Stellaris

Stellaris

Pop Based Leader Cap
30 Comments
EJR 15 Jul @ 2:34pm 
Update for 4.0? Changes to pops had made this mod redundant
Omeronk 15 Feb @ 12:46pm 
@服役冲系小灵通 谢谢 Thank You
溥天之下小灵通 5 Jan @ 8:51am 
确认有用
is working
EJR 7 Dec, 2023 @ 1:25pm 
Update for 3.10 or apply the same logic Jesus Cat had?
Jesus Cat (Fwyrl) 10 Oct, 2023 @ 4:01pm 
Can confirm it works on the latest update; just have to wait for the month to tick over if you're adding it to a save.
Lucy  [author] 10 Oct, 2023 @ 12:10pm 
Should work, yeah
Realhollow 6 Oct, 2023 @ 4:20pm 
Does this still work with latest patch? (would assume yes)
Mindlessmrawesome 3 Oct, 2023 @ 11:29am 
@{EXP} Sky Gaming
probably should join his discord and suggest it on there
Impoluto 30 Sep, 2023 @ 3:14pm 
Just make it localy
{EXP} Sky Gaming 29 Sep, 2023 @ 6:48am 
Could you change the Event Trigger from:
is_country_type = default
to:
is_playable_country = yes
this would make it compatible with Mods like Zenith, otherwise would i be allowed to upload a "fix"
Impoluto 29 Sep, 2023 @ 3:51am 
Monthly
Elboron 28 Sep, 2023 @ 6:11pm 
Does this check monthly or yearly for population?
taxel 17 Sep, 2023 @ 11:51pm 
@Figaround. IIRC files without a file extension are treated as a .txt by Stellaris and will therefore work as normal. It is still a best practice to make it a text file of course but it is not necessary.
Figaround 26 Jul, 2023 @ 11:17pm 
Please note that your pblc_static_modifiers file does not have an extension. Normally all data files (unless they are media) have the extension .txt and other files in your common folder have this extension. but not the pblc_static_modifiers file. That probably make it useless.
PIECAT 23 Jul, 2023 @ 11:52pm 
So based
Deviant 22 Jul, 2023 @ 6:59pm 
pls made 1 per 100 version :steamhappy:
EJR 22 Jul, 2023 @ 7:58am 
Nevermind, just read the description
EJR 22 Jul, 2023 @ 7:58am 
Is this save game compatible or do I need to start a new game for this mod to take effect?
Lucy  [author] 18 Jul, 2023 @ 1:57pm 
@Figaround I believe it should be
Timerix 18 Jul, 2023 @ 7:22am 
Thank you for the mod! Vanilla is unplayable with its leader cap about 10. Now I can finally hire enough admirals and governors.
Figaround 17 Jul, 2023 @ 6:34pm 
Compatible with other mods that change the number of leaders? For example, I have a mod that gives slots for leaders when learning special technologies.
Æthelcod 17 Jul, 2023 @ 8:35am 
* might have been 4% instead of 8% exp penalty (not 12%) per leader when over leader cap
Æthelcod 17 Jul, 2023 @ 8:08am 
THANKS for your effort, Jeff!

Liking the smooth impact of this mod a lot:
it did affect my existing save game shortly after loading.
Roughly at mid game, i had already been over the leader cap by 17/14. Had gotten the +2 leader perk through traditions. With this mod i resulted at 17/21. Just enough to get an admiral for every fleet and a governor for each sector. Plus a scientist or two.

The penalty for going over the leader cap is less harmful. It was 4% less experience per leader over limit instead of 12%. The numbers still turn red when going over the limit, which remains alarming to the user. Still using the edict for faster learning leaders to compensate being over limit.

Conclusion:
The modification is little messy and appears reasonably balanced. It is highly recommended for everyone NOT owning the latest Paragons DLC (due to the fact, that with said DLC running you should be getting to CHOOSE an attribute at EVERY level up, which is clearly more powerful).

5 stars mod!
Lucy  [author] 16 Jul, 2023 @ 7:11pm 
@Spatzimaus That has compatibility issues with anything else that touches capital buildings tho
Chadder 16 Jul, 2023 @ 1:36pm 
It seems you can add it to an existing save, I just added it and my save seems to run fine
EJR 16 Jul, 2023 @ 6:56am 
I too am curious if this is compatible with started/existing save files
brassring39 15 Jul, 2023 @ 8:45am 
Can this be added to a previously started game or a new game only?
Spatzimaus 14 Jul, 2023 @ 5:49pm 
The solution I've been using, mentioned in other mods, is that the colony capital buildings add a tiny amount of leader cap: 0.1 for the pop-10 buildings, 0.2 for the pop-25s, and 0.3 for the pop-50s. It's an easy change to make, too.
Centurian128 11 Jul, 2023 @ 9:49am 
This is a great idea!
Prolbo 10 Jul, 2023 @ 9:56pm 
Sounds reasonable. Also, as fellow modder I wonder, how is it made? Empire static modifier and event to swap it depending on number of pops? Or something more elegant?