Scaled Leader Capacity Fork
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.