Stellaris

Stellaris

Scaled Leader Capacity Fork
64 Comments
mahorych00 14 May @ 3:43pm 
If you're playing with this on 4.0.X (or rather 4.X), you'll get an erroneus bug of two extra jobs per planet and an inability to upgrade your capital building.
Nicho  [author] 13 Dec, 2023 @ 11:42am 
Well, self-evidently this hasn't been updated yet. Although this is in a large part due to a lack of personal time, I'm also having some dilemmas figuring out how exactly to update this for 3.10.*. It really does seem that most of the problems with Leader Capacity have been fixed in the current edition, mostly making this mod redundant.
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!
WindFly 13 Dec, 2023 @ 4:35am 
Thanks for work and update about the situation! Really appreciated
Nicho  [author] 19 Nov, 2023 @ 8:54am 
Hey folks, thanks for your patience. I'm continuing to work on the updated version. 3.10 changed more than I expected it would; the patch changes look simple, but how they interact with how this mod functions mechanically is taking a bit more design consideration, planning, and care.

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.
Nicho  [author] 10 Nov, 2023 @ 11:14am 
Hello again dear Subscribers. The 3.10 patch, and Astral Planes, has been announced for release on 16 November 2023. This patch is going to change Leaders pretty substantially, by merging the existing four categories into three (plus Envoys). It is almost certain that this mod will not be compatible with 3.10 when it initially releases. Although I expect to be able to do some work updating the mod, that will not be until 12:00PM UTC on Saturday 18 November 2023 at the earliest.

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!
Nicho  [author] 10 Nov, 2023 @ 11:14am 
Deeeerp. Yes, typo. Haha! Good catch, I will delete and replace.
LegitGamer1017 9 Nov, 2023 @ 10:55am 
Thanks for the update Nicho :steamhappy:

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?
Angry 24 Oct, 2023 @ 1:53pm 
Marvelous work, thank you Nicho :)
Xenmor empire 24 Sep, 2023 @ 8:44am 
it's ok man and good too
Nicho  [author] 24 Sep, 2023 @ 3:44am 
Dearest Subscribers, I have updated to 3.9! Apologies for the delay in getting this mod updated; I'm a terribly busy man and in hindsight, maybe getting into Stellaris modding was not the soundest of moves. However I have now figured out how to do update the mod from my laptop which will help in future.

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.
Nicho  [author] 19 Sep, 2023 @ 1:03pm 
@Xenmor Empire: On Sunday.
Xenmor empire 19 Sep, 2023 @ 11:31am 
When are you updating?
LegitGamer1017 3 Jul, 2023 @ 6:59pm 
should just make submods for small / some / many bonuses.
Spatzimaus 3 Jul, 2023 @ 2:04pm 
After a couple more games, I dropped the bonus in my version even further, to 0.1/0.2/0.3. This was mainly because sectors are no longer useful unless you use sector AIs (which I don't), which means my only Governors are the ones on my council. This scaling kept me close to the leader cap for the entire game, even at 200+ planets. Even so, I had a leader cap of 33, with 19 of those coming from this building bonus alone.
LegitGamer1017 25 Jun, 2023 @ 9:45pm 
@Sir Willem the Wayward

What issues are you having? I'm curious to know because I plan on adding this mod to my playthrough.
JURASA 23 Jun, 2023 @ 10:06pm 
@Sir Willem the Wayward What issues?
WaywardWyrm 22 Jun, 2023 @ 11:09pm 
This has big issues with anything like Ethics and Civics, so if someone needs a merged version of that, I can upload it. I'm not sure how well it works yet since EC doesn't separate the building types between normal, machine, and hive
Spatzimaus 16 Jun, 2023 @ 6:58pm 
I put a copy of my buildings file at https://www.dropbox.com/s/8soxgp2x0v10xfr/mymod_capital_buildings.txt?dl=0

