Stellaris

Stellaris

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Administrative Rework
   
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22 Apr, 2019 @ 9:53am
23 Apr, 2019 @ 10:13am
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Administrative Rework

Description
I built this mod after finding an interesting idea for admin cap in the discussions of this mod: https://steamproxy.net/sharedfiles/filedetails/?id=1674401138
(I ended up using it as a base, so it shares some code with mine, but i did ask tonechild for the go ahead.)

Essentially, admin cap is now a resource you have to manage just like any other, with buildings associated with it and a policy to give a bit more income for ten years, though its a particularly expensive resource.

There are 4 tiers of buildings, and 1 starbase module, you start with the first tier and the starbase module.

I'm currently unsure of the balance for the cost of the buildings and jobs, i dont know if they should be cheaper or more expensive.

You can find the stats below.

Normal Empire
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1 Administratum: (7 Admin Cap, 2 Unity, -2 Energy, -6 Consumer Goods, -10 Amenities, -1 housing)

Building Level 1: 1 Admin Cap, -2 Energy, -4 Society Research
Jobs: 1 Administratum
Total: (8 Admin Cap, 2 Unity, -4 Energy, -6 Consumer Goods, -10 Amenities, -1 housing, -4 Society Research)

Building Level 2: 4 Admin Cap, -12 Energy, -20 Society Research
Jobs: 3 Administratum
Total: (25 Admin Cap, 6 Unity, -18 Energy, -18 Consumer Goods, -30 Amenities, -3 housing, -20 Society Research)

Building Level 3: 9 Admin Cap, -30 Energy, -60 Society Research
Jobs: 6 Administratum
Total: (51 Admin Cap, 12 Unity, -42 Energy, -36 Consumer Goods, -60 Amenities, -6 housing, -60 Society Research)

Building Level 4: 18 Admin Cap, -60 Energy, -130 Society Research
Jobs: 10 Administratum
Total: (88 Admin Cap, 20 Unity, -80 Energy, -60 Consumer Goods, -100 Amenities, -10 housing, -130 Society Research)
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Hive Mind
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1 Organiser: (7 Admin Cap, 2 Unity, -4 Energy, -4 Food, -10 Amenities)

Building Level 1: 1 Admin Cap, -2 Energy, -4 Society Research
Jobs: 1 Organiser
Total: (8 Admin Cap, 2 Unity, -6 Energy, -4 Food, -10 Amenities, -4 Society Research)

Building Level 2: 4 Admin Cap, -12 Energy, -20 Society Research
Jobs: 3 Organiser
Total: (25 Admin Cap, 6 Unity, -24 Energy, -12 Food, -30 Amenities, -20 Society Research)

Building Level 3: 9 Admin Cap, -30 Energy, -60 Society Research
Jobs: 6 Organiser
Total: (51 Admin Cap, 12 Unity, -54 Energy, -24 Food, -60 Amenities, -60 Society Research)

Building Level 4: 18 Admin Cap, -60 Energy, -130 Society Research
Jobs: 10 Organiser
Total: (88 Admin Cap, 20 Unity, -100 Energy, -40 Food, -100 Amenities, -130 Society Research)
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Machine Empire
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1 Organiser: (7 Admin Cap, 2 Unity, -8 Energy, -10 Amenities)

Building Level 1: 1 Admin Cap, -2 Energy, -4 Society Research
Jobs: 1 Organiser
Total: (8 Admin Cap, 2 Unity, -10 Energy, -10 Amenities, -4 Society Research)

Building Level 2: 4 Admin Cap, -12 Energy, -20 Society Research
Jobs: 3 Organiser
Total: (25 Admin Cap, 6 Unity, -36 Energy, -30 Amenities, -20 Society Research)

Building Level 3: 9 Admin Cap, -30 Energy, -60 Society Research
Jobs: 6 Organiser
Total: (51 Admin Cap, 12 Unity, -78 Energy, -60 Amenities, -60 Society Research)

Building Level 4: 18 Admin Cap, -60 Energy, -130 Society Research
Jobs: 10 Organiser
Total: (88 Admin Cap, 20 Unity, -140 Energy, -100 Amenities, -130 Society Research)
==================================================

Each worked job also has a small (0.5%) bonus to total amenity production on the planet, incentivising big bureaucratic worlds split between admin buildings and amenity buildings.

Starbase Module: 6 Admin Cap, -12 Energy
Cost: 200 Alloys

The changes to the base admin cap modifiers are as follows:

Base Admin Cap: 60

Empire Sprawl From Districts: 2
Empire Sprawl From Systems: 4
Empire Sprawl From Planets: 5
Empire Sprawl From Branch Offices: 4
Empire Sprawl From Pops: 0.3

Tech Cost penalty for ever point past Admin Cap: 0.2%
Tradition Cost penalty for ever point past Admin Cap: 0.35%

I added a policy that the ai always uses so they dont get much affected by this new system, this is because i have no idea how to get the ai to actually build these buildings.

(With the jobs i copied over GAI code to them, so that mod should be compatible and the jobs work fine.)
4 Comments
xerxes0 22 Dec, 2019 @ 8:29am 
I think the AI would build if by putting them with rest of the buildings and AI_weight for it to consider building
Timrath 5 Jun, 2019 @ 7:42pm 
Does it work in 2.3?
WHR | TMaekler 2 May, 2019 @ 10:06am 
Yeah, will be interesting to see the development here. One idea, if I might: was wondering if it is possible to split up the effects of administration points for the different categories admin cap touches. At the moment when you are over your cap it linearly effects everything equally. Would be interesting if you could spawn jobs which lower the effect on research but don't touch the others. And so on. You know if that would be possible?
LokiCharms 23 Apr, 2019 @ 3:13pm 
This is an interesting idea. I look forward to seeing how this mod develops.