Stellaris

Stellaris

Council Positions+
68 Comments
MasterBot 10 Jun, 2024 @ 11:01pm 
Error at file: localisation\councils_plus_l_english.yml.
Please report this error to the author of the mod: Council Positions+.

Error message says:

Line contains invalid characters in key: councilor_head_ambassador_modifiers".
knodel 8 May, 2024 @ 11:01am 
Error in English Localization:
Expected colon(:) at line 25 and column 37 in localisation/councils_plus_l_english.yml
You have a double quote where it shouldn't be.
Spector641 21 Apr, 2024 @ 7:46am 
more council seats plz :GhostLoveEyes:
Link_fd 18 Mar, 2024 @ 7:54am 
hey i think there's a bug where not all of the councilor positions are in the mod
Link_fd 18 Mar, 2024 @ 6:50am 
I've been checking the mod files and i only have the test councilor document and i can't seem to get the others to download
Beast Clarke 15 Mar, 2024 @ 7:09am 
same here
Baka Racker 12 Mar, 2024 @ 6:00pm 
@zozzy77 Haha I just found this mod while searching for the same thing. Yes, YES we do need more council slots!
Imperator of Rome 7 Mar, 2024 @ 1:42pm 
@zozzy77 THIS
moss 7 Mar, 2024 @ 10:22am 
we really need a mod for more council slots.
Reyzel  [author] 8 Jan, 2024 @ 7:09am 
this mod only adds new council positions, not slots
Reyzel  [author] 8 Jan, 2024 @ 7:09am 
no, use a mod like stellaris evolved or bug branch (cant remember if bug branch adds more slots or not)
Vhodnoylogin 4 Jan, 2024 @ 3:30am 
Does this mod add new slots for council?
Imperator of Rome 21 Dec, 2023 @ 3:15pm 
F
MaulMachine 21 Dec, 2023 @ 2:31pm 
No, I'm not saying that. I don't know whether they do or not, I just know organics are capped at six.
Imperator of Rome 20 Dec, 2023 @ 7:12pm 
@MaulMachine You're saying cyborgs and hiveminds get to expand the council more than twice, but not organics? That's crap!
MaulMachine 20 Dec, 2023 @ 2:40pm 
I'm not sure the game permits councils of more than six for non-Machine and non-Gestalt empires at all.
Imperator of Rome 20 Dec, 2023 @ 1:44pm 
Sadly, it doesn't appear to work with that mod at this time, as I'm not getting extra councilor slots for each civic. What I'd REALLY like is to be able to enact the 'Expand the Council' Agenda more than twice.
Imperator of Rome 19 Dec, 2023 @ 5:27pm 
lit
Reyzel  [author] 19 Dec, 2023 @ 9:00am 
@Imperator of Rome depends on what names they used in the code for the ethics.
you can try it out and find out if it works pretty fast.
In case it does not I will eventually add compatibility but I am rather busy at the moment
Imperator of Rome 18 Dec, 2023 @ 4:09pm 
Does this work with 'Ethics and Civics Classic 3.10'?
MaulMachine 26 Nov, 2023 @ 7:52am 
I found it, eventually. It was because one of the mods I was playing came with an extra copy of game_start.txt in it, and that causes the default one to freak out.
Reyzel  [author] 26 Nov, 2023 @ 7:16am 
@MaulMachine highly unlikely to be this mod however you can dispel all doubt by running only this mod.
probably do the old enable one by one to find which mod or mod combination leads to that
MaulMachine 25 Nov, 2023 @ 10:53am 
Random question, but can you think of anything that could cause my council to have all but one position locked at the start of the game?
Reyzel  [author] 19 Nov, 2023 @ 12:16pm 
@Dukkokun thanks for letting me know, that effect is no longer present anyways due to the changes in 3.10 so ill give it a look
Dukkokun 19 Nov, 2023 @ 12:02pm 
typo in the loc file:

councilor_head_ambassador_modifiers": "Diplomatic Weight for each assigned envoy: §G+0.06%§!"

