Stellaris
GACB: Gwen's Admin Cap Buildings
52 comentarios
Ashardalon 18 AGO 2023 a las 15:53 
ok i see why: pops don't go into the building anymore, does the admmin cap still exist in this game ?
Ashardalon 18 AGO 2023 a las 15:40 
@gwen does this mod still effective with the rework ? i didn't really sense any change when us it...
GwenBlanketSpecter  [autor] 6 ABR 2020 a las 11:53 
i'm sure someone has made a nerf by now
SteelCrow 6 ABR 2020 a las 11:48 
2.6 bureaucrats are so overpowered compared to this.
Pordy 13 SEP 2019 a las 2:49 
Looks like Pradox will use this as a patch :D
GnoSiS 3 SEP 2019 a las 17:12 
Or is it working in 2.3.* with no changes?
GnoSiS 3 SEP 2019 a las 17:11 
Now that this will become part of the base game, can we have a quick update to play while waiting for the patch?
SuNseT`gReeN 12 JUN 2019 a las 6:21 
Can I see when the mod will update to 2.3.1?
Barcel 8 ABR 2019 a las 23:14 
I think these should use rare resources for upgraded building, like other vanilla upgrades.
Mana 4 FEB 2019 a las 17:23 
love this mod idea but i cant use it until the ai does, maybe make them prioritize this in their first 4 building slots?
Jhaelen1 20 ENE 2019 a las 12:57 
Are the buildings weighted so that Ai empires wil also build them?
rain 5 ENE 2019 a las 15:15 
Hey, bit of an odd question but small suggestion- perhaps you could alter the 'Byzantine Bureaucracy' civic to add bonuses to Bureaucrats or something similar, instead of adding administrators? Since it would sort of make sense for the civic that is about sprawling administrative complexes to work with this mod, imo
megamen212 28 DIC 2018 a las 10:15 
Hello, I made an elementary localization into the Russian language, I would be grateful if you add to the mod, here is a link to localization https://drive.google.com/open?id=1ciif3TQrXrPf5gaDzP92GlTpsU4m8e9X
McCarrick the Technocrackhead 28 DIC 2018 a las 9:47 
@megamen212 I've talked to Gwen about it and she said she'll try to get that done for you.
McCarrick the Technocrackhead 28 DIC 2018 a las 9:28 
@Sergei Andropov I'm glad you're enjoying the mod! The idea was that it would be vanilla-friendly and not upset the ballance too much, but I hated having to wait for RNG to get admin cap upgrades so I wanted a way to have a more consistent method without being overpowered. One of my main critiques of Admin Cap is that powerful empires just blow past it with hundreds over the cap anyways, so it really only punishes mid-game expansion IMO. This is meant to push the cap over time instead of just ignoring it entirely.

Besides, what kind of interstellar society doesn't have paper runners and pencil pushers?
McCarrick the Technocrackhead 28 DIC 2018 a las 9:23 
@Dragonfox Hello Dragonfox, that is actually my fault. When I sent her the mod layout I actually totally forgot to specify the fact that each tier would be locked behind a capitol building tier wall. I'll talk to her about changing that, also felt the same way when I started playing it.
McCarrick the Technocrackhead 28 DIC 2018 a las 9:22 
@yanderson There is actually another mod on the workshop that is more similar to what you described. I believe its called Admin Cap Rework - look for the more recent version since hes got two up.
megamen212 27 DIC 2018 a las 8:03 
Hi, I play with your mod in the Russian language, but all the labels and descriptions are not displayed, can you make a localization file for the Russian language without localization itself, without changing the text, so that everything would be displayed in English?
Sergei Andropov 24 DIC 2018 a las 9:32 
I love this mod. I don't think it actually makes much of a difference (you're intended to go over the admin cap anyway), but I love having a bunch of bureaucrats on my capital planet running the government.
Reya 24 DIC 2018 a las 0:21 
I know this is supposed to be a small and simple mod but it feels a bit odd to have all three tiers availible from the start. Given how all other buildings tend to be gate behind technologies.
Yandersen 22 DIC 2018 a las 13:42 
@Gwen , I see you added a few new buildings. Does the AI manages to use them properly? I doubt it can. I would suggest to go simpler: just change the Administrator job to give +1 AC and Districts cost 0 AC and don't go any further - it will do the trick anyway.

But may I request a few simplified versions of this mod, please? Like this:

1) "Administrators produce AC"
-Administrator job produces +1 Administrative Capacity.

2) "Districts cost 0 AC"
-Removes Administrative Capacity cost for planets' and Habitats' districts.

I just keep dreaming to play with mods like above since 2.2! Can you make it real? =)
GwenBlanketSpecter  [autor] 22 DIC 2018 a las 5:22 
they made alloys easier to get so I'm changing it back.
GwenBlanketSpecter  [autor] 20 DIC 2018 a las 13:43 
changed with permission. but if it ends up beign the wrong chioce I will change it back.
McCarrick the Technocrackhead 20 DIC 2018 a las 12:24 
Hey folks, the aforementioned friend Gwen made the mod for.

