Stellaris

Stellaris

Scaled Leader Capacity
56 Comments
Mike Louis  [author] 11 Jul @ 4:32am 
I'm currently play testing the patch 4.0 version with the goal of reaching a century in-game in order to work out any remaining bugs before I upload the new version. Thanks to all of you for your patience.
maxguh 10 Jul @ 8:43pm 
Patiently waiting for an update. Thx.
Tragopan 29 Jun @ 8:02pm 
Looking forward to the update! Leader Capacity feels like such a bad mechanic without this mod.
carlthinks 5 Jun @ 4:22pm 
I noticed that this mod stops production of minor artifacts on one of my relic worlds with a archeoengineers.
galek011 18 May @ 11:46am 
Really looking forward to the update. No rush and thank you for your excellent mod!
碧海与龙QAQ 16 May @ 1:48am 
BUG: Cannot use exclusive capital with Arc Welders
phoenixfeder 10 May @ 10:53am 
Sorry, that wasn´t meant as a complaiment. I read that you want to update this after the hotfixes. That is absolutely okay :) I just wanted to tell an issue, I´ve recognized. Maybee it is already known, maybe not ;)
Mike Louis  [author] 10 May @ 2:42am 
@phoenixfeder, I haven't uploaded an update yet because I haven't had an opportunity to playtest the 4.0 patch version on account of the 4.0 patch itself being released in a half baked state. Once the devs finish doing hotfixes for patch 4.0, I can playtest the new version and based on the results, upload the new update. Thanks for your patience in advance.
phoenixfeder 10 May @ 2:35am 
Thx for keeping it updated / for your awesome work :)
I don´t know if this is a known issue: with the actuall "not updated to 4.x" version:" You can´t produce consumer goods or alloys (you still have your "base income"; but the output from your buildings is "0", yes, I tried it with just this mod enabled, yes I took a look if the buildings where occupied).
gableHETA 8 May @ 7:38am 
Thank you for keeping working on this mod, it's one of my must-have to play.
Mike Louis  [author] 6 May @ 10:35pm 
The 4.0 patch update is mostly done, I'm waiting for Paradox to finish releasing the hot-fixes for the 4.0 patch before I can play test and then upload the update. Thanks for your patience in advance.
Mike Louis  [author] 29 Oct, 2024 @ 7:46pm 
mod is now updated for patch 3.14
Ordo 26 Oct, 2024 @ 8:23am 
Awesome mod bro, but too many officials in a situation where 11 is enough for me - I have over 400. I suggest removing the modifier either from capital buildings or positions, and even more so from positions like "soldier" for commanders and "scientists" for scientists.
Mike Louis  [author] 10 Sep, 2024 @ 5:40pm 
3.13 update is now up. The Warden job provides +2 Commander leader cap.
Mike Louis  [author] 30 Jul, 2024 @ 12:38am 
@thecrazy13, There might be either a compatibility conflict with another mod or a load order conflict on your end.
thecrazy13 29 Jul, 2024 @ 9:15pm 
This mod doesn't appear to be working for me, are there any known incompatibilities or am I going to need to figure this out the old fashioned way?
Embryon 18 Jun, 2024 @ 8:04pm 
I tried it and it seems to be working well. I can still get significant empire size reduction but it's not reaching absurd level link before in my opinion. Thank you for your work.
Mike Louis  [author] 18 Jun, 2024 @ 2:32am 
3.12.5 update is now up. administrator specialist jobs now provide -2 empire size (I found a way to restore the old flat empire size reduction modifier).
Embryon 6 Jun, 2024 @ 10:05pm 
I think you need to change empire size reduction from jobs to -2 like before or remove it from this mod entirely because even a 0.1% reduction can stack up to something like 90+% if you have enough pops for administrators. It would be better if you just release the empire size reduction feature into its own separate mod since it doesn't fit well with leader cap increase in my opinion.
Mike Louis  [author] 6 Jun, 2024 @ 3:08am 
3.12.3 update is now up, I lowered the empire size reduction per administrator specialist job to 1%. Let me know if it either needs to be lowered or raised, I been trying to find the right balance in order to make sure it's not a cheat.
Spider Jerusalem 1 Jun, 2024 @ 6:31am 
It’s better to make the reduction in the size of the empire not a percentage, but a numerical one, otherwise even the need for administrative economeopolises will disappear. Otherwise it turns out too cheaty.
Mike Louis  [author] 20 May, 2024 @ 11:29pm 
I'm currently play testing a lowing of administrator empire size reduction to 1.25% per administrator.
Origami 16 May, 2024 @ 12:16pm 
Or maybe a cap on the reduction you can receive.
Origami 16 May, 2024 @ 9:01am 
I agree with Kampf 2.5% per priests seems pretty over the top and feels more like a cheat than a mod.

A flat amount or a MUCH lower percentage per priest would feel much more natural.
Mike Louis  [author] 13 May, 2024 @ 7:23pm 
I fixed the empire size by pops reduction not working. Turns out I typed in "emprie" instead of "empire" in the lines affecting the empire size by pops.
KampfTomate007 12 May, 2024 @ 2:42am 
I noticed that the reduction works for systems and districts now, but pops don't seem to benefit from it still.

Is there a reason you went for the percentage instead of flat modifier?

What i liked about the flat modifier is that you never outright canceled out empire size by reaching 40 priests, but rather have to dedicate a large fraction of your total pops to priests.

This means that they scale much more linearly instead of exponentially spiking only to then cut off entirely after 40 priests.

