Stellaris

Stellaris

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Fox Leader Mod
 
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0.013 MB
May 12, 2016 @ 1:45pm
Sep 21 @ 9:15pm
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Fox Leader Mod

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In 2 collections by James009
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Description
Updated for 1.8.* this mod greatly improves leaders.

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Fox Human Cosmetic Overhaul Mod

Fox Leader Mod
v6

Originally posted by author:
Those that lead are paramount to our survival.

This mod changes leaders to be more important by allowing the player to select from more of them, have more leaders active, and increase their skill rates and caps. Generals, specifically, have received a small bonuses to XP gain. Leaders can also be slightly younger than before.

This mod is NOT a hard defines edit.

Specifics:
- Pool size 5
- Capacity increased by 2
- XP gain increased by 0.1
- Leader level cap raised to 8
- Minimum age reduced by 2 years
- Generals granted a boost of 5 to ground combat
- Increases General and Admiral XP gain by 5-10 (roughly 33% faster).
- Updated skill rank images that go from silver stars to gold stars.
- Leaders gain 3 or 4 XP a month now.

Version:
V6
- Changed color of low levels 1-5 to silver to help with contrast.
- Updated for 1.8 "Capek" patch. Tweaked for compatibility.

V5d
- Updated for 1.5.1 patch. Incompatible with 1.5 patch due to inability to read .lua file edits.
- Increased initial leader capacity to 15.

V5c
- Updated for 1.5 "Banks" patch.

V5b
- Fixed graphical error (Thanks to GarGhuul)

V5
- Updated for 1.3 "Heinlen" patch.
- Leaders now gain 3-4 XP a month. This was based on code from the Wisdom of Age mod by ftisovec.

V4c
- Removed leader_events.txt hotfix as it was no longer required.
- Tweaked leadership.lua:
- Slight increase to skill gain for taking certain actions.
- Governors gain experience slightly faster based on actions.
- Generals gain experience slightly faster, boosted experience gain when losing troops.
- Scientists gain experience slightly faster, especially those captaining science ships.

V4b
- Implemented trait limit fix (overwriting leader_events_1.txt)
- Updated for 1.21 patch.

V4a
- Updated for 1.1 "Clarke" patch.

V4
- Updated for 1.03 patch.
- Increased skill increase rate for Generals and Admirals.
- Combined loose .lua files into one BIG .lua file.

V3
- Added graphics for skill ranks 6-8.
- New ranks are gold stars, previous ranks (1-5) are silver stars.

V2
- No longer dependent on defines.lua. You can use other defines mods now.

V1
- Released.

Compatibility:
- Incompatible with other mods that directly affect leadership stat growth.
- Incompatible with mods that alter the leader_skill.dds file.

To-do and Ideas:
- Use separate skill icons for military (ranks), science (degrees), and politics (achievements).
- Add more ways to gain XP.
- Passive XP gain (needs revision).
- More traits.
- Make governors generate a very minuscule amount of influence based on their level. Very small increase in income and minerals based on level.
- Make scientists generate a very minuscule amount of research based on their level. Increase in scanning speed and anomaly chance based on level.

See my other mods:

Thanks!
Popular Discussions View All (2)
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Oct 30, 2016 @ 1:38pm
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May 15, 2016 @ 1:57pm
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170 Comments
Ch53dVet Nov 14 @ 9:17am 
What has the minimum age level been set to?
Lately, getting any pooled or starting researchers in their 20's is a rarity.
I'm also not seeing anybody advancing beyond level 5 anymore since the 1.8 patch.
James009  [author] Oct 11 @ 11:30am 
Probably. I haven't gotten around to checking yet, probably will do so tomorrow.
Ch53dVet Oct 11 @ 8:59am 
Is this still ok with the 1.8.2 revision?
Nic_1990 Sep 26 @ 8:13pm 
I have a machine empire with a level cap of 5 and a max of 2 skills per leader, is that intentional?
James009  [author] Sep 22 @ 12:08pm 
I haven't dabbled in buildings yet. I'm sure it can be done, just don't know how.
NeverKlever Sep 22 @ 1:47am 
awesome work just one question can a building be made to up the influence cap from 1000 to say 2000 or more and can a building be used to up the leader cap like a royal house to give a plus one to leaders
James009  [author] Sep 21 @ 4:54pm 
So, this appears to work fine with the new patch. I'll hopefully have it updated tomorrow and remove the level 8 leader cap. Passive XP gain and XP increases remain.
Darrien Sep 20 @ 5:05pm 
That is true the passive XP gain is a good thing to have.
James009  [author] Sep 20 @ 3:12pm 
Gonna have to see how they've changed things. I'll have to update it for sure. I figure it'll still be nice to have for the passive XP gain for Admirals and Generals.
Darrien Sep 20 @ 3:00pm 
Now that they raised the leader level cap to 10 based on traits, civics etc what is the plan for this mod now?