Stellaris

Stellaris

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EAC: Empire University
   
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File Size
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1.710 MB
Apr 1, 2018 @ 11:11am
Jun 1, 2018 @ 7:08pm
23 Change Notes ( view )

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EAC: Empire University

In 2 collections by The Dadinator
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EAC Mods for 2.1
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Description
2.2 version: Empire University

This mod allows you to hire leaders based on the trait you need for starting between 1,000 and 3,000 energy depending on the trait with costs scaling as your empire grows. It works for all leader types and traits that can be hired. Advanced leaders with multiple starting traits start at 7,500 energy and 75 influence and also scale as your empire grows.

Latest Updates
  • Added an option on the main Empire University screen to get 5 extra leader slots. Each slot filled will cost 10 energy and 0.2 influence per month.
  • Added full descriptions before hiring the leaders. Let me know if somethnig doesn't show properly as this was all hand coded.

Using the mod
The mod places a free planetary edict on your capital world called Access Empire University. Clicking the edict opens the initial university screen where you choose which school to hire from:
  • Naval Academy for admirals
  • Army War College for generals
  • College of Sciences for scientists
  • School of Public Service for governors

From there, with the exception of the College of Sciences, you get a list of traits and hovering over each button tells you how much it will cost. For the College of Sciences, since there are so many traits, they are broken down into further specialties:
  • General for traits that cross the science specialties
  • Exploration for traits that help surveying and anomalies
  • Physics, Society, and Engineering for traits related to their respective science specialty.

Features
  • Added an option on the main Empire University screen to get 5 extra leader slots. Each slot filled will cost 10 energy and 0.2 influence per month.
  • Only allows leaders that appropriate for your ethics, government type, and technology understanding (follows base game rules with one exception noted below for Psionics)
  • Adds the appropriate secondary trait when your species is ascended (no extra costs).
  • Can choose Jack of all Trades for Physics, Society, or Engineering for the starting cost of 7,500 credits and 75 influence.
  • Can get a Psionics leader without the required tech by spending at least 7,500 credits, 75 influence, and waiting a year for the scientist to be found (costs scale as your empire grows). Be advised that if you don't have a leader slot available after that year has passed, you don't get the scientist and only get a partial refund. The empire modifiers window will show how long until the scientist is located.
  • Supports Synthetic Dawn traits [requires DLC Synthetic Dawn].
  • Works with the additional traits added from EAC: New Additions if the mod is enabled. See below for how to get this mod working with EAC New Additions mid-game.
  • Works with the additional admiral trait added from EAC: At War if the mod is enabled at game start.
  • Works with Hands of State 2.0 traits if active on new games. Thanks to AlphaAsh for making this possible and Skeleton Knight for the suggestion.
  • Works with Imperial Routine - Starbase Admirals if active on new games. Thanks to 1yur for making this possible and xnadu77 for the suggestion.

Using with EAC New Additions mid game
If you start using this mod with the EAC New Additions mod mid-game, you may need to run a console command so that the EAC New Additions leader traits work. Open a console window with the ` key and type event eac_start.1 and press return. Then just close the console window by hitting ` again.

Using with Hands of State 2.0 mid game
If you start using this mod with the Hands of State 2.0 mod mid-game, you may need to run a console command so that the Hands of State 2.0 leader traits work. Open a console window with the ` key and type event handsofstate_events.1 and press return. Then just close the console window by hitting ` again.

Compatibility
This mod does not overwrite any vanilla files so it should be compatible with other mods.
Compatible with Stellaris v2.0.* (Cherryh)

If you like this mod, please rate and favorite.


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Bugs, Feedback and Suggestions
You can post comments here or in the Discord channel for my mods[discord.gg]. I take all constructive feedback and suggestions seriously.

[discord.gg]
86 Comments
Peter34 Feb 14, 2021 @ 10:22am 
I think there's a new mod that does something very similar.
Dr Jimothy Feb 13, 2021 @ 11:01am 
If anyone has revived this mod please link it.
Izanami Jun 5, 2019 @ 3:28pm 
This mod dead in the water?
The Dadinator  [author] Jan 2, 2019 @ 10:17am 
@Kepos- no this mod did not remove negative traits... it was simply to get a better qualified leader for a price.
Kepos Jan 2, 2019 @ 10:10am 
Just noticed this mod by your 'poll'...

Magnus added to re-train negative traits to his Leader Traits . Does your mod also offer this option?
Peter34 Aug 27, 2018 @ 5:57am 
It's not feasible?
Peter34 Aug 11, 2018 @ 1:01am 
Is it feasible?
Friedrich Jul 26, 2018 @ 11:42am 
Consider allowing players to select multiple traits for a single leader but at exponential cost. Would be pretty nice IMO.
Peter34 Jul 10, 2018 @ 4:35pm 
Very nice. I like the Xenology mod a lot, it adds some neat Species GeneTraits, which in turn can cause Leaders to have certain new Leader Traits.

But I also like the idea of being able, at *great* cost, to build one or a very few Leaders exactly as I wish them.
The Dadinator  [author] Jul 10, 2018 @ 9:25am 
I will look into that mod and see about supporting it. No promises as it looks like a complex mod and I am off on vacatrion for a few weeks. Thanks for the feedback and I will let you know if it is feasible to add support.