6:09am 
No longer works in 3.2.
napamathguy 16 May, 2021 @ 4:55pm 
Yes, please update!
Nero Sima 13 May, 2021 @ 1:51am 
Update??
lolic_lol 22 May, 2020 @ 2:21am 
Need update for 2.7?
patupi 8 May, 2020 @ 10:13am 
Curious that this seems to not do anything for machine rulers. Go through the menu to upgrade them and the thing has a rule of only if all are true, and one is 'not Gestalt consciousness.' I've used this mod a fair few times in the past and I don't remember this (though haven't played that much as machines with this mod so may be misremembering). Is it an issue thrown up by 2.6?
Magnum  [author] 11 Sep, 2019 @ 11:35am 
Updated to version 2.3.* (Ancient Relics)
Abisha 17 Aug, 2019 @ 12:39am 
mod works fine with 2.3.3 can you update the version so it's no longer alert the laucher
[VI] Ragnok Ulfbhert 1 Jul, 2019 @ 5:15pm 
After all this time I have found this.... And I never even knew how much I needed it:steamhappy:
Timrath 9 Jun, 2019 @ 8:03am 
Still works in 2.3. You just need to change the version number in the descriptor.
However, I still think the cost of reeducation is too low. It feels like cheating.
Zee 14 Apr, 2019 @ 3:35pm 
@Magnum

If you scale it, can you make that optional. My classes at school don't cost more the more I go.

The only exception to that might be if you were to make it do the base trait at cost. Then have a chance for the better level trait and then when they come back be like- oh, there are these extra charges. If you can't pay there is interest.

Honestly though, I like it how it is. The only thing that would make this better is being able to pick the trait. Nice Mod.
Magnum  [author] 8 Jan, 2019 @ 7:47am 
@Timrath yeah, something like that
Timrath 8 Jan, 2019 @ 6:07am 
Number of usages is actually fine. But maybe it should scale more steeply. Maybe make each usage twice as expensive and time consuming as the previous one?
Magnum  [author] 8 Jan, 2019 @ 3:31am 
@Palynium Ah I understand. Never thought of that, but that is a cool idea!
Palynium 8 Jan, 2019 @ 3:25am 
I was more meaning how your first ruler disappears if they lose an election due to not having a randomised flag set for their non-ruler career (general/admiral/governor/scientist),
Magnum  [author] 8 Jan, 2019 @ 3:04am 
@Palynium you mean like you choose the branch of the first x random traits for your ruler at the beginning? I remember there were a lot of plugins in the past that have done this. But I like the idea, comes natural with this mod so to speak :)
Magnum  [author] 8 Jan, 2019 @ 3:03am 
@Timrath Initially the cost was based on the leaders level. But that is easy circumvented as you can just hire new ones, train them and replace them. Therefore it was based on the number of usages. I was thinking of balancing the cost in regards of the type of empire. Thus a machine empire would have increased cost (immortal leaders balance) as corporations (business certifications aren't cheap you know). The leader age I have to think about.
Keep in mind that while you can do simple calculation in the scripting engine, you cannot use the results except for comparisons. Meaning that the current cost is determined by a big switch case :/
The failing chance I don't like because of the randomness. Maybe something like "failed his final exam, takes two months longer"
Palynium 7 Jan, 2019 @ 9:31am 
Could you add an option for this for adding a pre-ruler career to the first ruler?
Timrath 6 Jan, 2019 @ 4:28am 
This would be even better if training were more expensive, proportional to the leader's level. Maybe also have a chance of failing, proportional to the leader's age.
Seti 4 Jan, 2019 @ 12:50am 
This iS AMAZING BRO
Deathcoaster 3 Jan, 2019 @ 7:01pm 
This is a great idea
Kepos 2 Jan, 2019 @ 9:18am 
Cool, ever wondered if there might be a way to cure drug abusing leaders...