Stellaris

Stellaris

346 ratings
Fox Leader Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
615.901 KB
12 May, 2016 @ 1:45pm
24 May, 2022 @ 7:17pm
46 Change Notes ( view )

Subscribe to download
Fox Leader Mod

In 8 collections by James009
Stellaris OLD Mod List
31 items
Stellaris Utopia Mod Collection
18 items
Stellaris 2.2 Collection
17 items
Stellaris 2.3 Collection
28 items
Stellaris 2.6 Federal MP Collection
12 items
Stellaris 3.0 "Girthy Dick Patch" Collection
17 items
Stellaris 3.1 "Dick" Mods
26 items
Stellaris 3.2 "Herbert" Mods
23 items
Description
Compatible for 3.4.*, this mod improves leaders, their capabilities, adds new planetary policies, and new army types.

3.4 update

Check out…

Fox Human Cosmetic Overhaul Mod

Fox Leader Mod
v10

Originally posted by author:
Those that lead are paramount to our survival.

This mod changes leaders to be more important by allowing the player to select from more of them, have more leaders active, and increase their skill rates and caps. Generals, specifically, have received a small bonuses to XP gain. Leaders can also be slightly younger than before.

This mod is NOT a hard defines edit.

Specifics:
Armies
- Implemented new army types: Armored Armies, Commando Forces, and Enforcer Units.
Policies
- Reimplemented the old planetary policies: migration, growth, agriculture, mining, and capacity overload.
These policies have requirements in order to be met: administrators, farmers, miners, ect.
- Implemented new policies to encourage crime, boost trade, give bonus science, and promote emigration from a planet (without stopping growth).
Balance
- Increase the leader pool size to 5.
- Increase the leader capacity increased by 2.
- XP gain increased by 0.1.
- Leader level cap raised to 12.
- Minimum age reduced by 2 years.
- Generals granted a boost to ground combat.
- Increases General and Admiral XP gain by 5-10 (roughly 33% faster).
- Updated skill rank images that go from silver stars to gold stars.
- Leaders gain 3 XP a month now. PASSIVE XP!

This mod will overwrite armies and some graphics.

Version:
0.10
- Updated for 3.4 "Cepheus" patch.
- Fixed UI bugs
- Seperated new army icons from old icons
- Removed new leader leveling icons

V0.9b
- Disabled AI from "population growth" decision until I better understand AI weights.

V0.9a
- Updated for 3.0.2 patch.
- Numerous bug fixes (especially with regards to error generation)
- Tweaked descion bonuses.
- Implemented planetary decisions for robots.
Borg flavor text for decsions started (needs improvement).
Implemented unique policy for robot species who don't want fleshbags living in their brains.
- Implemented a temporary emigration decision for humans to get populations to move out of an area without stopping total growth.
- Added small crime modifiers to each boost.
- Tweaked armies.

V0.09
- Updated for 3.0.1 patch.
- Re-implement a number of old planetary boost decisions.
Capacity overload, science funding, and production targets.
- Implemented trade decision.
- Fixed icons and UI bugs.
- Tweaked armies.

V0.8
- Updated for 2.6.
- Update broke the gender policies (need to fix).

V0.7g
- Updated for 2.5 and the new launcher.

V0.7f
- Removed gender policy constraints.
- Tweaked armies for testing.

V0.7e
- Added in gender leadership policies based on the kagami mod.
- Fixed the defines file. Mod should be working properly now.

V0.7d
- Added in new army icons. (This will conflict with any army overhaul mods)
- Minor tweaks.

V0.7c
- Quick fix to new decision
- Implemented in two new armies, the "Armored Assault Army" and "Commando Assault Force". Still WIP.

V0.7b WIP "Policies" BUILD
- Implemented custom icons for decisions
- Tweaked the decisions.
- Began laying groundwork for future decisions including diplomacy, espionage, and investment.

V0.7
- Updated for 2.2 patch and MegaCorps.
- Tweaked some of the defines.
- Still working on re-implementing the planetary policies.

