Stellaris

Stellaris

Administrative Capacity Expansion [2.5.1]
36 Comments
Jokoff Schön 25 May, 2022 @ 12:16pm 
So now they "removed" theese buildings will it get updated?
Valse Griffyre 3 Aug, 2021 @ 3:09am 
You don't mind if i make an updated version or maybe an updated-altered version of your mod or an administrative mod based on your mod?
Spiritouspath 21 May, 2021 @ 11:07pm 
stellaris mod missing descriptor file appears so please look into that
BHL.Kriminel 5 May, 2021 @ 2:01pm 
Can we get an update for 3.0.X ?

Pleaaaaaase :D
aemeric 25 Nov, 2020 @ 10:56am 
@James Gefyrst - Can we get an update for this to 2.8.1 Butler?
Tunch Khan 24 May, 2020 @ 8:52am 
What can we do to have it work with 2.7.x.? Prayers and thoughts?
James Gefyrst  [author] 25 Mar, 2020 @ 2:22pm 
@patrick.mcdowell Because it isn't. This mod ain't suppose to be played with 2.6.x. It's deprecated and outdated and there won't be an update for this mod.
Maybe later some of the elements might be carried over into some other mods, but for now it's only for 2.5.x
patrick.mcdowell 25 Mar, 2020 @ 10:30am 
Mod not showing as 2.6.1 compatible
Azela 23 Mar, 2020 @ 10:59am 
it modifies the plants at the start of the game and breaks the unplayable game start economy.
James Gefyrst  [author] 5 Mar, 2020 @ 8:02am 
@Mista_Majik_Moshos actually really good question, thank you. I'm gonna push one "final" update this Sunday or Monday, with the stuff I've been working on and changes. I might come back later again to make some changes and finish the localisation. But don't have much other planned for adding anything than what is coming soon.
After that I'll have to see how exactly the new update 2.6.0 works and what contradicts with what's in the mod. Since some of the features are very simular.
Then maybe if necessary I'll make an updated version for 2.6.0 with the stuff that isn't the same. So I can only say it all depends.
Mista_Majik_Moshos 5 Mar, 2020 @ 2:17am 
Seeing as how the new update seems to be adding something similar now, what will your plan be with this mod?
James Gefyrst  [author] 1 Mar, 2020 @ 5:25am 
@chrischung369 please post a detailed description of your problem inside the discussion "Report a Bug" and we hopfully can figure out what the problem is.
Since I have issues, either by choosing it at the start or picking it later in the game.
chrischung369 1 Mar, 2020 @ 3:31am 
Hi the rational-leagal authority civic is not working. Is it still problem?
James Gefyrst  [author] 26 Feb, 2020 @ 7:49am 
Unfortunately Mod update was uploaded by mistake to Paradox and not to Steam Workshop. Mod Update will be postpone about 10 hours. Mod description has already been updated.

@Ertugrul - At first I didn't understand what you meant. But now that I have read up on the new features coming to 2.6.0, I kind of understand, since they're going to add the exact same thing.

@Andu - I have tried and made a few tests and everything seems to work just fine for me, demolishing and rebuilding didn't cause any issues neither. So I'm not really sure what would cause it, would have to get a closer look into it.

@InterKid - While testing earlier, I had no issues reforming into Rational-legal Authority and it replaced the administrator jobs on all my planets.

For all issues I'll make a bug report discussion, where we hopfully can get to the bottom of, and fix all problems.
ZJK 26 Feb, 2020 @ 1:38am 
Parliament.
ekoparker 25 Feb, 2020 @ 8:00pm 
Also, when I adopt the rational-legal authority civic mid-game it doesn't do anything
ekoparker 25 Feb, 2020 @ 7:15pm 
Plus I thought it was a bit unrealistic for a galaxy-spanning empire capital to only have one beurocracy department
ekoparker 25 Feb, 2020 @ 7:14pm 
@James Gefyrst I really support your idea for the OP version!!!! I really want a DMV world!
Andu 25 Feb, 2020 @ 3:30am 
For some reason this mod doesen't work for me. Example the "Planetary Bureaucracy Administration" building only gives 1 bureaucrats, and the civic "Rational-legal Authority" doesen''t replaces the administrators.
Emanon 24 Feb, 2020 @ 1:35pm 
Great mod!
Itching my fix until Federations comes out - and who knows, maybe your ideas will turn out to be better ;)
Salah ad Din 24 Feb, 2020 @ 1:17pm 
I really don´t to hate you work, James, i really won´t, but is this really necessary with Federations around the corner ?
James Gefyrst  [author] 24 Feb, 2020 @ 9:40am 
Hello everyone! Thank you so much for the feedback and all the comments, it's so amazing to see so many using this mod, I had no idea it would hit frontpage, thank you all!
I want to announce that I'm now back and going to work on this mod again! Have a few new plans and I see a lot of you have some cool ideas too, that I'd love to implant.

