Stellaris

Stellaris

Logical Administration Cap Bonus (Should be obsolete with 4.0.)
148 Comments
🆂🅷🅸🅾  [author] 12 Oct, 2024 @ 5:20am 
:cozybethesda:
Blinking Ice 12 Oct, 2024 @ 5:08am 
It is fixed :)
Blinking Ice 11 Oct, 2024 @ 7:28pm 
@🆂🅷🅸🅾
The ring origin mining sector, I tried organic non grestalt
🆂🅷🅸🅾  [author] 11 Oct, 2024 @ 1:37pm 
@Blinking Ice The minig sector of a ring world?
Blinking Ice 11 Oct, 2024 @ 5:18am 
Mining ring sector gives no jobs. May be modify jobs definitions in separate files in case?
SunWhisper 27 May, 2024 @ 4:29pm 
Is this mod still functional?

I heard 3.12 broke a bunch of them
🆂🅷🅸🅾  [author] 12 Feb, 2024 @ 5:12am 
@Ravemaster99 I'm confused too. I don't understand your questions. ^^ You can see the “cap” in the description and whether you earn a bonus or a penalty is up to you.
Ravemaster99 11 Feb, 2024 @ 12:05pm 
I'm a wee bit confused. IIRC in vanilla (and from your screenshot), going above the defined cap accrues penalties. But in your mod, the cap isnt defined? And there are bonuses applied?
🆂🅷🅸🅾  [author] 26 Jan, 2023 @ 8:16am 
As far as I know only with the civic Efficient Bureaucracy.
Wilmfe23 25 Jan, 2023 @ 9:33pm 
@Shio
Weird, I'm not getting edict points from the beaurocrats anymore and they are supposed to give those right?
🆂🅷🅸🅾  [author] 25 Jan, 2023 @ 6:57am 
I don't change anything on the edict points...
Wilmfe23 24 Jan, 2023 @ 8:58am 
@Shio
You have already made a change for the edict points. I'm mainly asking you to undo it.
🆂🅷🅸🅾  [author] 24 Jan, 2023 @ 6:17am 
We're talking past each other. I know that it's part of Vanilla... so for the 3rd time: a change in the edict points doesn't belong in this mod.
Wilmfe23 23 Jan, 2023 @ 11:23pm 
@Shio
The edict points are a core part of the game and the lack of them is throwing the game balance off.
🆂🅷🅸🅾  [author] 23 Jan, 2023 @ 11:21am 
Ah ok planetary designation. Yeah ok the admin_cap doesn't count as produced/output. That's right, it's not boosted.
Hmm, I added a multiplier modifier in a test version. It's also shown in the tooltip... but honestly I can't say if it works... according to the documentation and reddit, this modifier doesn't exist.
As I said, since 3.0 the admin_cap is no longer supported/used. I have limited options.

The edict points simply have no place in this mod.
Wilmfe23 23 Jan, 2023 @ 9:00am 
@Shio
It has to do with your mod cause that is what Bureaucrats are mainly for so they should be able to be boosted.
With the edict points is't something that you took out and it's throwing the balance of the game off.

Administrative center is a planetary designation.
🆂🅷🅸🅾  [author] 23 Jan, 2023 @ 8:32am 
Hmm.Yes I could add edict points or change the relic boost but... that has nothing to do with my mod. If you want some kind of fan patch, this is the wrong mod.

What do you mean by "administrative center"? the capital or the administrative offices? Unfortunately I don't see the point. if you build an Administrative Offices you get at least 20 more. The big problem is that since 3.0 the admin_cap has been taken out and is no longer clearly displayed.
Wilmfe23 23 Jan, 2023 @ 12:51am 
Maybe you could add the edict points back in? The game balance right now feels off with even mid-game barely able to afford any edicts at all.
Also is it possible for the administrative capacity be boosted? Like maybe that an administrative center designation ups it from 10 to 12? That the relic boost adds another 3 to that?
🆂🅷🅸🅾  [author] 18 Jan, 2023 @ 4:53am 
I try it. ^^
Wilmfe23 18 Jan, 2023 @ 2:00am 
@Shio
You are the only one who tries to have it well balanced.
🆂🅷🅸🅾  [author] 17 Jan, 2023 @ 4:48am 
@Auto Chaos [RU] Read the description.

@Wilmfe23 I will think about it.
Cosmoros 16 Jan, 2023 @ 3:15pm 
Bug branch compability?
Wilmfe23 16 Jan, 2023 @ 9:23am 
Is it possible to have empire sprawl impact trade? I would think that would make a lot of sense that a trade empire needs a lot of administration to work effectively.
Cosmoros 14 Jan, 2023 @ 8:51pm 
Okey they do but its not shown anywhere
Cosmoros 14 Jan, 2023 @ 8:46pm 
Okey appareny robots have no bonus to empire size from unity buildins???
🆂🅷🅸🅾  [author] 8 Jan, 2023 @ 5:25am 
The ACOT description says: "You were expecting to see balance in this mod? This is not an E-Sports game."
That means the ACOT maker doesn't want to or can't balance his mod himself... and now I'm supposed to do it? xD Sorry but I don't see that.
🆂🅷🅸🅾  [author] 8 Jan, 2023 @ 5:17am 
Sorry but as you may have noticed I don't play with ACOT. That would also affect my modpack and my mod NSR and balancing that would be horrible.
The ACOT Giga Fortress... is just a cheat building... balancing something like that.... does it make any sense at all?

