Stellaris

Stellaris

Heir Decider
17 Comments
When You Walkin  [author] 11 Aug, 2024 @ 7:51pm 
@doctornull Policy text for commander has been fixed.
doctornull 10 Aug, 2024 @ 10:27am 
Nice to have this back. Thanks!

It's technically "Commander" rather than Admiral but I totally understand the intent, and I certainly use them as Admirals a lot more often than their other potential roles.
When You Walkin  [author] 8 Aug, 2024 @ 8:54pm 
Hi All,

It has been a long time since this mod has been updated, but it is now compatible with 3.12.*. Please let me know if you encounter any bugs; from what I can tell from a cursory glance at the code, very little has changed other than renaming governors to officials and combining admirals and generals into commanders, so I am not expecting any new bugs. That being said, I am not very familiar with recent versions of the game, so there may be unexpected bugs.

Also worth noting is that this mod will obviously no longer be compatible with the original leaders system released with Paragons (the versions of the game that had scientists, governors, admirals, and generals). I have the older versions of those mods, so if you would like a particular version reuploaded as a legacy mod (or would like access to the github repository), please leave the request in the comments.

Please leave any other questions/feedback below. Thanks.
Ciaphas Cain 31 Jul, 2024 @ 10:05am 
Will this ever be updated or should I remove it from my collection?? Just want to know
Raven 14 Jan, 2024 @ 8:44am 
this doesn't seem to work anymore, probably because the leader changes in the recent update
When You Walkin  [author] 30 Sep, 2023 @ 11:10am 
@FirstVortex I don't know about patches people have made for this mod, sorry.
FirstVortex 29 Sep, 2023 @ 7:05am 
Do you know if someone has taken up the task making a compatibility patch for the bug branch and ruling class, since the heir decider doesn't show up for the monopoly mega-corp.
A Hazbin Radio Demon 7 Sep, 2023 @ 9:36am 
Great Mod!
When You Walkin  [author] 15 Jun, 2023 @ 12:56pm 
Unfortunately, giving the player the option to select another trait without adding a skill level is something of a modding limitation.
Sledjer 15 Jun, 2023 @ 9:22am 
Whelp, funny how it works out, but the most recent update just added the problem I thought there was before. Any chance you could do it?
Sledjer 13 Jun, 2023 @ 8:05am 
Rip, I forgot thats how they were getting the traits, but that's right. NVM then, I guess doing that would be a lot more work than I realized.
When You Walkin  [author] 13 Jun, 2023 @ 1:50am 
@Sledjer Could you elaborate on what you mean by this? Aside from the imperial heir trait, heirs don't start with any other traits unless other civics like heroic past or technocracy are in play. Were you referring to the extra starting trait leaders get with heroic past?
Sledjer 11 Jun, 2023 @ 7:49pm 
Is there any possibility of you modifying it so they start with an empty trait slot rather than a random trait? Seems like 90% of the time I roll a resource trait
When You Walkin  [author] 2 Jun, 2023 @ 11:20pm 
@DoixMegatron Tentatively, yes. From a file perspective, there are no conflicts; taking a look at useful heirs files, that mod doesn't alter any vanilla files. Functionally, there does not appear to be any conflicts at a glance. Useful heirs has some bugs in it since the 3.8 update, and depending on how the creator resolves these bugs in the future, there may be conflicts, but as of now, these mods should be compatible. Let me know if any issues arise.
T'Challa 1 Jun, 2023 @ 8:50am 
Is this compatible with useful heirs?
There is no Mango 23 May, 2023 @ 6:31pm 
Great idea, I think imperial rule is poorly served with the heir gaining unwieldy levels in non empire level items too often which is sad.

I used the kill leader command on the heir way too many times when I tried for an empire just yesterday.
Commander Ashfield 19 May, 2023 @ 4:55am 
Awesome!