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.
WaywardWyrm 15 Jun, 2023 @ 11:08pm 
Could you send over that file @Spatzimus? I tried modifying it myself, but looks like it's having the same error of the buildings file not appearing. I've unsubscribed and resubscribed multiple times and it only downloads the gfx and localization folder
Spatzimaus 15 Jun, 2023 @ 8:36pm 
Finished another game, and I think I'm going to drop buildings to 0.1/0.3/0.5 in my version, but boost the other ways to raise leader cap. Really, though, there's no point to sector governors any more since they only apply bonuses to one planet, so I might not even need to boost those other mechanisms. You only need governors for your biggest planets, or those in your shipyard systems.
Spatzimaus 12 Jun, 2023 @ 11:51pm 
Huge galaxy (1000 stars), x1.25 habitable worlds. And yes, the Galactic Custodian knows; he's me. I now control over half the galaxy directly, with most of the rest being vassals I haven't integrated yet. I'm in the mop-up phase now, with two fallen empires conquered already, so I'm starting a new test game in a few minutes. Most of my games end right around 100 years in.

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+.
Nicho  [author] 12 Jun, 2023 @ 9:13pm 
>95 years in I have 208 inhabited planets

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.
Spatzimaus 12 Jun, 2023 @ 7:57pm 
Update: I've played two more full games, and my version (described earlier) worked pretty well to limit the early game, but it still gave just enough leaders that every sector could have a governor, every major fleet an admiral, plenty of science ships, etc. once you get past the first ~40 years. You won't have many extra slots, but it's just enough, so I'm looking at ways to tweak it downward a bit. In my latest game, 95 years in I have 208 inhabited planets and gained 55 leaders from them all; I'm at 64 leaders, currently, with a capacity of 70. I might end up dropping to 0.2/0.4/0.6 for colony capitals, which should subtract 11 off that. I highly recommend scaling buildings like that instead of the 0/1/2 you have now, as you can't depend on getting an extra leader every time you upgrade every little colony.

I also changed Best and the Brightest to NOT boost leader capacity. Instead, it gives council agenda speed and councilor skill level.
Nicho  [author] 11 Jun, 2023 @ 1:18am 
Er, no, they're not meant to do that. Not Empire-wide. I'll remove that feature until I can look into it and figure it out properly.
Chocola 9 Jun, 2023 @ 12:28pm 
Are priests / bureaucrats meant to give empirewide -10% size from colonies? Just checking since deleting the concept of empire size from colonies with 10 bureaucrats in the whole empire seems wild
Spatzimaus 4 Jun, 2023 @ 11:51pm 
Okay, I copied part of this mod to test the scaling I mentioned; with capital buildings adding 0/0.25/0.5/0.75 (+2 for imperial palace), and it definitely handled the floats fine internally. The UI, of course, just said +0 in the tooltips, but I don't care enough to try hacking that into shape. I also kept the base cap/scaling at 6/1.25, but made the five techs give +2/2/3/3/4 and The Empire Needs You gives +3. (No change to other tradition trees, since I couldn't change trees from other mods, and no specialist change.)
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.
Spatzimaus 3 Jun, 2023 @ 11:45am 
I'd gone into the building file by hand, and the leader cap boost wasn't there. But then I unsubscribed and re-subscribed, and it's now there. So somehow, I got a broken version of the mod when you updated it yesterday.

(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.
Nicho  [author] 3 Jun, 2023 @ 1:45am 
@Spazimus: Firstly, thank you for the suggestions. Yes, I continue to look into new mechanics for scaling. What you suggest is something I'm considering, but I unfortunately don't have the time to work on this mod extensively.

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.
Spatzimaus 3 Jun, 2023 @ 1:39am 
Also, a balance suggestion after playing a few games with this mod: the building-related cap boost drowns out all the others. In my current game (Huge map) I have 56 leaders (cap is 71) when 80 years in. Every sector has a governor, each of my 8 fleets has an Admiral, my six army groups have Generals, I have 15 science ships, and my shipyard systems (10 of them) each have a dedicated leader to reduce build cost. It basically removes leader cap as a mechanism once you start getting planetary capitals often, and the small +1s from other sources are basically irrelevant.