I balanced it around other admin-level job upkeeps - one did in fact require 1 alloy. That said Gwen went with the most recent suggestion - one mineral and one energy.

Hope you guys are enjoying the mod! Thanks again Gwen for making it for us!
GwenBlanketSpecter  [autor] 20 DIC 2018 a las 10:54 
sure.
Play For War 20 DIC 2018 a las 10:24 
-1 Mineral is a bit too small as an upkeep, given the cost in consumer goods for ruler of regular Empires, but perhaps 1 mineral 1 energy or 2 energy (since it's basically a giant processor) should be good.
GwenBlanketSpecter  [autor] 19 DIC 2018 a las 7:58 
I'll look into it when I get home. I'm heading out for the day now.
Abusabus 19 DIC 2018 a las 7:53 
That's a stiff upkeep on the machine Drone....-1 alloy, that's way to precious a commodity...perhaps switch it to -1 mineral instead?
Spider 19 DIC 2018 a las 3:22 
You're doing God's work, Gwen.
The Lady Laydralae 18 DIC 2018 a las 16:11 
Upvoted and Favorited! Gwen is credit to team! :3
GwenBlanketSpecter  [autor] 17 DIC 2018 a las 18:29 
no idea. probably is.
LockNesTom 17 DIC 2018 a las 18:02 
Is this compatable with games currently running? I have a save Id like to use this with.
Random Players 15 DIC 2018 a las 9:12 
Works now, thank you very much for the speedy updates and fixes.
GwenBlanketSpecter  [autor] 15 DIC 2018 a las 8:51 
its suppsoed to unlock autmatically which is why i'm a bit dumbfounded. looking into it as fast as i can. add me on steam we can talk back and forth faster.
Random Players 15 DIC 2018 a las 8:48 
Afraid it still doesn't work. Even started a quick new cheat-game to test, but nothing unlocked by upgrading to a nexus, and adding in all techs didn't help either so it's not a tech related issue. (Description doesn't specify what is supposed to unlock the upgrade, so not clear to me. At least, I don't see the note of it)
GwenBlanketSpecter  [autor] 15 DIC 2018 a las 8:12 
try now
Random Players 15 DIC 2018 a las 8:04 
Ah, sorry to hear that. Maybe it will help mentally then to hear that when I saw this mod I instantly wanted it as it's much more sensible than some of the other 'solutions', and my friend wanted it too when I showed them.

However, I'm afraid I noticed another machine empire issue: There appears to be no way to upgrade the Central Processing Center for Machine Empires.
I have a Primary Nexus yet nothing, tried using Research_All_Technologies too but still no option.
GwenBlanketSpecter  [autor] 15 DIC 2018 a las 7:35 
it was an update. right now i'm not feeling as ill as I do 90% of my life so trying to do as much as I can before I end up on a break again.
Random Players 15 DIC 2018 a las 7:30 
Don't know if you updated or if it was just a save reload that was needed, but the jobs are now working on all planets.
If it was a update, thank you very much for doing it quickly.
GwenBlanketSpecter  [autor] 15 DIC 2018 a las 3:19 
weird. will see whats up.
Random Players 15 DIC 2018 a las 3:15 
It does not appear that for Machine Empires, Processor Units actually give Admin Cap? Take the alloys, no output. Nothing shows up in the Admin Cap summary either.
Velaroz 15 DIC 2018 a las 3:13 
Are the upgrades behind new techs, or tied into existing ones?
GwenBlanketSpecter  [autor] 14 DIC 2018 a las 12:27 
if you end up enjying it do tell folks about it. word of mouth is the best us lesser known modders have
eldiabs 14 DIC 2018 a las 11:58 
Looks like it's working now. Thank you.
GwenBlanketSpecter  [autor] 14 DIC 2018 a las 11:37 
error was an equals sign i didn't even notice was in the wrong palce and messed everything up. stupid semi colin stuff
eldiabs 14 DIC 2018 a las 11:00 
Don't think this is working as intended.

Building showing up as job_MCB_Ruler_Bureacrat_building_1 2 or 3. Description similar. Nothing but cost, planet limit, and upkeep. No jobs added.

Cool idea though! Great way to deal with that pesky admin growth in a reasonable way. Look forward to it working. ;]
DrBLOOD95 14 DIC 2018 a las 10:38 
A simple very useful mod :))
GwenBlanketSpecter  [autor] 14 DIC 2018 a las 9:20 
thank my friend for it. i wouldn't have made it if they hadn't asked me to.
TheSting 14 DIC 2018 a las 9:20 
no worries, thanks for the mod buddy <3
GwenBlanketSpecter  [autor] 14 DIC 2018 a las 8:54 
shoudl work now. sorry for the inconvience