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Solicitius

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Apr 14, 2016
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Hello Gentlebeings,
I’m in need of some help here. I like to play my game as wide as possible, but with the latest patch, I can’t find the code lines for tweaking base administrative capacity and pump those rookie numbers up. I’ve looked in common/defines and in many other files, but I can't seem to find the line (anymore). Pls help: I don’t care for many things in Stellaris, but forcing me to play tall too would be the last straw. Ty.
 
I may have found a workaround, but by K'reel grace, it has been an hassle to find. In: "common/pop_jobs/02_specialist_jobs"
Line 1244 : "country_admin_cap_add = 10"
Changed it to 100.

For the moment it is the only way I've found to increase the admin cap, and it should work for any kind of empire.
If anyone finds a better way to tweak administrative capacity, pls let me know.
 
You can try a custom edict:

Code:
my_mod_admin_cap = {
    length = -1
    edict_cap_usage = 0
    icon = "GFX_edict_type_time"
    resources = {
        category = edicts
        cost = {
            influence = 0
        }
    }
    potential = {}
    allow = {}
    modifier = {
        country_admin_cap_add = 9999
    }
    ai_weight = {
        weight = 0      
    }   
}

It should not count towards your edict limit. If you want the AI to have the same advantage, set the ai_weight to 100. Can't tell how it will handle it though.
 
Ty for the tip. but in the long run, I think I'll use the tweak I've already implemented.
Not only because it's a little simpler :S, but because I prefer to share a galaxy with fellow conquerors XD
 
Ty for the tip. but in the long run, I think I'll use the tweak I've already implemented.
Not only because it's a little simpler :S, but because I prefer to share a galaxy with fellow conquerors XD
Don't forget to go to the gestalt jobs file and change the numbers for Synapse Drones (country_admin_cap_add = 5 ) and Machine Coordinators (country_admin_cap_add = 15 ) to your preferred numbers. If you wanted this to also work for hives and machines, that is.
 
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Don't forget to go to the gestalt jobs file and change the numbers for Synapse Drones (country_admin_cap_add = 5 ) and Machine Coordinators (country_admin_cap_add = 15 ) to your preferred numbers. If you wanted this to also work for hives and machines, that is.

TY so very much!
Time to bring out my highly adaptive, rapid breeding hive mind.
Colonization level: KEKEKEKEKEKEKEKEKEKEKE.
 
just out of curiosity, why would you bother to mod this when with the current state of things people are complaining that it is too easy to keep sprawl down?
 
just out of curiosity, why would you bother to mod this when with the current state of things people are complaining that it is too easy to keep sprawl down?

Good... for them? But I have trouble understanding how this could be. In my experience, it's quite the opposite. Especially in the early game, when you rush to claim new territories. I find more believable a vocal minority of munchkins is bored of all the min-maxin they have already done in their setup and are looking for even more munchking. Which is not how like to play Stellaris. At all.
...Or it could be I like to play a wider game than most, and consequently I mod Stellaris since day one to suit my preferences. Just to put things in perspective: in a 1k stars map for example, 30 colonies are the least I tend to aim for. I long to build an empire, not a province.
Which is why I’ve recently begun to even amplify the output of technicians, artisans and a couple of megastructures (not just for me, ofc). Not only because it also makes a little more sense from a roleplay perspective (once completed, a Dyson sphere should sustain your whole economy and some), but because, again, I detest to play tall. I understand the conundrum of balancing strategies from a dev perspective… it’s just that “tall” doesn’t make any sense to me. Instead, multiplying by 5 the technicians’ output offered me the most fun game I’ve had in a while, and I hope you’ll try it.
Stellaris is a fantastic game, albeit with some strong designing choice: but where in war, basically all of these restrictions can be ignored or bypassed with a single Colossus, the economic system and its demands feels still quite stiff. Personally, I think the output of every structure should be higher than it is at the moment, especially for crystals, motes and gas. :S
In the meantime, let's keep on modding.