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.
Nicho  [author] 2 Jun, 2023 @ 11:42pm 
Whuuuut?! That definitely shouldn't have happened. Sounds like something has gone wrong somewhere. Hold tight, I'll investigate and correct.
Spatzimaus 2 Jun, 2023 @ 10:22pm 
From what my conflict solver can see, you removed all of the leader boosts from capital buildings; the only difference between the buildings file and the vanilla is things like using is_megacorp instead of checking for corporate authority.. So, in my current game, I now have 56 leaders and a cap of 16.
Nicho  [author] 2 Jun, 2023 @ 1:01pm 
Mod is updated for 3.8.3.
Nicho  [author] 29 May, 2023 @ 10:33pm 
Hi all. I expect 3.8.3 to go live at some point today or tomorrow - emphasis on the word 'hope'. I cannot guarantee compatibility between this mod in its current configuration and the fixes to the Leader system in 3.8.3. However, due to personal commitments, I will highly likely not be able to update the mod until Friday or Saturday.

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.
Nicho  [author] 21 May, 2023 @ 8:11am 
Thanks for that Yggdrasil75; I've reflected those changes.
@ 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.
Yggdrasil75 21 May, 2023 @ 7:16am 
is_regular_empire looks for "default" empires that are non-gestalt. is_gestalt = no means that it looks for any empire that is not gestalt. with the first option, you only get playable non-gestalts, with the second, you get non-playable. it doesnt really have much of an effect on vanilla (it has some, but not much), but it does change how the ai plays, allowing them to be affected like the player, making them more reasonable to play against.
Nicho  [author] 20 May, 2023 @ 2:34pm 
@Yggdrasil75: If I did that, I strongly suspect it will break the mod for anyone not using Ariphaos' patch. is_regular_empire is what the vanilla files use. Therefore I don't understand what you mean by "incorrect".
Yggdrasil75 20 May, 2023 @ 6:45am 
please update this to use ariphaos as a base. it uses (for instance) is_regular_empire = yes on capital instead of is_gestalt = no. this is incorrect. it also doesnt change auth_corporate into is_megacorp.
Regalia 19 May, 2023 @ 2:23pm 
Sorry, I'm a DM for our Dungeons and Dragons group, so playing with balance like this is kinda my thing, lol.
Regalia 19 May, 2023 @ 2:22pm 
(pt 1/2) You've probably heard some of this before, but some thoughts on how to scale:

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.
Regalia 19 May, 2023 @ 2:22pm 
(pt 2/2) I rarely want more than 2 Generals at a time, so maybe do like Admirals and have a +1 on Military Academy/Dread Encampment buildings? It's a planetary unique, so there's an absolute cap, but it's also harder to abuse because you don't want a bazillion of the things.

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...
Nicho  [author] 19 May, 2023 @ 12:02pm 
Feedback heard and considered. Mod update coming this weekend, possibly as early as tonight. I will be toning the numbers down a bit, but adding more ways of adding Leaders. Thank you all for your patience.
Mike Louis 18 May, 2023 @ 6:56pm 
@ The Roving Drifter It could be a mod loading order issue. If you put the mod below the More Civics mod, it should work fine without conflicts.
TTV/The Roving Datamancer 18 May, 2023 @ 5:15pm 
So for whatever reason, this mod has some conflicts with the More Civics mod, it doesn't give the capitals more leader capacity. Yet, I think the original scaled leader capacity mod does. Ahhhh coding errors.
Simon 18 May, 2023 @ 10:18am 
Even though this is way less than the original mod it still feels almost like unlimited cap to me 🤔
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.
Goobs 17 May, 2023 @ 10:00pm 
This still feels like way too much
secomano 17 May, 2023 @ 11:53am 
thanks
NaCl 17 May, 2023 @ 2:21am 
Perhaps Leadercap based on Pops could be an intresting way to balance it.
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
Ingenii 16 May, 2023 @ 11:19am 
I had an interesting idea of how to reduce the amount of leader needed. Just make the science ships operational without a scientist. they can still be equipped with one for extra bonuses but work just fine without one. If this needs some early game balance just give science ships a basic unity upkeep if it is needed and done.
Ingenii 16 May, 2023 @ 11:19am 
so every planet in your empire can increase your leader limit by 3 alone ? i know the leader limit is low but doing it like this would mean we end up with a cap of atleast 40-60 in the late game or way more. the traits and how they are able to stack already have the potential to break the game. Also this destroys the purpose of the vanilla methods to increase the leader cap or these need to be buffed by 5-10x to have the same relevance it had before.
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.
chijan 16 May, 2023 @ 8:49am 
What a fantastic mod. UV.