Lately I've been working on Megacorp side for this mod and had been some hiccups, since I wasn't really happy with how it ended up and got really annoyed. But I think I've found a solution that feels good.

I'll be relasing an update either Tuesday or Wednesday.

Future Plans tap have been updated.
James Gefyrst  [author] 24 Feb, 2020 @ 9:37am 
@Breach Candy - I'm not planning on removing the Planet Limit for Bureaucracy Department, since it's already a very strong building. I could make a separate mod, an OP version, which removes the planet limit. I love your idea about the new planet type and something I definitely will try and look into creating, sounds too fun to not add.

@Regularity - It works somewhat with the AI's, I haven't had my chance to test it fully yet and see how they threat the mod. I'm still figuring out how to weight the different things, but something I hopfully will have later on.

@Muggins - I actually hadn't thought about that, but it makes perfect sense no doubt. I'll look into it and see what would work well.
James Gefyrst  [author] 24 Feb, 2020 @ 9:36am 
I'll do a quick response round and then I have an announcement - so a quick comment spam incoming.
@Androklos - I hadn't have any planned yet, but there might be an opportunity for it if it's done correctly. I'll put it in the "To work on" column for now and get back to it later.

@angpetru - The Politician is kind of an administrator, but only for Rational-legal Authority civic. Supervisors are Machine Empire only "Bureaucrat". There was a bigger plan for the Politician jobs, but for now they just work like that, might come changes later.
Mugi 24 Feb, 2020 @ 7:45am 
I like the idea of this mod, but are there no changes to the effects of empire sprawl? Increasing the penalties for being over your administrative cap would really encourage using these buildings and the bureaucrat jobs they provide, because in vanilla Stellaris the penalties just don't matter.
TubaDawg 23 Feb, 2020 @ 4:17am 
I cant subscribe to your mod, its disabled for me on my client. Can u try and fix it?
Regularity 22 Feb, 2020 @ 5:17pm 
This looks neat, but how does it work AI-side? Are these features disabled for them, or do they have just some sort of decision tree for deciding when to build them, or do they just automatically build them ASAP on every single world?
Boisegangpc 21 Feb, 2020 @ 6:18pm 
@Breach Candy: The entire planet is a DMV.

The whole, entire thing.

The only reason they switched to digital was so they didn't clog up the streets with all the paperwork.
breach_candy 21 Feb, 2020 @ 10:37am 
Could you remove the planet limit on the Bureaucracy Department? I just want an ecumenopolis dedicated to torturing its citizens. Also a couple ideas: ecumenopolis bureaucracy district, new planet types: bureaucratic world and bureaucratic ecumenopolis
Ben'wah 20 Feb, 2020 @ 9:08pm 
I had to change my password recently so I can't up-vote this right now, but this mod is the best! The game punishes you in terms of resources if you stay small and don't have a good start, then it also punishes you for getting too big to get the resources you need. This mod makes the admin cap a resource you can expand. the lack of the ability to really do so in vanilla game is abhorrent.
Gwazi Magnum 20 Feb, 2020 @ 8:41pm 
Scratch below, it seems the 11th click let's it prioritise, but not the previous 10...
Still, the fact it didn't automatically promote up seems like a bug.
Gwazi Magnum 20 Feb, 2020 @ 8:39pm 
No Pops, seem to work the Bureaucrat jobs. Which is odd since it's a specialist job and I still got plenty of pops in the worker chain who should be automatically promoting.

And I can't seem to prioritize the job either.
Aliksander 20 Feb, 2020 @ 12:30pm 
is there a difference between a politician, an administrator, and a supervisor job?
Andro 20 Feb, 2020 @ 4:43am 
Looks great. Do you plan same treatment with other government types?
For example- Authoritian empire ( i like to roleplay sci-fi Byzantine Empire- a pure bureaucratic labyrinth, hence these buildings would've come handy.)
James Gefyrst  [author] 17 Feb, 2020 @ 6:25pm 
@Mista_Majik_Moshos Thank you! English is not my first language, so spelling mistakes will most likely occur. I do my best to spellcheck, but not always catching everything.
I have rolled a new update out with the corrected spelling.
Mista_Majik_Moshos 17 Feb, 2020 @ 6:10pm 
Sounds like a great idea, but just want to let you know it's normally spelt "Parliament", though it does share origins with word "Parlament", which was the old way of spelling it.