Stellaris

Stellaris

Improved Leader Dynamics
55 Comments
Ghost Fox 15 Dec, 2018 @ 4:41am 
This mod breaks a lot more than that, considering it hasn't been updated in almost a year and, as such, is full of pre-2.* files.
spolokh 15 Dec, 2018 @ 3:49am 
This mode breaks robots assembling
LemurFromTheId 25 May, 2018 @ 8:36am 
WARNING: Do NOT use this mod. It works superficially, but it subtly breaks many other things, as it overwrites certain game files with its own ancient versions.
折射 21 Apr, 2018 @ 8:57am 
@Jon Severinson: Will the affect AI?
Black Raven 10 Apr, 2018 @ 2:02pm 
I love the core mechanics of this mod, but sadly it triggers negative traits way too often for some reason, seems almost gaurnteed to get least 3 guys with negtives in the early years :-(
Rord64 8 Apr, 2018 @ 1:24pm 
Would love to start using this mod, but its currently making Marauders not spawn for some reason
Ghost Fox 2 Apr, 2018 @ 11:38pm 
Easily fixed on the client end. Go to "Documents\Paradox Interactive\Stellaris\mod", open the "ugc_800530984.mod" file with Notepad or equivalent, change the supported version line.
Black Raven 2 Apr, 2018 @ 10:40pm 
I understand this works, but any chance it could be updated just to get rid of the annoying warning on startup please
Necrosaro 27 Mar, 2018 @ 5:08pm 
Works for me
Gopher 16 Mar, 2018 @ 10:09am 
So, does it work, then?
ZNihilist 16 Mar, 2018 @ 9:38am 
Everyone, remember that just because the launcher is saying the mod is not comptaible it doesn't mean it isn't. Not every patch completely change the functionality. So it could be working just fine.
Gopher 15 Mar, 2018 @ 1:58pm 
Any information on when/if this is going to be updated?
whitefox_braveheart 4 Mar, 2018 @ 10:23pm 
i agree...2.0 Please!!
TortoTheConqueror 22 Feb, 2018 @ 3:43pm 
2.0?
Cookiesnm1lk 13 Jan, 2018 @ 6:28am 
fair enough
Jon Severinson  [author] 13 Jan, 2018 @ 4:14am 
@Cookiesnm1lk; Since the Stellaris 1.8 update this mod no longer mess with the level cap, as that would screw up all the max level bonuses in the game.

In fact, the 1.8 update shrunk this mod significantly, mostly because it made leaders less boring in vanilla, meaning there was less need for me to mess with the game in order to make them interesting...
Cookiesnm1lk 11 Jan, 2018 @ 11:11am 
okay now it's working... but there's a level cap. though my guys are getting passive exp.
Cookiesnm1lk 30 Dec, 2017 @ 10:15am 
soooooo.......... this isn't working for me.....
Ghost Fox 23 Oct, 2017 @ 11:50am 
Most excellent news. Many thanks.
Jon Severinson  [author] 23 Oct, 2017 @ 11:25am 
I have finally updated this mod for 1.8. Tested with 1.8.3 beta, but should work with 1.8.2 stable as well.
Price 29 Sep, 2017 @ 6:50am 
Arrested Development sucks balls can you remove it?
Jon Severinson  [author] 27 Sep, 2017 @ 6:58am 
@Nothing Personal: The changes to the leader levels in 1.8 makes updating this mod non-trivial. Essentially, I have to play vanilla Stellaris enough to get a feel for the new system before I'm comfortable messing with it.

That said, eventually I *will* update Improved Leader Dynamics for 1.8, it is just going to take a while :-(.
Nothing Personal 27 Sep, 2017 @ 1:31am 
Are you going to update to 1.8 ?
Thx for your work
MoonBurner 10 Jul, 2017 @ 8:23pm 
My admirals keep getting lethargic and substance abuser traits. When I say 'keep getting', I mean when I fire them and hire more, or just hire more, they have all, with only one exception, gained BOTH of those traits. The exception happens to be a synthetic, and cannot get substance abuser... Oh, and the two admirals I used before activating this mod were fine also. On another note, I'm thinking it may be due to their gaining many levels at once, after a naval battle. In vanilla, battles usually gained them positive traits, but they would only level once.
Echo Seven 30 Jun, 2017 @ 12:52pm 
Great Mod, awesome. Keep up the hard work!
Jelinobas 20 Jun, 2017 @ 11:55am 
Great Mod! Thak you :)
Jon Severinson  [author] 16 May, 2017 @ 10:18am 
@bratrstvoNODKane: You need to override the common/scripted_effects/00_scripted_effects.txt file with a version that includes the traits you want to in the appropriate random list in add_random_leader_trait scripted effect.

