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I've got some time off for Christmas from this weekend so will be sitting down to hash things out at last then. Sorry for the delay!
Please be forewarned that things will change significantly in the next incarnation of this mod compared to its current approach. I am almost certainly moving away from Building-based scaling towards other approaches. I may well leave this as a 3.9.* version, and upload the new mod as a different mod for 3.10 and beyond.
I'm also hoping to be able to introduce a new scaling feature to the mod at the same time, all being well (I cannot make any promises).
I would STRONGLY suggest that anyone with a game in progress, and who wishes to complete it under Patch 3.9.3, downloads a local copy of the mod via Irony prior to the 16th, and continues that.
All the best!
I think there's a typo in your paragraph, and you meant to say you'll be able to update the mod on 12:00PM UTC on Saturday 18 November 2023, not August?
In Version 2.3 of this mod, I have reflected many of the changes suggested by Spatziamus, which I agree are for the better, so thanks for that Spatziamus!
Please do let me know if you encounter any bugs or weird issues.
What issues are you having? I'm curious to know because I plan on adding this mod to my playthrough.
At the top of the file I added three variables (@leader_t2, t3, t4) to make the adjustment easier, although the imperial capitals are still hard-coded in the file to be +2 (was +5 in this mod). My last test game I tried 0.1/0.3/0.5, and it worked really nicely, but I could only play about 60 years because one of the mods I used (New Enclaves) has been removed from Steam today and invalidated my saves.
I'd upload my whole mod, but I've made a LOT of changes that have nothing to do with leader cap.
Consider a typical sector. If it's got 4 colonized worlds, and each has reached size 10, then the 0/1/2/3 scaling gives +4 leaders, only one of which is needed for a governor. If you use the 0.25/0.5/0.75 scaling, then that's only +1 leader, for the governor, with future growth paying for your admirals and scientists.
My sectors average ~10 inhabited worlds, so you can see how it scales out of control in a long game. Sure, the logistic scaling makes it so that later-colonized worlds hardly ever reach size 10 without resettlement, but your core worlds will all be 25+.
Bruh what? That is an insaaaane number of planets. How did you get so many planets? Does the Galactic Community know you have so many planets? You might get told to give half of them back! Ha. I can count on one hand the number of times I've had over 30 planets.
Anyway, back to brass tacks - thanks very much for your experimentation and playtesting efforts. The feedback is greatly appreciated. That does indeed seem like way more leaders than this mod was ever intended to provide, so I shall be looking into it. I've also identified some other mechanisms using variables which COULD work, but the problem remains that I have essentially zero free time until July, so significant development remains slow to paused at present.
I also changed Best and the Brightest to NOT boost leader capacity. Instead, it gives council agenda speed and councilor skill level.
It actually didn't change the cap in my current game by that much, dropping it from 71 to 57, but the progression would probably feel smoother.
(Also, in Irony it says this mod conflicts with a few others that modify the capital buildings and such, like Planetary Diversity, so load order is now more important.)
As to the scaling, I do play with unusual settings: huge galaxy, +25% habitable planets, x2 primitives, but 30 empires and 8 fallen empires so you can't expand nearly as far and have to rely more on diplomacy. That's why I suggested dropping the building contribution much further and boosting other contributors; when a new sector's planets all hit 10 pop at around the same time, you see a big jump in leader cap.
Regarding the problem of your original comment, I've manually checked the code lines and run checks in Irony MM, and have been unable to replicate the problem you're reporting. Perhaps I should note that not every building gives added cap, only the higher tiers of Capital Buildings.
I agree with the Game Devs' philosophy regarding Leaders; this mod was developed as a way to give players a slight increase on 3.8.1/3.8.2 implementations (with a very small cap), which I regard as being a bit too strict, but 3.8.3 is about right. This mod was never intended with the vast Leader numbers you're fielding; it might not be the best mod for your particular use case, and I'd suggest you look at combining this with something like the +50 Base Leader cap mod.
I'd suggest +0.5 per capitol level instead of +1, but double the boost for finishing a tradition tree or taking the five techs. You could even go further, and make capitol buildings only give 0.25/0.5/0.75 to make those size jumps less significant. This assumes the game can handle floats for this variable, of course.
From what we've been told in Dev Diaries, that patch should significantly resolve many of the original complaints which mods such as this one were set up to address. As such, I will probably balance this mod downwards - trying to find a balance between giving players who want a few more leaders, and not being crazy with it.
@ Everyone else: I've tested this and haven't noticed anything breaking myself, but if you do please let me know and I will fix.
You need/want 1 per sector as a governor. So maybe +1 per System Capitol building? by the time you have multiple planets at 50+ pops, you likely have multiple sectors.
Probably want between 1 admiral per sector to 1 per 2 sectors, depending on how many wars you get into. At least 1 for anti-piracy patrols during peace, and then shift them to bigger fleets during war. If you only have 1 sector, you probably don't have or want the number of fleets to use too many Admirals. So maybe +1 maybe a Fleet Academy on a starbase? That would allow you to manually scale with your need, and it's at most +1 per starbase.
I want 3 Scientists minimum. Less than that is just begging to have all the choice planets snapped up before you get there... but it's not like you need a huge amount of extras... Maybe a +1 from a Research Institute/Planetary Supercomputer? Again, a planetary unique, but not one that you really want to spam. That would guarantee you a scientist per dedicated science colony... In fact, that would let you free up some of your base capacity for more governors right around the time you need them...
I would lower every bonus by 1, having it start at tier 3. Maybe keep 6 as the base too. Maybe even cap the bonus to just +1 per capital. Like, you need at most 1 governor per 5 planets, and 1 assisting scientist for every 3 planets, then a couple of admirals and a general.
That way you can get rewarded from building tall.
Maybe 1 leader per... 100 pops? It wouldn't be insane scaling, But would absolutely pull up and let you use more science ships & governers
They tried to reduce the leader use for the game and make the once that exist stronger. Also if you don't have a leader in every fleet it is still fine. Most of these Buffs are now empire wide and come from the council position so it's not like you lost those leader buffs from before.