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probably interchangeable with bureaucrat modifiers in most cases.
You have to look for modifiers increasing the ressources generated by a certain job. Which is in the first place unity for Administrators. But there are also other ressources like Trade Value for the Manager. If there is a modifier increasing Trade Value only the Manager will get them. It will not be added to Bureaucrats for instance.
The explaination in the wiki is very compact about this.
The wiki gives a good example for a modifier affecting Miners "For example, Mineral Purification Plants add Minerals from miners +1 Mineral output to Miners", but I can't seem to find a list of all modifiers that affects Administrators
There is no such list, because modifiers are explained where they stem from, e.g. research, civics, traits,...
The best way to find them is looking for modifiers effecting a specific ressource, but that is just a workaround.
You maybe want to ask your question in the wiki under discussion. Maybe there is an easy way to add such a list to the wiki.
There's different ones and you can add even more with some civics. Like if normally you have Politicians and you take the Merchant Guilds civic, now some politicians are replaced with Merchants. Or if you take the Technocracy civic, now some are Science Directors. What makes these jobs different is the resources they produce.
There's a technology line that increases resources generated by jobs made by the capital building by 10% per level of the technology bit it also increases the upkeep of jobs made by the capital building by 10%.
Universally they all produce amenities, so any modifier to the empire or planet or species occupying the job that increases amenity generation, affects the job. This can include things like the Charismatic trait on the species occupying the job, or having a resort planet increases the amenities they generate by 15%, or technology that increases amenity generation by a %. The planet's governor's level affects it too. The higher the level of the governor, the more resources all jobs on a planet produce by a %.
All ruler jobs except the merchant job added by by the Merchant Guild civic produce unity. These are also affected by anything that increases unity generation of the empire, planet, or species occupying the job.
Then you have specific ones that add trade value like the merchants or the megacorp managers. Or you have science directors that produce science. Same thing, anything that increases trade or science.
What you should do is go to a planet and look at the jobs and look at the ruler jobs and then look at what they produce. Then you would look for things that modify those resources.
As for what "affected by administrator modifers" means now; it's the two bureaucratic civics that affects bureaucrat specialists and most ruler pops, and maybe some buildings as someone else mentioned. They are some weakest civics and modifiers in the game, which is probably why the wiki didn't care to go in depth compared to the other bonuses, because although theres a lot of modifers, but they're quite pointless for most players. Wiki's are made by human authors after all
Hope that helps