Stellaris

Stellaris

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Administrative Capacity Expansion [2.5.1]
   
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1.163 MB
15 Feb, 2020 @ 7:25pm
12 Mar, 2020 @ 3:40pm
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Administrative Capacity Expansion [2.5.1]

Description

Administrative Capacity Expansion
An Expansion to Stellaris base game, gives multiple new buildings, new civics and the possibility to increase Administrative Capacity with the use of certain jobs.
Supported Version 2.5.1

This mod is outdated and only works for 2.5.x. It will not be updated for 2.6.x or later versions, since most of the elements are carried over into vanilla from 2.6.x. Some elements might come to live in a future mod.

Jobs
Politician (Ruler)
Bureaucrat (Specialist)
Investor (Specialist)
Shareholder (Specialist)

Gestalt Jobs
Supervisor (Complex Drone)
Hive Controller (Complex Drone)

Buildings
  • Bureaucracy Department
  • Office of Bureaucracy
  • Planetary Bureaucracy Administration
  • Government Bureaucracy Bureau
  • Administrative Department
  • Administrative Spire
  • Administrative Infrastructure
  • Controller Warren
  • Controller Institute
  • Controller Nexus
  • Investment Firm
  • Parliament

Corporate Buildings
Shareholders Branch Office

Civics
Rational-legal Authority
  • Capital Buildings replaces’ all Administrator Jobs with Politician Jobs and provides additional Bureaucrat Jobs
  • Bureaucrats no longer reduces Amenities
  • Can construct Parliament building
  • Unlocks Government Bureaucracy Bureau building, upgrades from Planetary Bureaucracy Administration
Streamlined Bureaucracy
  • Bureaucrat jobs produce +1 Administrative Capacity
  • Bureaucrats no longer reduces Amenities
Corporate Civics
Shareholders
  • Can build Shareholders Branch Office Corporate Building

Changes to Original Game
Empire Sprawl increases with the amount of Pop in your empire.
All Capital buildings of Gestalt and Regular Empire, provides Bureaucrat jobs, according to the empire type.
Bureaucratic Complex now adds 1 Administrator and 1 Bureaucrat job

Future Plans
  • Event chain for Parliament
  • Bureaucratic Ecumenopolis
  • Increasing Empire Sprawl Penality
  • Fixing AI weights
  • Descriptions for all buildings and jobs.

Known Issues
  • Gestalt empires are able to upgrade their buildings without upgrading their Capital first
  • Bureaucrat Jobs Amenities are a little off, especially with traits Charismatic or Repugnant
  • Admin Cap on job base produciton shows too much in some cases

Disclaimer!
I'm very new to the modding scene of Stellaris, this is my first actual published mod. It might not be balanced or extremely great, but I'd like comments/feedback from anyone, what to change or whatever it should be.

This mod might be very overpowered in some situations I'm not sure, still testing it out. I have no idea how the AIs react yet, I'm not much into how everthing should be weighted yet. But balancing, updates and changes might come in future.
Popular Discussions View All (2)
5
21 May, 2021 @ 11:07pm
Report a Bug
James Gefyrst
0
26 Feb, 2020 @ 7:57am
Suggestions and Ideas
James Gefyrst
36 Comments
Jokoff Schön 25 May, 2022 @ 12:16pm 
So now they "removed" theese buildings will it get updated?
Gryphon 3 Aug, 2021 @ 3:09am 
You don't mind if i make an updated version or maybe an updated-altered version of your mod or an administrative mod based on your mod?
Spiritouspath 21 May, 2021 @ 11:07pm 
stellaris mod missing descriptor file appears so please look into that
BHL.Kriminel 5 May, 2021 @ 2:01pm 
Can we get an update for 3.0.X ?

Pleaaaaaase :D
aemeric 25 Nov, 2020 @ 10:56am 
@James Gefyrst - Can we get an update for this to 2.8.1 Butler?
Tunch Khan 24 May, 2020 @ 8:52am 
What can we do to have it work with 2.7.x.? Prayers and thoughts?
James Gefyrst  [author] 25 Mar, 2020 @ 2:22pm 
@patrick.mcdowell Because it isn't. This mod ain't suppose to be played with 2.6.x. It's deprecated and outdated and there won't be an update for this mod.
Maybe later some of the elements might be carried over into some other mods, but for now it's only for 2.5.x
patrick.mcdowell 25 Mar, 2020 @ 10:30am 
Mod not showing as 2.6.1 compatible
Azela 23 Mar, 2020 @ 10:59am 
it modifies the plants at the start of the game and breaks the unplayable game start economy.
James Gefyrst  [author] 5 Mar, 2020 @ 8:02am 
@Mista_Majik_Moshos actually really good question, thank you. I'm gonna push one "final" update this Sunday or Monday, with the stuff I've been working on and changes. I might come back later again to make some changes and finish the localisation. But don't have much other planned for adding anything than what is coming soon.
After that I'll have to see how exactly the new update 2.6.0 works and what contradicts with what's in the mod. Since some of the features are very simular.
Then maybe if necessary I'll make an updated version for 2.6.0 with the stuff that isn't the same. So I can only say it all depends.