Stellaris

Stellaris

79 ratings
Administrative State
   
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76.040 KB
15 Dec, 2018 @ 6:34pm
30 Dec, 2018 @ 8:56am
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Administrative State

Description
Adds new technologies, buildings, jobs, and civic that provide administrative capacity.

Tested to work for 2.2.2 for Organic, Machine, and Hive Mind empires. Still a work in process, continuing to add features.

Administrative State & GAI Compatibility Patch adds upgrade functionality and build weighting based on Glavius Ultimate AI 2.2.2.

Will update description soon...

Balance
Not tested for balance. Will likely become overpowered with mods that reduce sprawl values. Gwen's Admin Cap Buildings is similar with different building and job values, if you find these values too much.

Compatibility
Overwrites 00_capital_buildings. Should be widely compatible, but will conflict with other mods that change this file.

Please leave feedback in comments. Thank you.

My Mods
Admin Cap Buildings and Jobs, adds buildings and jobs that increase Admin Cap.
Starbase Trade Patrols, adds starbase building that provides enhanced trade route protection.
Starbase Protection Range Extended, adds starbase building that extends trade route protection range.
Popular Discussions View All (1)
0
30 Dec, 2018 @ 9:10am
Mod Details
Delaidra
49 Comments
happyoutkast 20 Apr, 2021 @ 1:38pm 
Does not work with current version of the game...I believe this mod is dead given it hasn't been updated since 2018.
TurtleShroom 11 Sep, 2019 @ 4:50pm 
Seconded, I want to do the same.
JayBee 🔰 11 Sep, 2019 @ 1:30pm 
Hiya I was interested in some of the ideas in your mod and wondered if you would be alright with my giving credit and integrating them in some fashion for a mod I'm working on. :)
TurtleShroom 9 Jul, 2019 @ 12:37pm 
I've discovered a bug in your Mod. Your Administrative State Civic does NOT add one Bureaucrat per planet. You are missing the Job Trigger needed for it. It's a fix that is so easy that I did it in a few minutes!
LokiCharms 21 Apr, 2019 @ 3:38pm 
LGWhiteWolf
Search for admin cap reworked. It’s a very simple mod that helps nicely
LGWhiteWolf 21 Apr, 2019 @ 2:24pm 
As nicely as possible, i'd like to ask if we have to consider this mod "dead", as in will it ever be updated in the near future, or is it doomed to be stuck at the actual state ?
This most was a absolute "must have", so it will be quite sad to say it farewell
Vault Boy 2000 23 Mar, 2019 @ 12:19am 
Update?
Raeyunred 9 Feb, 2019 @ 11:04am 
I'm putting this on the bench because of this crash issue.

But this is an absolutely amazing idea and should be in the base game tbh. How would any race have a massive interstellar empire without any people dedicated to organizing it efficiently?
TurtleShroom 30 Jan, 2019 @ 2:54pm 
Also, ignore what Darthsawyer said. I love this Mod's pre-scripted race!
TurtleShroom 30 Jan, 2019 @ 2:51pm 
My game constantly crashes in the mid-game. One recurring theme I have found again and again is a problem in your Mod.

Specifically, it has something to do with your Buildings.

The code reads as follows: [17:30:53][trigger.cpp:382]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/del_admin_buildings.txt line: 215

This is a darn shame, because I always play "Stellaris" with this Mod enabled.