Stellaris

Stellaris

Administrative Capacity Restored
41 Comments
PrincepsRomana 2 Jun @ 11:00am 
Sad, gotta go without it then
Sidewinder Fang  [author] 2 Jun @ 10:55am 
@PrincepsRomana it's abandoned
PrincepsRomana 2 Jun @ 10:50am 
Overflows when used in 4.0, every edict *gives* resources it previously required
dabeek 19 Oct, 2024 @ 5:09pm 
One of the problems that Paradox created when they scrapped the entire admin cap system is that Managers are now just a worse way of generating Unity, when you can instead just put culture workers on every planet. I wish this mod had settings or an alternate version where managers go back to producing admin cap.
Sidewinder Fang  [author] 16 May, 2024 @ 5:03am 
@PrincepsRomana Updated it, looks like paradox altered the way edicts are scripted at some point, changed to the current standard. done some testing and it seems to work fine now.
PrincepsRomana 9 May, 2024 @ 4:11am 
This needs update sadly, Paradox broke something with the mods in 3.12, none work if they're not updated to 3.12
ELchivo_loco 25 Dec, 2022 @ 5:19am 
actualiza el mod que solo corre en la 3.4
Sidewinder Fang  [author] 3 Dec, 2022 @ 5:02am 
@Crutchfield Probably not.
Crutchfield 2 Dec, 2022 @ 10:06pm 
does this mod needs an update?
Wilmfe23 10 Aug, 2022 @ 1:20am 
@Sidewinder Fang
I think just the usual penalties of going oversize is fine as traditions, edicts and science are very important. Maybe you could add some stability penalties as well.
One thing you could do is that the administration decreases the penalties of empire size instead of the number. So empire size still affects other things like ease of infiltration. Then you could add a policy of the amount of monitoring done on the bureaucracy. More will increase their upkeep cost but decrease your vulnerability to spies.
Sidewinder Fang  [author] 6 Aug, 2022 @ 5:26am 
@Wilmfe23 I am considering a redesign but I need to ponder it further, I still want to use unity since its more powerful now and most of the jobs that produce it were originally administrative jobs.
Wilmfe23 5 Aug, 2022 @ 10:44pm 
I think the original system was fine, it just needed some balance tweaking. They should have made a more sophisticated formula of diminishing returns.
WolfintheWheat 6 Jun, 2022 @ 5:22pm 
I can always count on the modding community to come swooping in when Paradox bullies me. Be a buddy, not a bully. :Blessing:
Juanfragawa Juanfratsu 22 May, 2022 @ 10:11am 
Me parece una idea interesante, pero quisiera saber si pudieses hacer que vuela el sistema de capacidad administrativa. Esto para aquellos que deseen disfrutar de las versiones actuales pero manteniendo el antiguo sistema.
Sidewinder Fang  [author] 13 May, 2022 @ 7:31am 
Its updated, as for putting the edict on planetary unification, it feels like that tech unlocks enough things already and you don't get expansion penalties until you go over 100 empire size anyway. So you have some time to reach adaptive bureaucracy and its paced so you should unlock it about when it becomes useful.
Spcike 12 May, 2022 @ 11:45pm 
please update
Sastket 15 Mar, 2022 @ 2:19pm 
you should put the unlock on planetary unification, i had some difficulty getting my game to let me research adaptive bureaucracy, and in the mean time the tech id for adaptive bureaucracy is tech_adaptive_bureaucracy .
Sidewinder Fang  [author] 13 Mar, 2022 @ 7:50am 
@danila.shestopalov I'm still fairly new to modding and figuring out how things work, this was one of my first mods and I'm not particularly happy with how it works, I will probably overhaul it at some point but I need to figure out how first.
Shestick 12 Mar, 2022 @ 5:25pm 
Is it really that hard to add admin capacity boost to some types of work?
Don't want to understimate people's work, but i have been playing with global mod for 3.2, where were some works that have done such a thing and it worked properly, no penalties were for empire size. However after it was updated to 3.3 such feature disappeared, but the fact that this was actually working makes me ask this question.
master zero 10 Mar, 2022 @ 12:04am 
@Sidewinder Fang Ah okay. Honestly, how bureaucrats are now would be okay to me. I would love to learn how to make a mod for this myself as it seems relatively simple based on what you said. A good beginner mod is what I'm trying to say lol. I think spiritualist would really benefit from having both since they are all about pumping out unity and because they are really falling behind the other empire types atm. From what I've seen, having byzantine bureaucracy basically makes other empires have equal, if not more, unity output than most spiritualist empires. Thanks for the help! :)
Sidewinder Fang  [author] 9 Mar, 2022 @ 3:54pm 
@Master Zero It's probably possible, depending on what you're asking. Administrative buildings likely just have a single line of code saying they can't be built by spiritualists which could probably be ovewritten pretty easily. If you mean bureaucrats as they worked in 3.2 that is probably also possible but would take more effort.
master zero 9 Mar, 2022 @ 3:48pm 
Quick question, is there a way of letting spiritualists have bureaucrats again or no? I just haven't seen a mod to let them do that yet. It was the main change from the recent update that I have major reservations against. I like the mod by the way. It really helps since the recent changes are really odd and don't make much sense from a logical and role play perspective.
RoachCoach(cndk99) 9 Mar, 2022 @ 5:45am 
I was looking for a mod that just brings back the old system but this is also great, anything is better than whatever the fuck paradox is doing.
Shestick 7 Mar, 2022 @ 11:35am 
It is evolving... But in different direction. Really, what the hell pdx had in mind when they cut off the entire (working!!!) mechanic, leaving only penalties and not even a single way not to suffer from it :(
When admin cap was first implemented, it was perfectly the same: only 100 cap with max override to 150-160. Really??? I'm very, very disappointed.
Txh for your work, it's reaaly nice to see that i'm not the only one raging at this
DSM 28 Feb, 2022 @ 10:19pm 
good
Soldaten_112 27 Feb, 2022 @ 5:33pm 
Oh, I see it now. Thanks!

