Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2078696062
It's also self-evidently impossible for a mod like this to have existed before 2.6's admin cap changes.
An Administrative Office takes 2 pops to produce 20 admin cap, while a Commercial Zone takes 5 pops to produce 10 admin cap. Trying to produce enough admin cap entirely from Clerk jobs would be virtually impossible; the Bureaucrats are still very much needed.
This mod only makes Clerks slightly less awful while rewarding highly built-up planets that have lots of City districts.
Raegorn,
I'm not very familiar with how Hive Minds and Machine Empires currently play, but mods for those empire types are a possibility for the future. I tend to tweak things as I play the game and upload my tweaks here in case anyone else would share enjoyment from them.