Stellaris

Stellaris

Influence+++
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 :)
[K.S.S] Hey Jude  [author] 23 May, 2023 @ 9:03am 
@H4N5 Yes
theredduke 22 May, 2023 @ 3:08pm 
Heya. Great mod, real helpful for the early game. Sitting around waiting for influence is a drag.

I don't seem to be getting the extra influence, though. It works for the 0.25 you get for the Reassembled Ship Shelter, but any upgraded capital building doesn't give me any extra influence, including my system capital at the very start of the game. I've unsubscribed and resubscribed. I've verified local files. I've double checked my other mods (I'm not using too many) and can't find any conflicts with influence or capital buildings. Any help would be appreciated, cheers boss.
SuperCoquillette 21 May, 2023 @ 10:53pm 
Hi ! And thanks a lot !

Works fine withe the Toxic God Origin...

Problem is, now there's a conflict with the 'Ethics and Civics 3.8' mod...

The strange thing is, I also use 'Scaled Leader Capacity', which work a lot like your mod, and there's no conflict between them :)

Could you look into that plz ?
If not, I'll tweak something on my own :)

Thanks again anyway, love your mod, very helpfull :)
[K.S.S] Hey Jude  [author] 21 May, 2023 @ 7:32am 
Im back! The update was slightly difficult because of my new pc and me not having the old files on hand but it should work now. pls dont forget to give feedback.

Yes it affects AI.
SuperCoquillette 16 May, 2023 @ 7:11am 
After testing this mod solo, it overides the Commander on the Toxic God Habitat...

Was allready the case in 3.7...

Could the dev correst that please ?
Thanks in advance :)
Cookie-chan 12 May, 2023 @ 7:43pm 
Confirmed working in 3.8
CDClone 25 Apr, 2023 @ 9:28am 
does this effect AI ??
Comrade Phoenix 25 Apr, 2023 @ 2:59am 
Works fine for me in 3.7
NanoFren 22 Apr, 2023 @ 9:35am 
I'd also like to know if this still works with 3.7
Talulah 17 Mar, 2023 @ 6:07am 
3.7 update?
Dragonissa 11 Dec, 2022 @ 10:23am 
Works perfectly fine on 3.6.*
Noisy Koi 3 Dec, 2022 @ 7:13pm 
this seems to be crashing my game on startup, disabled all my other mods and it still crashed, but having all my mods*except for this one* enabled launches just fine
Gatt ツ 30 Nov, 2022 @ 4:56am 
Any update soon for 3.6?
dabeek 4 Nov, 2022 @ 5:30pm 
Okay so I did some digging and testing and figured out that there's a def overwrite with your Planetary Capital and that of Ethics & Civics Classic, that, for whatever reason, does not get merged by any of the common def merging mods. It's very minor so I'll go ahead and fix it manually on my end, but consider quickly putting out a patch for this incompatibility. It should only take like 30 seconds. Thanks!
dabeek 4 Nov, 2022 @ 11:53am 
For whatever reason, this mod reduces the number of Mogul jobs.
[K.S.S] Hey Jude  [author] 7 Oct, 2022 @ 12:25pm 
should work now
SantaSoul 21 Sep, 2022 @ 11:06am 
Will it work for the newest 3.5.5?
[K.S.S] Hey Jude  [author] 2 Aug, 2022 @ 10:02pm 
I just tested it, works fine for me.

+ its savegame compatible.
[K.S.S] Hey Jude  [author] 2 Aug, 2022 @ 8:50pm 
im not sure,is the mod not working in general or only if you use it with a savegame?
White T Poison 1 Aug, 2022 @ 2:43pm 
Does this mod work if I apply it to my save game, or do i have to start a new one? Having troubles getting it to work
[K.S.S] Hey Jude  [author] 29 Jun, 2022 @ 10:39am 
glad you like it,thanks for your comments guys.
FortuneHost 29 Jun, 2022 @ 10:23am 
This is a must-have, snap-keep mod for me. It's always frustrating to have to sit and twiddle my thumbs while I wait for influence to build up enough for each and every outpost (all at a snail's pace.) This speeds things up tremendously and beautifully. Much appreciated.
Rhakin 27 Jun, 2022 @ 1:21pm 
Thanks for the update!
[K.S.S] Hey Jude  [author] 25 Jun, 2022 @ 10:30am 
i know,thanks
AngleWyrm 24 Jun, 2022 @ 5:13pm 
might wanna set version compatibility to 3.x so it doesn't need an update every week. This can be done in the Stellaris launcher when updating the mod by setting the suggested version to 3.*
[K.S.S] Hey Jude  [author] 18 Jun, 2022 @ 9:34am 
ok, I added hive mind and machine intelligence.
I tried to balance it but might change it later down the line.
Rhakin 17 Jun, 2022 @ 10:33am 
I'm currently using influence to build starbases, i don't normally use the claim system myself tho. i like this mod because it scales as you grow.
[K.S.S] Hey Jude  [author] 17 Jun, 2022 @ 8:54am 
yeah i was thinking they might be too strong with more influence,considering they dont need it for claiming systems but i can add it if you want.

and thanks to whoever gave me the "Saucy" award.
Rhakin 16 Jun, 2022 @ 9:39pm 
I'm in a new game as a machine intelligence/Gestalt Consciousness and this mod doesn't seem to be working.
[K.S.S] Hey Jude  [author] 27 May, 2022 @ 6:41am 
nice,thx for your comment
Rhakin 26 May, 2022 @ 8:44pm 
Works great now! Thank you!
[K.S.S] Hey Jude  [author] 21 May, 2022 @ 10:16am 
should be fixed now,just startet a round and it dindt pop up,so hopefully its gone.
pls comment here if the bug is still appearing.thx
Lt. Rad 21 May, 2022 @ 7:37am 
To elaborate on the 'critical resource shortage' bit, it seems to create duplicates of a couple resources (minerals and consumer goods are what I observed), which then have the potential to cause shortages by themselves. This is particularly troublesome with the Overlord DLC, as the ai can't handle these duplicate resources (not that player empires do much better), and are in a constant state of rebellion.
Rhakin 20 May, 2022 @ 2:34pm 
I'm also getting the critical resource shortage notification.
Urvutihlavu 17 May, 2022 @ 6:37am 
Mod causes the critical resource shortage from the first minutes of the games, needs to be fixed
Dispesys 14 May, 2022 @ 4:03pm 
update pls
[K.S.S] Hey Jude  [author] 28 Apr, 2022 @ 10:23am 
doesnt work with other mods or in general?
Amanfreed 25 Apr, 2022 @ 7:23pm 
Didn't work for me with other mods even when put last in the load order.
[K.S.S] Hey Jude  [author] 20 Apr, 2022 @ 10:32am 
can you other guys confirm if its working (or not) for you now? thx in advance
[K.S.S] Hey Jude  [author] 20 Apr, 2022 @ 10:26am 
wait it works for you?thanks man!