V0.6c
- Updated for 2.0 patch. Fixed a number of bugs, probably introduced a new one. Need feedback on high level leaders to see if the graphics glitch.

V0.6b
- Updated for 1.9 patch. Compatible with 2.0.

V0.6
- Changed color of low levels 1-5 to silver to help with contrast.
- Updated for 1.8 "Capek" patch. Tweaked for compatibility.

V0.5d
- Updated for 1.5.1 patch. Incompatible with 1.5 patch due to inability to read .lua file edits.
- Increased initial leader capacity to 15.

V0.5c
- Updated for 1.5 "Banks" patch.

V0.5b
- Fixed graphical error (Thanks to GarGhuul)

V0.5
- Updated for 1.3 "Heinlen" patch.
- Leaders now gain 3-4 XP a month. This was based on code from the Wisdom of Age mod by ftisovec.

V0.4c
- Removed leader_events.txt hotfix as it was no longer required.
- Tweaked leadership.lua:
- Slight increase to skill gain for taking certain actions.
- Governors gain experience slightly faster based on actions.
- Generals gain experience slightly faster, boosted experience gain when losing troops.
- Scientists gain experience slightly faster, especially those captaining science ships.

V0.4b
- Implemented trait limit fix (overwriting leader_events_1.txt)
- Updated for 1.21 patch.

V0.4a
- Updated for 1.1 "Clarke" patch.

V0.4
- Updated for 1.03 patch.
- Increased skill increase rate for Generals and Admirals.
- Combined loose .lua files into one BIG .lua file.

V0.3
- Added graphics for skill ranks 6-8.
- New ranks are gold stars, previous ranks (1-5) are silver stars.

V0.2
- No longer dependent on defines.lua. You can use other defines mods now.

V0.1
- Released.

Compatibility:
- Incompatible with other mods that directly affect leadership stat growth.

To-do and Ideas:
- Use separate skill icons for military (ranks), science (degrees), and politics (achievements).
- Add more ways to gain XP.
- Passive XP gain (needs revision).
- More traits.
- Make governors generate a very minuscule amount of influence based on their level. Very small increase in income and minerals based on level.
- Make scientists generate a very minuscule amount of research based on their level. Increase in scanning speed and anomaly chance based on level.

See my other mods:

Thanks!
Popular Discussions View All (2)
20
9 Apr, 2018 @ 2:53am
Feedback
James009
0
15 May, 2016 @ 1:57pm
Saving .DDS files
James009
267 Comments
Kaito Gillscale 15 Sep, 2023 @ 6:19pm 
Hope we get an update sometime <3
WJSabey 21 Sep, 2022 @ 7:35am 
Another bizarre issue, I can't seem to make any "armoured assault army" units. I have a fortress on my world, and the technology, but they just don't show up in the recruit menu.
WJSabey 12 Sep, 2022 @ 8:21pm 
The edicts appear to be bugged for machine empires; they add normal "miner" and "researcher" jobs instead of the proper "mining drone" and "calculator" jobs. The researchers need consumer goods that machines don't have, and the miner jobs aren't being fulfilled.
PURUNGUI 13 Jun, 2022 @ 6:45am 
And is it save game compatible?
PURUNGUI 13 Jun, 2022 @ 6:43am 
Is it compatible with Merged Leader Levels ? It says on their page that no vanilla files where edited, but still it will be nice to get confirmation.
James009  [author] 24 May, 2022 @ 7:20pm 
Updated, should fix messed up icons and armies.
Prkl8r 20 May, 2022 @ 8:52pm 
Messes up icons after the last update.
Optera 5 Dec, 2021 @ 4:19am 
With 3.2 it seems to give all ships the lithoid icons.
Took me a while to figure a leader mod was messing with ship icons.

Edit: Could you make a version with only more leader slots and passive exp gain for better compatibility?
James009  [author] 29 Nov, 2021 @ 4:31pm 
Appears to be compatible with 3.2 , I should be updating it in the next few days.
James009  [author] 8 May, 2021 @ 2:45pm 
Thanks for the feedback. I'll certainly take a look into it!