Also, based mod.
Sidewinder Fang  [author] 27 Feb, 2022 @ 1:21pm 
@Soldaten_112 I haven't figured out how to overwrite the UI (yet) but you should see you don't have any sprawl penalties while its active even when over 100 empire size.
Soldaten_112 27 Feb, 2022 @ 12:53pm 
It's not doing anything for me. It keeps saying that Empire size limit is at 100
Sidewinder Fang  [author] 27 Feb, 2022 @ 2:38am 
@ChagatuAlin Too simple in what way?
ChagatuAlin 27 Feb, 2022 @ 12:07am 
I hate Paradox Donkeys.
But this is too... simple.
Anyway thanks for efforts.
GnoSiS 25 Feb, 2022 @ 5:28am 
Gaal Dornick would be proud!
Sidewinder Fang  [author] 24 Feb, 2022 @ 4:23pm 
@PhilosopherKing I'm afraid I can't help you with that, it sounds like a problem with steam
PhilosopherKing 24 Feb, 2022 @ 4:14pm 
There was a problem trying to subscribe to this item. Please try again later.
刘根宝 24 Feb, 2022 @ 6:18am 
That's a good idea
Lock&Load98 23 Feb, 2022 @ 2:33pm 
Ahh, have not had a chance to play. Didn't know the edict cost scaled.
Ether way, thanks for taking the time to make this.
Sidewinder Fang  [author] 23 Feb, 2022 @ 1:56pm 
@Lock&Load98 it was the only way to make it work since the admin cap doesn't scale but the unity costs of edicts do, and you don't get any benefits for excess admin cap.
Lock&Load98 23 Feb, 2022 @ 1:53pm 
Didn't really mean it in a bad way, just was like 10,000 admin cap is a lot.
But I'll take it!
Sidewinder Fang  [author] 23 Feb, 2022 @ 1:07pm 
@zGiuly That is beyond my current abilities, and personally I am rather satisfied with how this one came out.
WildName 23 Feb, 2022 @ 12:24pm 
would need a mod to instead bring it back as the past version
Sidewinder Fang  [author] 23 Feb, 2022 @ 10:05am 
@Lock&Load98 not sure what you mean by overkill, I thought it was actually a pretty neat way of replicating the old system though admittedly I'm still fairly new to modding and I'm sure everyone has their own views on the best solution.
Lock&Load98 23 Feb, 2022 @ 9:37am 
Great work, thanks for adding this so fast.
While this also is a bit overkill it's what we got till dev's "fix it" or a more complete mod restores it closer to what it once was.