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redeemer216

First Lieutenant
13 Badges
Mar 11, 2014
271
92
  • Crusader Kings II
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This mod adds some administration mechanics to the game:

1. All ruler jobs now add a tiny bit of monthly influence

2. All ruler jobs add a tiny amount to the leader cap

3. -New Holdings that steal leader cap from vassals

-Strategic Coordination Center new adds leader cap ++ more levels

3. Dynamic Naval Capacity

-Naval Administrators add to naval cap

-Require the Naval Administration Building

-Two levels, two new techs in the tree

4. All vassals besides protectorates now eat influence

Was frustrated devs completely removed admin cap from the game without even trying to fix. So:

5. Jobs now affect empire sprawl.

The following jobs modify empire sprawl:
Administrator -1.85
Bureaucrat -10
Politician -1.85
Manager -10
High Priest -1.85
Priest -4 (added because spiritualists don't get Bureaucrats).
Noble -1.85
Science Director -1.85
Merchant -1.85
Executive -1.85
Synapse Drone -5
Coordinator -15
Robotics -0.3
Clerk -1.1
Maintenance Drone -0.9
Slave Overseer -1
Overlord Manager -10
Criminal +3
Deviant Drone +3
Corrupt Drone +3

Empire Size Defines
EMPIRE_SIZE_BASE = 100
EMPIRE_SIZE_FROM_DISTRICTS = 0.5
EMPIRE_SIZE_FROM_SYSTEMS = 1.25
EMPIRE_SIZE_FROM_COLONIES = 2
EMPIRE_SIZE_FROM_BRANCH_OFFICES = 5
EMPIRE_SIZE_FROM_POPS = 2.5

Significantly increase negative modifiers for having too much empire sprawl
EMPIRE_SIZE_TECH_COST_PENALTY = 0.005
EMPIRE_SIZE_TRADITION_COST_PENALTY = 0.008
EMPIRE_SIZE_COUNCIL_AGENDA_COST_PENALTY = 0.005

In the future, might want to edit this system of penalties. Enjoy the role playing!

Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3027473552
 
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