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You'll want to look at :
CAPITAL_FROM_EMERGENCY = 12 (How much PC you get from Emergency Powers)
CAPITAL_FROM_POPULARITY = 8.0 (Self-explanitory)
CAPITAL_FROM_MAJORITY = 25 (I think this is the 'election honeymoon' thing?)
POLITICAL_CAPITAL_MAX_MULTIPLIER = 2.0 (What determines max PC = PC per Turn * 2)
POLITICAL_CAPITAL_PER_MINISTER = 3 (Max PC per turn gained per Minister)
So the way the game counts your Maximum Political Capital (PC) is :
Max PC = Current PC per Turn * 2
The problem with trying to mod PC is that the only way I can see are :
1. Editing the simconfig.txt
2. Creating a new situation that works similar to Emergency Powers
3. Editing 'Emergency Powers'
4. Editing Popularity PC
1. Can be done on a user's end but can't seem to work via workshop. I think the game doesn't let you override stuff in original files.
2. This was what I tried to do with this mod, but it didn't do anything. Most likely because #3
3. This also can be done on the user's end (e.g. to make Emergency Powers start trigger at 0, meaning it auto starts giving +12 PC per turn) but not on the workshop end because also overriding. Also the number +12 comes from config.txt so this is likely why any other policy/situation/simulation trying to add PC does nothing.
4. Also located in simconfig.txt
Since it achieves the same thing as what this mod was trying to do, I'll stop trying to fix it.