Scaled Leader Capacity Fork

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Author: Nicho

Last revision: 21 May at 15:09 UTC

File size: 592.9 KB

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Description:

This mod is a fork of the ‘Scaled Leader Capacity’ mod by Mike Louis. This one, like that one, addresses the base game’s Leader Capacity by introducing a scaling mechanism tied to the capital buildings in your colonies and habitats. However, the numbers in this version are lower than in Mike’s.

  • The base Leader Cap is now 8 instead of 6
  • Each Tradition Tree completed now gives an additional +1 Leader Capacity. The exceptions are the Aptitude Tradition Tree which gives +2 (which, alongside the +1 given by ‘The Empire Needs You!’ Tradition within it, gives +3 Leaders from completing Aptitude). The ‘Ascension’ Tradition Trees also do not give any additional Leader Capacity (they’re strong enough already)
  • Each Ruler job gives +0.25 Leader Capacity, with the exception of Merchants. This is to prevent cheesing through (ab?)use of Mercantile & Merchants.
  • Adds five new technologies which give +1 Leader capacity each.
  • Adds an Edict for +1 Leader cap (at a reasonably high Unity cost).
  • Colony Capital Buildings increase the Leader Cap by +1 per level (starting at Tier 2), so +1/+2 per Building.
  • Habitat Capital Buildings increase the Leader Cap by +1 per level (starting at Tier 2), so +1/+2 per Building.
  • Machine Capital Buildings increase the Leader Cap by +1 per level (starting at Tier 2), so +1/+2 per Building.
  • Hive Capital Buildings increase the Leader Cap by +1 per level (starting at Tier 2), so +1/+2 per Building.
  • The Imperial Palace building (and its equivalents) increases the Leader Cap by +5.

As of V2 of this mod, Resort and Thrall World capital buildings no longer increase the Level Cap.

I continue to look into other methods, such as adding slots based on Empire Size, Sector Capitals, new Buildings, Edicts, and possibly other methods as well, but these just ideas and I can’t make any promises. If I find a way to do them, I’ll update the mod.