Dynamic Leader Cap

If you liked this item, please rate it up on Steam Workshop page.

Author: dohmmass

Last revision: 15 Jun, 2023 at 12:17 UTC (1)

File size: 534.53 KB

On Steam Workshop

Description:

Do you think that a static leader cap doesn’t make sense?
Do you think that immensely populated planets only resulting in 1 trustworthy politician is stupid?

Then this mod is for you!

My goal for this mod is to give users a way to increase Leader Cap even further, with some custom buildings!
This way your nature loving, God fearing, heavily industrialized empire can properly administer it self with dozens of leaders!

What does it modify?
A few planet buildings, starbase buildings, and the Strategic Coordination Center now increase your Leader Cap.

What does it add?
A custom holding that steals Leader Cap from subjects.
A branch office building that increases your Leader Cap.

Is it balanced?
I aimed to make it somewhat balanced.
It inheritely deviates from the intended use of Leaders, this mod will make science ship rush a thing again.

A breakedown of the
Buildings:
military academy: +1
dread encampment: +1
noble estates: +1
order keep: +1
order castle: +1
institute: +1
supercomputer: +1
archaeostudies faculty: +1
ministry production:+1
production center: +1
planetary administration: +1
planetary capital: +2
system capital complex: +3
administrative array: +1
planetary processor: +2
primary nexus: +3
hive core: +1
hive nexus: +2
habitat central complex: +1
resort governing complex: +1
thrall world major capital: +1
imperial palace: +5
imperial complex: +5
imperial center: +5

Starbase Buildings:
interstellar recruitment office: +1
fleet academy: +1
curator think tank: +1
art college: +1
salvage works: +1

Ring Buildings:
noble estates: +1

Megastructures:
strategic coordination center
stage 1: +2
stage 2: +5
stage 3: +10

Mod Buildings:
mod holding: +2
mod branch office building: +1

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.