extra " after modifiers
Reyzel  [author] 18 Nov, 2023 @ 3:58pm 
updated to 3.10, let me know if anything does not work.
johnster_93 6 Nov, 2023 @ 8:13pm 
@selmephren thank you for that, and thank you for the scrollable council position mod :steamthumbsup:
Selmephren 6 Nov, 2023 @ 5:41pm 
If you don't want to edit files just grab UIOD Scrollable Council Positions and load it after UI Overhaul
Selmephren 6 Nov, 2023 @ 4:36pm 
@johnster_93 In the council_view.gui file find the gridboxType that is named "unlock_council_list_box", the next line (701 if your text editor can count the lines) has size = { width = 490 height = -5 }
Change the height to something like 5000, it will then force an area that large for the council position choices and anything that doesn't fit you will be able to scroll for. If somehow you still have more that are past what you can scroll to just up that height number. I have no idea what the max is for the variable.
johnster_93 5 Nov, 2023 @ 5:03pm 
@selmephren could you please tell me which variable it was so i can do the same?
Selmephren 26 Oct, 2023 @ 10:21pm 
Found the line of code in UI Overhaul for the list of council positions in the council_view.gui file. Changed one height variable and now the scrollable box could hold a good 40 or so council positions to choose from!
Selmephren 26 Oct, 2023 @ 2:42pm 
Seems I've got too many council positions now.
Selmephren 26 Oct, 2023 @ 2:41pm 
Well, this is great and all but do you know anything that has the list of council positions to be scrollable? Running UI Overhaul and not scrollable from that.
Reyzel  [author] 22 Sep, 2023 @ 1:10am 
btw this mod should work completely fine with 3.9 even with different version number
//MX` 23 Aug, 2023 @ 6:38pm 
Hi, is there a mod that adds more council seats?
TY 1 Aug, 2023 @ 12:23am 
Cool cool, my mod adds new authorities so it'll be nice to collaborate and ensure compatibility
Reyzel  [author] 28 Jul, 2023 @ 7:44am 
@RMD🦆ck spelling mistake should be fixed in the actual mod, just not in the screenshots.
Council positions based on authority is a good idea actually I might get around to adding them.
TY 27 Jul, 2023 @ 11:21pm 
Minor issue, but it's personnel. Are you looking to make more based on authority?
Reyzel  [author] 17 Jul, 2023 @ 2:27pm 
@//MX` as said in the mod description, try UI Overhaul.
//MX` 16 Jul, 2023 @ 4:19pm 
Hi, I'm playing with a mod that allows 10 civics, is there anything available to expand the council view or perhaps a menu that makes it more compatible to see all Councillors? It's going to be more than 5 Councillors I mean.
Reyzel  [author] 11 Jul, 2023 @ 8:54am 
:aurip:
Reyzel  [author] 11 Jul, 2023 @ 8:52am 
fixed the spelling mistake
cba to update the screenshots on the mod page yet tho
Normal69 11 Jul, 2023 @ 8:21am 
Yes of course not, the mod is great, who cares!
.
.
.
But it's still there... :D
Reyzel  [author] 8 Jul, 2023 @ 5:39am 
but it's just a spelling mistake so not the end of the world
Reyzel  [author] 8 Jul, 2023 @ 5:35am 
oh lol forgor to fix it still
Normal69 8 Jul, 2023 @ 3:16am 
L? ;)
emerald10005 1 Jul, 2023 @ 3:58pm 
:D
Reyzel  [author] 1 Jul, 2023 @ 3:48pm 
@emerald_dragon AAAAAAAAH someone already commented that, I'll fix it eventually.
emerald10005 1 Jul, 2023 @ 3:35pm 
Personnel only has one L in it
Reyzel  [author] 1 Jul, 2023 @ 2:28pm 
they should but im not sure