Stellaris

Stellaris

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Scaled Leader Capacity
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10 May, 2023 @ 10:24pm
29 Oct, 2024 @ 7:45pm
15 Change Notes ( view )

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Scaled Leader Capacity

Description
This mod addresses the low leader capacity limit in vanilla by basing it primarily on the capital buildings in your colonies and habitats.

3.13 UPDATE

The Warden ruler job provides +2 Commander leader cap.


Buildings

Colony capital buildings increases the leader cap by +2 Commander leader class, +1 Official leader class, and +1 Scientist leader class per level (starting at tier 2).

Habitat capital buildings increases the leader cap by +2 Commander leader class, +1 Official leader class, and +1 Scientist leader class per level (starting at tier 1).

Resort and Thrall World capital buildings increases the leader cap by +2 Commander leader class, +1 Official leader class, and +1 Scientist leader class per level (starting at tier 1).

The Imperial Palace building increases the leader cap by +4 Commander leader class, +2 Official leader class, and +2 Scientist leader class.

Military Academies now provide +2 Commander leader cap.


Ruler Jobs

Head Researchers now provide +1 Scientist leader cap.
Nobles now provide +1 Official and +2 Commander leader cap.
Knight Commanders now provide +2 Commander leader cap.
Wardens now provide +2 Commander leader cap.
All other ruler jobs now provide +1 Official leader cap.

Specialist Jobs

Bureaucrats, Priests, Death Priests, Numistic Priests, Unifer, Preacher, Manager, and Steward jobs now provide -2 Empire Size.


My Other Mods

Human Phenotypes 3.13
https://sp.zhabite.com/sharedfiles/filedetails/?id=3242819465
53 Comments
carlthinks 5 Jun @ 4:22pm 
I noticed that this mod stops production of minor artifacts on one of my relic worlds with a archeoengineers.
galek011 18 May @ 11:46am 
Really looking forward to the update. No rush and thank you for your excellent mod!
碧海与龙QAQ 16 May @ 1:48am 
BUG: Cannot use exclusive capital with Arc Welders
phoenixfeder 10 May @ 10:53am 
Sorry, that wasn´t meant as a complaiment. I read that you want to update this after the hotfixes. That is absolutely okay :) I just wanted to tell an issue, I´ve recognized. Maybee it is already known, maybe not ;)
Mike Louis  [author] 10 May @ 2:42am 
@phoenixfeder, I haven't uploaded an update yet because I haven't had an opportunity to playtest the 4.0 patch version on account of the 4.0 patch itself being released in a half baked state. Once the devs finish doing hotfixes for patch 4.0, I can playtest the new version and based on the results, upload the new update. Thanks for your patience in advance.
phoenixfeder 10 May @ 2:35am 
Thx for keeping it updated / for your awesome work :)
I don´t know if this is a known issue: with the actuall "not updated to 4.x" version:" You can´t produce consumer goods or alloys (you still have your "base income"; but the output from your buildings is "0", yes, I tried it with just this mod enabled, yes I took a look if the buildings where occupied).
gableHETA 8 May @ 7:38am 
Thank you for keeping working on this mod, it's one of my must-have to play.
Mike Louis  [author] 6 May @ 10:35pm 
The 4.0 patch update is mostly done, I'm waiting for Paradox to finish releasing the hot-fixes for the 4.0 patch before I can play test and then upload the update. Thanks for your patience in advance.
Mike Louis  [author] 29 Oct, 2024 @ 7:46pm 
mod is now updated for patch 3.14
Ordo 26 Oct, 2024 @ 8:23am 
Awesome mod bro, but too many officials in a situation where 11 is enough for me - I have over 400. I suggest removing the modifier either from capital buildings or positions, and even more so from positions like "soldier" for commanders and "scientists" for scientists.