I would have to play ACOT myself for hours first... the effort to balance ACOT would be enormous.
If I play with ACOT, a patch could come. But simply changing a few numbers is not enough.
Cosmoros 7 Jan, 2023 @ 7:39pm 
On top would be nice to see admin cap that u have at one moment.
Cosmoros 7 Jan, 2023 @ 7:33pm 
Been playing with it for a while its great mod actually, tho needs some patch to work with acot better cause acot has his own jobs to produce unity and governors wich dont add empire size cap making them impossible to omplement and requiring giant amount of inefficient jobs.
🆂🅷🅸🅾  [author] 7 Jan, 2023 @ 3:40pm 
The intentions of the mod are in the description. Read your tooltip or here: https://stellaris.paradoxwikis.com/Empire#Empire_size

Sorry but I don't know what you want to hear from me.
micketymike 7 Jan, 2023 @ 1:21pm 
Ah, thank you. I might have misunderstood the intent of the mod. It increases empire size? I thought it would allow you to minimize it. I had created an administrative world, filled with bureaucrats, and my empire size is 480 with the mod, and 202 without. Are there benefits to a high ES that I don't know about? I thought it only gives negative modifiers.
🆂🅷🅸🅾  [author] 7 Jan, 2023 @ 5:50am 
The mod works. I updated the pictures... Paradox changed the tooltips of the buildings. The changes to the Empire Sprawl are clear.
micketymike 7 Jan, 2023 @ 2:31am 
Good day, I can't seem to get the mod working. I tried running the mod by itself, with no other mods installed, to no avail. Admin buildings don't seem to effect empire size at all, nor does the text make any mention to it, like in the mod pictures.
🆂🅷🅸🅾  [author] 6 Jan, 2023 @ 5:49pm 
I just looked at the ACOT files... yeah well ACOT has it's own jobs and some add a massive navalcap. The mods should be compatible. But does using ACOT and LACB together make sense? No idea.
🆂🅷🅸🅾  [author] 6 Jan, 2023 @ 5:19pm 
I don't know ACOT and I don't know what he does.
Cosmoros 6 Jan, 2023 @ 2:51pm 
I mean acot has his own jobs that do same things. Or are the pops marked the same way?
🆂🅷🅸🅾  [author] 6 Jan, 2023 @ 1:06pm 
If the other mods just add new jobs, yes. If old jobs and the specified files are changed, then no.
Cosmoros 6 Jan, 2023 @ 11:12am 
Does this work with ACOT jobs and other modded jobs? Like bug branch civics etc?
Wilmfe23 13 Dec, 2022 @ 5:25am 
One possible idea to make it more dynamic is to have certain jobs also have negative administration like merchants or metalurgists.
That administration functions as a resource needed for more advanced jobs. However one that can not be stockpiled. That not having enough will mean a significant reduction in output and a reduction in stability too.
🆂🅷🅸🅾  [author] 15 Oct, 2022 @ 4:26pm 
Bad idea! :lunar2019laughingpig: That won't change. You can compare your save with and without the mod. I find the pop dependency sprawl much better.
Wilmfe23 15 Oct, 2022 @ 3:33pm 
While I really like it I disagree with removing colonies adding to sprawl. I think a empire that's spread over many places should have more sprawl than one that is more concentrated.
🆂🅷🅸🅾  [author] 3 Sep, 2022 @ 3:27am 
Good idea!
Wilmfe23 3 Sep, 2022 @ 1:33am 
One thing that could be a neat addition is that criminal jobs give a negative administration.
🆂🅷🅸🅾  [author] 11 Apr, 2022 @ 8:02am 
For the corporate... hmm i will check.
leva.zakharov 10 Apr, 2022 @ 11:33am 
Find that managers, who are corporate equivalent of normal bureaucrat, aren't add any administration capasity bonus
🆂🅷🅸🅾  [author] 9 Apr, 2022 @ 12:43pm 
Update is out.
leva.zakharov 9 Apr, 2022 @ 5:52am 
Will that mod be updated for 3.3? Main part of the mod is working now, but most numbers are changed, for example, head researcher with your mod doesn't provide unity, but in original game provides. If not, may I use parts and ideas of your mod for personal use?
🆂🅷🅸🅾  [author] 24 Nov, 2021 @ 7:38am 
:cozybethesda:
Skull One (Shrout) 24 Nov, 2021 @ 7:26am 
Its working now im not sure why I did not think of that on my own, considering I have had the no update thing happen on my own much more simple namelist mods.
But have some steam points in exchange for your time lol
Skull One (Shrout) 24 Nov, 2021 @ 7:21am 
Well that is something I had not tried. and considering how crap the update system is I should have. I will try it and let you know