Stellaris

Stellaris

Passive Military Leader Experience Gain
20 Comments
The Unholy Potato  [author] 20 Jun, 2022 @ 5:26pm 
It worked during my testing for 3.4.3, but I've been quite busy and I haven't tested 3.4.4 and likely won't in the immediate future.

As I mentioned in my January post, the underlying event structure is extremely simple, and unless PDX changes or retires how they operate yearly event checks, the mod should continue to function.

As always, most mods are massively more complex than this one, and my early testing in 3.4.3 easily crashed out with non-updated mods.
Beast-Storm 19 Jun, 2022 @ 2:24pm 
Has anyone checked to see if this mod works for 3.4.4???

Just curious
The Unholy Potato  [author] 30 Jan, 2022 @ 10:32am 
Additional note: mod continues to function as expected in 3.3 Beta. I'll likely provide a formal update when 3.3 releases, but the mod has worked as expected since late 2.8 due to it using a very basic event structure which hasn't been significantly updated since 2.0.

Please let me know if you encounter any issues going forward.
The Unholy Potato  [author] 24 Jan, 2022 @ 5:33pm 
@Secuter I unfortunately don't have any plans to increase the scope of this mod. It's extremely narrow focus and low impact helps ensure that it won't break OR interact poorly with other mods, as it's simply taking advantage of the annual event trigger check.
Secuter 11 Jan, 2022 @ 10:12am 
Nice mod! Two suggestions:
1. Can you enhance the XP gain when the general is stationed on a planet with a military academy and/or on a fortress world?
2. Can you make it so that Generals won't die on the frontlines/orbital bombardment
The Unholy Potato  [author] 1 Jan, 2022 @ 6:51pm 
You'd have to test. Barring an overhaul of the timing/scripting framework, it should keep working. I'd give it a try in a stand-alone game if you want, but there shouldn't be any issues with it.
ArcaneGamer 10 Dec, 2021 @ 4:45pm 
does this mod still work as of aquatics
The Unholy Potato  [author] 21 Apr, 2021 @ 5:33pm 
Update complete. No functional changes (in-use event structure still works as expected through my testing).

Please let me know if you encounter trouble. Note that this may not interact cleanly with some other mods, particularly if they've have NOT yet been updated. (E.g. Loading my 2.8.* package with ~25 mods managed to crash out in the first year.)

Note that if something goes wrong, it is unlikely to be caused by this mod, as it simply checks every living General/Admiral and gives them each 24 experience as noted.
The Unholy Potato  [author] 21 Apr, 2021 @ 4:26pm 
@Krepos, you're welcome to use my mod. Unfortunately, life has gotten fairly busy and I can't promise that I'll be able to provide significant assistance to any project.

@wancar @ArcaneGamer I'll look to have this updated in the next week.
wancar 20 Apr, 2021 @ 9:58am 
I second @ArcaneGamer, pls update Messieur Potato!
ArcaneGamer 17 Apr, 2021 @ 6:02pm 
are you going to update this mod
Kepos 28 Jan, 2021 @ 1:11am 
Hello @The Unholy Potato, you made a great mod and I'm playing often with it. For multiplayer and centralised localisation, I have started a private merged-mod project. Included are theme related mods, so players get more variability and are able to load by one click. Now the positive demand seems growing beyond private quarters and it might be a good idea to change it into an official released mod. Therefore I'd like to ask your permission to have your mod included into the mod collection . I've sent you a friend invite and with your permission granted, I'd like to name you as co-author and probably start some co-working. Thank you!
The Unholy Potato  [author] 4 Dec, 2020 @ 12:31pm 
Super weird. Glad to hear that it worked eventually!
zombie378 26 Nov, 2020 @ 9:22am 
@The unholy Potato I did wait a year however nothing gained from it, however it must have been a steam problem as I uninstalled the mod and reinstalled it 4 times then it started working, steam can be a bit if a pain.
The Unholy Potato  [author] 14 Nov, 2020 @ 7:17pm 
@zombie378, to be clear, the experience gain occurs *only every year* (at the first of the year).

Leaders will *not* gain any experience month-to-month. This is because (as I understand, and I could be wrong) rounding would obliterate the gains from a e.g. 25% increase in experience would otherwise give you.

It also mitigates the performance hit to once a year, as the event has to search over every faction and every leader. It isn't huge compared to the giant tangle of stuff that can occur with e.g. Hybrid species or what-have you, but I wanted to keep this as lightweight as possible.

Have you run the game for a full year with only this mod on and confirmed that it didn't work? I have it running in parallel with ~15 other mods on my current playthrough without issue.
Kepos 14 Nov, 2020 @ 12:48pm 
@zonbie378
In my load-order I have it near the top, after UI mods. No issues on my side, while I do play with ~45 mods active.
zombie378 14 Nov, 2020 @ 11:51am 
This doesnt seem to work for me and I even turned off all other mods
Kepos 14 Nov, 2020 @ 11:26am 
@The Unholy Potato
Ok, thx for the update. I thought it would be similar to scientists.
Well, probably a different maintenance might work instead.
However, your mod really closes a gap on warfare. Great idea!
The Unholy Potato  [author] 14 Nov, 2020 @ 11:16am 
@Kepos

Unfortunately, I tried that and it seems that some of the scopes (which are very well done for scientists, of course!) just straight up don't work.

Scoping for generals assigned to either planets to landed armies doesn't do anything. Only admirals and armies in orbit/transit were given the experience.
Kepos 14 Nov, 2020 @ 6:42am 
Interesting idea that upgrades the so far nearly useless military leaders.

After some testing rounds I found out, the experience gain is for leaders in chagre as well as for those just waiting for a job.

Just an idea: Would you mind thinking about 24 experience gain for leaders in charge, while retired/unemployed ones do get less?