Stellaris

Stellaris

51 ratings
Influence+++
   
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File Size
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1.347 MB
5 Sep, 2021 @ 10:09am
21 May, 2023 @ 7:11am
28 Change Notes ( view )

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Influence+++

Description
Finally Influence+ is back!

Same concept as before capitals give now influence:

Standard capitals:

Reassembled Ship Shelter: +0.25
Planetary Administration: +0.5
Planetary Capital: +0.75
System Capital-Complex: +1
Imperial Palace : +1.5

Machine Intelligence capitals:

Deployment Post: +0.125
Administrative Array: +0.25
Planetary Processor: +0.5
Primary Nexus: +0.75
Imperial Center: +1

Hive Mind capitals:

Hive Core: +0.25
Hive Nexus: +0.5
Imperial Complex: +1


Habitat Administration: +0.375
Habitat Central Control: +0.75

This mod seems to have combability problems with other capital-building changing mods, for a solution go here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2979986960
61 Comments
TheSpaceXplorer 7 Sep @ 8:08am 
this mod causes planetary capitals to be unable to upgrade
victoriousdread07 (private) 18 May @ 8:09pm 
does this mod still work or is in need of a 4.0 update?
adamallen0957 4 Feb @ 11:19pm 
Does it work in an already going game? Quite new to mods
Mitya Argeadov 7 Jun, 2024 @ 4:51pm 
Please update for the current version.
SuperCoquillette 25 May, 2023 @ 9:42am 
@theredduke

If the other mod is Scaled Leader Capacity, you'll still get the Leader bonus from jobs ;)
SuperCoquillette 25 May, 2023 @ 9:40am 
The other guys says thanks ;)

I'll test your new mod tonight I think, I'll let you know how it works...

Thanks for your hardwork anyway :)
[K.S.S] Hey Jude  [author] 25 May, 2023 @ 6:28am 
Thanky you, also dont worry about bothering all feedback is important.

The good news is i got a solution for the guys who want more influence but with mod compatibility.
Like i said i have not given up.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2979986960

Sadly the only way to do it is with a new building.
theredduke 24 May, 2023 @ 10:50am 
Found the tiniest little conflict with a mod increasing leader capacity. Didn't realise it amended the capital building to do it. Sorry to bother. Great mod, permanent addition to my mod list. :steamhappy:
[K.S.S] Hey Jude  [author] 24 May, 2023 @ 3:47am 
Thanks. Im working on a solution but it seems impossibe.
The jobs are missing from the building if i only put in the influence part and i can imagine that it becomes unupgradeable too.

Stellaris doesnt take just one bit (of one building) of the mod and takes the rest from the normal game. which means that all mods that change buildings are sadly incompatible to each other.

I have not given up yet. More info to come and thx for the feedback it really helps.

If you guys have any issues with my or any other mod that changes buildings then its probably because of interference of other building changing mods.:steamsad::steamsalty:
SuperCoquillette 23 May, 2023 @ 10:23am 
Hi again !

First, the Capital Buildings are producing the right amount of influence :)

I looked more into my issue : it seems that your mod is somhow 'forcing' the game to use the base game stat of Capitals Buildings, reseting the change made by EaC 3.8...
The other bonuses (I use a civic that boost the influence prod...) seems to work fine :)

Note that my observations are purely empirical ;)

Would it be a way for the mod to use the buildings as they currently are, mods modification included, whithout creating a compatibility patch ?

Possible or not, thanks anyway for your work :)