Another issue i noticed with the new system is that it makes having other percentage modifiers like from Courier Network or Imperial Prerogative pointless because you are for sure going to have 40 priests in your empire anyway, and afaik it can't go below 0% so anything beyond 100% reduction is wasted.
Mike Louis  [author] 11 May, 2024 @ 5:02pm 
The Empire Size reduction hotfix is now up, thanks for all the feedback.
Mike Louis  [author] 10 May, 2024 @ 9:53pm 
@KampfTomate007, based on your feedback I’ll look to see if I can add some empire size reduction from districts, pops and systems.
KampfTomate007 10 May, 2024 @ 3:54am 
I noticed that you changed the -2 empire size from priests, but in my game it didn't create a -2.5% total empire size reduction, but rather -2/2.5% empire size from planets, meaning i got 0 empire size from the planets themself, but districts, pops, systems, etc all are unaffected.

It also has a drawback that at most you can have 40 priests in your entire empire before missing out on the reduction past that.

Is there a way to get the previous version that worked with flat -2 empire size per priest so that for larger empires you don't run into a cap, while also allowing you to combat the other factors like pops, systems, and districts?
Mike Louis  [author] 9 May, 2024 @ 12:11pm 
@LegitGamer1017, this mod overwrites the leader base classes, capital buildings, army buildings and pop jobs files. I would recommend putting it after any other mod(s) that touch those files.
LegitGamer1017 9 May, 2024 @ 6:52am 
Does this overwrite any vanilla files? I am asking so I can see if it will be compatible with other mods.
Mike Louis  [author] 9 May, 2024 @ 4:12am 
Patch 3.12 update is now up, Knight Commanders now provide +2 Commander leader cap instead of just +1.

Bureaucrats, Priests, Death Priests, Numistic Priests, Unifer, Preacher, Manager and Steward jobs now reduce Empire size by 2.5%

Military Academies now provide +2 Commander leader cap
Martok 8 May, 2024 @ 1:57pm 
Appreciate the update (on the update), @Mike! Love this mod!
Mike Louis  [author] 7 May, 2024 @ 10:30pm 
I managed to update the mod for patch 3.12, however I'm currently waiting for various portrait mods on my mod playlist to be updated before I can do a play test and upload the new version. Thanks for your patience in advance.
WeenoTM 16 Mar, 2024 @ 2:57pm 
I really love how this mod handles leader cap. Thank you for your dedication to making Stellaris better :HatHealth:
Mike Louis  [author] 28 Feb, 2024 @ 12:15am 
Patch 3.11.1 update is now up, the new Preacher specialist job now provide -2 empire size.
许多人 20 Nov, 2023 @ 9:09am 
How do I get version 3.9.3 of this mod?
Mike Louis  [author] 18 Nov, 2023 @ 7:15pm 
Patch 3.10 update is now up, you can read the patch changes in the description above.
Erwin Rommel 21 Oct, 2023 @ 12:52am 
Lifesaver, it's as if this mechanic was not playtested at all before release. Even in smaller galaxies and smaller empires the XP loss for going over the cap is absolutely brutal.

How are you supposed to take over the galaxy if you can't administer more than just a dozen planets at a time?
Mike Louis  [author] 17 Oct, 2023 @ 6:53am 
Patch 3.9.3 update is now up. Military academies, fleet academies,and battle simulators now provide +1 leader cap.
KampfTomate007 15 Oct, 2023 @ 3:18pm 
I mean i don't really care about going below 100 empire size anyway, but it is good to know that now i can do something against empire size beside generating a million unity a month to ascend all my worlds...
Mike Louis  [author] 15 Oct, 2023 @ 1:41pm 
KampfTomate007, Bureaucrats and death priests among with the priest specialist pops reduce empire size (the minimum empire size is 50).
KampfTomate007 15 Oct, 2023 @ 10:10am 
Am i understanding this right that if you had a size 25 ecu with focus on unity you'd get up to (32+10)x6=252x2=504 empire size reduction from a single world?

Also i assume only the specialists priests reduce empire size, but not the ruler priests of which i forgot the name?

Either way it's actually perfect for me because i wanted a dynamic leader cap growth but the other mod i was using in my last run was a bit much to the point where you never had to take leader capacity into account at all, although i played with 1x habitable worlds on that run so that is probably a major factor why.
Mike Louis  [author] 13 Sep, 2023 @ 1:49am 
Patch 3.9.* update is now up. Bureaucrats, priests, and death priests now provide -2 empire size.
ShaftBreaker 30 Jun, 2023 @ 12:24pm 
Just wanted to say, I downloaded this mod into a saved game and i played a few years without any issues. Thank you for fixing one of Paradox's many stupid decisions about this game. I can only hope they don't update this mod into oblivion so that it stops working and you don't get frustrated and stop updating it. I can't tell you how many mods just can't be used that I have downloaded because of Paradox's incessant obsession with making constant changes to this game.
Mike Louis  [author] 2 Jun, 2023 @ 1:26am 
Patch 3.8.3 update now has bureaucrats, priests, and death priests provide a bit of empire size reduction.
Mike Louis  [author] 15 May, 2023 @ 7:38am 
Hey guys, uploaded some updates to the mod. Dialed back the capital building leader cap bonuses to be inline with Nicho's version and ruler pop jobs now provide +1 leader cap.
Mike Louis  [author] 15 May, 2023 @ 5:45am 
@Avenger12 I would recommend starting a new game as the mod made changes to the defines and capital buildings files.
Avenger12 14 May, 2023 @ 11:51pm 
ACOT isn't updating until an issue with ground armies get resolved by PDX. it might be a while. also, is this this save game compatible?
Dragon of Desire 12 May, 2023 @ 11:57pm 
Unfortunately, ACOT is a huge mod on the scale of Gigastructures. They don't really have time for making a submod, but I'll see if I can't do something for it.