Stellaris

Stellaris

Empire Sprawl Reloaded
41 Comments
Wilmfe23 Nov 23, 2021 @ 11:53am 
Maybe also give bonuses if you're significantly above your admin cap. That there is an advantage to having lots of beaurocrats around.
Rewasder Apr 19, 2021 @ 2:13pm 
aight, cool, I'll try it out
Cranky  [author] Apr 19, 2021 @ 1:58pm 
@raegorn planets back to vanilla and systems tripled instead of doubled. sadly I cannot differentiate between habitats and planets
Rewasder Apr 19, 2021 @ 7:20am 
how did you change it? Reduced the panet admin or maked it so habitat are considered different?
Cranky  [author] Apr 19, 2021 @ 3:38am 
@Raegorn: Changed btw now void dwellers should dwell more
Cranky  [author] Apr 18, 2021 @ 1:08pm 
Hi @Gwen ;-)
Cranky  [author] Apr 18, 2021 @ 1:07pm 
@Raegorn: Oh well never considered that, I'm not such a void dwellers fan :)
Rewasder Apr 18, 2021 @ 12:54pm 
I would reduce the empire size from planets and increase from systems. Or ideally, make a planet different from a habitat, this changes are so bad for Void Dwellers.
GwenBlanketSpecter Apr 18, 2021 @ 9:06am 
nice mod
Cranky  [author] Apr 18, 2021 @ 1:42am 
if you enjoy the tweaked values but have idea for improvement, lemme know
my little 90 subs :=)
Cranky  [author] Apr 15, 2021 @ 5:33pm 
yeah sure, let me check what changed tomorrow. maybe needs rebalancing becuz of the buildings change etc.
Wewei Apr 15, 2021 @ 4:14pm 
3.0.1??
JenkoRun Feb 5, 2021 @ 8:34am 
It should work on 2.8
SwL.Subtraktor Feb 5, 2021 @ 6:54am 
I have been looking for something to limit Empire Expansion for a long while now
Found this mod, tried to use it... requires Version 2.6.
Would be nice to get an updated version, because this sounds promising!
Cranky  [author] Nov 26, 2020 @ 9:30am 
shouldn't be... if there are let me know
JenkoRun Nov 23, 2020 @ 6:55am 
Any issues with 2.8? The update sorta secretly broke out of date mods
Cranky  [author] Jun 9, 2020 @ 1:22pm 
why would it need a compatch tho for starnet? increasing weights for districts?
Cranky  [author] Jun 9, 2020 @ 1:21pm 
actually tests showed that if you increase admin base cap by a larger number the AI started to expand like crazy. just thought that is interesting
Wewei Jun 8, 2020 @ 6:46pm 
Someone could make a compatibility patch for this mod and Starnet, so that AI can deal with the expansion as it should.

This mod should be part of the base game as good as it is!
Spaceception May 29, 2020 @ 3:52am 
Okay!
Ah, yeah. I have a mod which nerfs that, but if people only use this one, I get what you mean.
Okay, fair enough, I just thought of it as a way to link unity and sprawl a bit.
Cranky  [author] May 28, 2020 @ 11:19pm 
1. I will take a look at the edict thing. the decision I think is redundant with the already existing vanilla decision (also crime lord deal is rather op)
2. I will look into that
3. Hmm a little bit out of scope and more buildings I would have to overwrite :(
Thank you very much for your feedback, once I get back to Stellaris I will look into it :)
Spaceception May 28, 2020 @ 2:55pm 
Okay, I haven't had the chance to play with it, but I do have ideas:

1st A togglable edict that boosts admin cap a flat amount, & +50% bureaucratic output, +100% bureaucrat consumer goods upkeep (deleted comment - fudged numbers). This could be your Empire working overtime to incorporate pops after a war or something. You don't want to conquer only to be met with an enormous spike in crime
On that note, maybe a planet decision that costs unity & adds an enforcer, + reduces a flat amount of crime?
2nd Maybe the capital/sector capital can build a few admin buildings, all others only get 1. Now, capitals are more like your administrative centers
3rd All unity buildings should add + governing ethics, & have a limit again (like admin buildings. Several on caps, 1 elsewhere). But they should match current Temples, & Temples should be buffed to 10/15% instead of 5/10%
This way, you can outpace penalties from going over your cap but only at an investment of resources/pops/building slots
Cranky  [author] May 28, 2020 @ 11:51am 
it is savegame compatible. I thought about gestalts but increasing deviancy when vanilla already made it hard for gestalts to get amenities is kinda harsh.
I did not get much feedback on what I could improve sadly, well it's just a small mod with only a few subscribers :D
Spaceception May 28, 2020 @ 2:43am 
I don't know for sure, I had two games going when I found this, and I didn't know if it's savegame compatible (Is it?).

What does this do for gestalts, since they don't have ethics attraction or trade? Is deviancy just increased? Is energy/food boosted?
Cranky  [author] May 27, 2020 @ 11:20pm 
well some people said you can abuse it but then you can literally get unlimited resources in vanilla, so I don't really care. :)
I have to play again to really balance it out tho and check 1-2 things, 2.6 was only short time with mods updated and 2.7 was not really playable. :(
Some values have been built around the fact, that there was cohesion which would make early expansion more challenging and difficult.
as of now the mod feels a little bit too easy still :P
the upsides of having sprawl feels balanced tho in your opinion? considered the fact that megacorps have a higher penalty the trade value isn't too op?
Spaceception May 27, 2020 @ 3:41pm 
And I meant to write this earlier, but I like how there is an upside to having high sprawl, like it may not be immediately something you want to reduce. I think this will synergize really interestingly with meaningful crime and realistic ethics attraction.
Spaceception May 27, 2020 @ 11:25am 
Okay, thanks for the reply!
Cranky  [author] May 27, 2020 @ 11:08am 
still works, nothing's changed
Spaceception May 27, 2020 @ 5:49am 
So does this still work in 2.7? Does it just need a version change?
Wewei May 23, 2020 @ 2:25pm 
i use in 2.7.2, ok!
Cranky  [author] Apr 3, 2020 @ 2:30am 
@AngleWyrm: If you go over your cap you will get increased influence production.
AngleWyrm Apr 3, 2020 @ 2:20am 
I assume you understand that growing the size of your empire and empire size are not unrelated. Where you go with that is up to you
Cranky  [author] Apr 2, 2020 @ 5:18pm 
What does that have to do with empire size tho?
AngleWyrm Apr 2, 2020 @ 4:23pm 
I mean that constructing outposts (expanding your empire) costs a very limited resource called Influence, which is almost exclusively gained from declaring Rivalry against other empires. I've since found a great mod that eliminates that cost, called Influence Free Expansion
Cranky  [author] Apr 2, 2020 @ 4:21am 
@AngleWyrm not really sure I get what you mean by influence hard caps expansion
AngleWyrm Apr 2, 2020 @ 1:22am 
Influence hard caps expansion, quite arbitrarily I might add, and overshadows the value of decisions to exceed sprawl. So I suggest that you include edicts that basically erase the growth cap imposed by influence.
Cranky  [author] Apr 1, 2020 @ 4:24pm 
Added limit of 2 administrative offices and 3 for synaptic thing
Cranky  [author] Mar 31, 2020 @ 12:56am 
Sure a limit can be done. That would require to overwrite the building file then sadly.
AI mods like starnet overwrite building files sadly and I would overwrite them then.
Well atleast 1 file
starchitec Mar 30, 2020 @ 8:56pm 
I've actually been playing with a limit of 1 bureaucratic center per planet in a MP game, that does help a fair bit in my opinion. But even with that the penalties for sprawl are just not that bad, this may solve that issue. Will give it a try.
123nick Mar 30, 2020 @ 6:46pm 
would it be possible too maybe put a hard limit on how many beurocratic centers can be built? i think this mod helps a lot with how easy it is too just get past the admin cap limit in the newest update, but i wouldnt mind it being even harder. something like 1 beurocratic center per planet, maybe... but idk, maybe just having them produce less is better.
troopersmith1 Mar 30, 2020 @ 4:16pm 
Thanks for the update, I really like the changes this makes, keeps things more dynamic