To get the correct text in the trait gained notification you also need to override the events/leader_events_1.txt file with a version that modifes the leader.21, leader.22, leader.23, leader.24, and/or leader.25 country events as appropriate.
Jon Severinson  [author] 16 May, 2017 @ 10:17am 
@Pekka-Eric Auvinen, @EK ¦ VAArtemchuk, @Dynn Uchiha: Sorry I'm late to the party, but I finally updated Improved Leader Dynamics to Stellaris 1.6. It should now work just fine with both 1.6.0 and 1.6.1, but I have only tested it with 1.6.1. It should also work with the 1.7 beta, but you will get a harmless warning if you try, and I haven't tested it at all.
bratrstvoNODKane 13 May, 2017 @ 5:02am 
Hello, if I want add custom traits into your mod (get random trait by leveling), what should i do?
Argus von Stein 10 May, 2017 @ 3:49am 
Please update! Life seems worthless without it...
Justabittired 9 May, 2017 @ 8:45am 
Please update for 1.6 , thanks beforehand !
Cookiesnm1lk 30 Apr, 2017 @ 10:32pm 
I think i just have bad luck. :(
Jon Severinson  [author] 30 Apr, 2017 @ 8:48am 
PS: The cummulative XP needed to reach lvl 15 is 26000, which will normally take 200-270 years to gain. I have not included a lvl 16 at 30600 XP for two reasons: (1) the lack of a good icon; and (2) it would take over 300 years for a leader to get that much XP, and I highly doubt anyone plays for 300 years after reaching immortality...

Improved Leader dynamics is slightly overpowered, but not because of the leader level bonuses, but because after a while most leaders will have 3 traits, and you can get some that stack pretty nicely...
Jon Severinson  [author] 30 Apr, 2017 @ 8:12am 
@Cookiesnm1lk: Max lvl is 15, not 50 (and I've not yet had a leader with enough XP to reach that), and the fire rate bonus for admirals is reduced to 3%/lvl, for a maxium of 45% (or 83% if you are really lucky with the traits (a lvl 15 hivemind aggressive dragonslayer admiral)), so only 20% higher than vanilla.

As for "arrested development": the exact chance of getting any specific trait varries depending on what traits you already have (some traits exclude others, reducing the pool of valid traits to randomize between), but worst case scenario is 12.5% for any given trait.

That said, as you are getting more traits total, you will see any given trait (including arrested development) a lot more in Improved Leader Dynamics than in vanilla.

What you see is either bad luck or negativity bias [en.wikipedia.org] (bad outcomes leave stronger memories than good outcomes).
Cookiesnm1lk 29 Apr, 2017 @ 9:30pm 
so i'm noticing an issue with this..... i seem to be getting "arrested developement".... a LOT. like a LOOOOOOOOOOOOOOOOOT.
like "HOLY WHAT THE **** WHY IS THIS HAPPENING? A LOT". anybody else getting this?
Cookiesnm1lk 29 Apr, 2017 @ 7:10pm 
this seems rather..... scary...... lvl 50 immortal admiral with 500% fire rate obliterating a fallen fleet with a single corvette.....
LAJ-47FC9 18 Apr, 2017 @ 3:01pm 
Do you think it would be on the cards to further increase leader pool size, and decrease leader pool refresh rate? Five choices are not enough for me x.x
Cloud Icarus 16 Apr, 2017 @ 6:06pm 
Thanks for the great mod!!
Bobbarækus 16 Apr, 2017 @ 10:14am 
That IS confusing. But I guess as long as nothing untowards happens, running both won't be a problem.
Jon Severinson  [author] 16 Apr, 2017 @ 9:53am 
@Waffenbaum:
Actually, "Ruler Level System" doesn't deal with ruler levels at all. Instead it hands out traits confusingly named "Ruler level: 1", "Ruler level: 2", etc., which are *completely* disconnected from the actual level of the ruler.

The only technical conflict with Improved Leader Dynamics is that Ruler Level System hands out too many traits to rulers, and once any leader has 4 traits Improved Leader Dynamics will not hand out any further traits to that leader when he/she actually levels up.

Conceptually Ruler Level System doesn't conflict with Improved Leader Dynamics as much as it conflicts with vanilla Stellaris, as it introduces a second "ruler level" concept without distinguishing it from the "leader level" concept already in the game (which Improved Leader Dynamics improves upon).
Bobbarækus 15 Apr, 2017 @ 7:45pm 
Hello, big fan of this mod. I was wondering, do you suppose it would conflict in any way with "Ruler Level System" by jasonpepe? He says he has changed no vanilla files, but since both deals with levelling up the empire leaders I thought I'd just get your opinion on it.
Rohzdear 8 Apr, 2017 @ 10:35pm 
Alright, thanks for the heads up!
Jon Severinson  [author] 8 Apr, 2017 @ 9:25pm 
@Rohzdear: The current version (as of this Friday) is fully compatible with both 1.5.0 and 1.5.1_beta.
Rohzdear 8 Apr, 2017 @ 8:22pm 
Great mod, but it needs to 1.5.1 Banks.
Jon Severinson  [author] 11 Dec, 2016 @ 2:27am 
@Qwynn: Actually, both of them are already compatible with Improved Leader Dynamics!

Of course, the additional traits added by those mods will only be available as starting trait for new leaders, not as the second (or third) trait leaders gain as they level up. For that you would have to write a compatibility mod...
Pineapple King 24 Nov, 2016 @ 3:57am 
Ooh that i did not know thanks for the info, it wasnt something that was ever explained in game.
Jon Severinson  [author] 24 Nov, 2016 @ 3:48am 
@Pineapple King: Odd, it does for me.

But remember that, just as in vanilla, it only applies to new members of the leader pool (so it will take 5 years until all possible recruits have it).

Did you wait for a new recruit to become available before reporting it?
Pineapple King 23 Nov, 2016 @ 6:37pm 
just guna say the leader enhancement policy doesnt add an extra skill level but does make it cos more influence and i would asume the +25 years, just a heads up for the author.
Asgorath 22 Nov, 2016 @ 2:43pm 
Subbed to keep an eye on this, but won't be able to use it until it's AlphaMod compatible. Keep up the good work.