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Stellaris: Fox Leader Mod
Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. Learn more about Fox Leader Mod at GameJunkie. Enjoy the game!


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25 Oct 2019

File size:

0.367 MB

Direct Download:

This Mod Adds Fox Leader Mod to the Stellaris Game.

Compatible for 2.5, this mod greatly improves leaders. WIP

Check out…

Fox Human Cosmetic Overhaul Mod

Fox Leader Modv7f

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 12
– Minimum age reduced by 2 years
– Generals granted a boost 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 XP a month now.

Decisions Expansion PlanI’m working on implementing various decisions to the game right now covering three main areas: diplomacy, investment, and espionage.

Right now you can do a bit more with crime, let me know how you like it and if it is balanced; it is intended to be used against foreign players.

Diplomacy is going to unlock options to:
1) Effect Diplomatic Efforts – A slow and gradual effort that you can take to try and increase relations with another player.
2) Send Ambassador – This will be event focused requiring both parties to agree and will, again, increase relations.
3) Open Embassy – The final version of the decision granting some jobs to the planet you open an embassy on and solidifying relations between two empires.

Investment will consist of sending your resources to a foreign planet and helping their economy. This will require consent of both parties to conduct.
1) Humanitarian Aid – Send supplies to help with food and consumer goods or amenities on a planet. Should be used to help repair devistation and good for post-war aid.
2) Foreign Economic Investment – Invest in another empire’s planetary economy granting them temporary bonuses at a cost to you. This should be fairly expensive to do.
3) Support Criminals – This is an antagonistic option to help destabilize a foreign planet by helping the criminal underground. It will be expensive to do but should be useful for criminal organizations or against enemies.

Lastly, we have espionage which will start with spying on an enemy planet to get line of sight and information. I’ll likely have this option upgradable at an enemy capitol world giving you more sight, more information, and debuffs to their nation.

The problem with all of this is coding. I’m running into some roadblocks with decisions and will need help writing events. If anyone would like to help, please feel free to contact me.

– Updated for 2.5 and the new launcher.

– Removed gender policy constraints.
– Tweaked armies for testing.

– Added in gender leadership policies based on the kagami mod.
– Fixed the defines file. Mod should be working properly now.

– Added in new army icons. (This will conflict with any army overhaul mods)
– Minor tweaks.

– Quick fix to new decision
– Implemented in two new armies, the “Armored Assault Army” and “Commando Assault Force”. Still WIP.

V7b WIP “Policies” BUILD
– Implemented custom icons for decisions
– Tweaked the decisions.
– Began laying groundwork for future decisions including diplomacy, espionage, and investment.

– Updated for 2.2 patch and MegaCorps.
– Tweaked some of the defines.
– Still working on re-implementing the planetary policies.

– Updated for 2.0 patch. Fixed a number of bugs, probably introduced a new one. Need feedback on high level leaders to see if the graphics glitch.

– Updated for 1.9 patch. Compatible with 2.0.

– Changed color of low levels 1-5 to silver to help with contrast.
– Updated for 1.8 “Capek” patch. Tweaked for compatibility.

– 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.

– Updated for 1.5 “Banks” patch.

– Fixed graphical error (Thanks to GarGhuul)

– 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.

– 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.

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

– Updated for 1.1 “Clarke” patch.

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

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

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

– Released.

Compatibility:- Incompatible with other mods that directly affect leadership stat growth.
– Incompatible with mods that alter the 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: Fox Sensors Mod Fox Human Cosmetic Overhaul Mod

How to install this mod: Download the file. Unzip the archive. Copy the mod folder to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/

If folders are missing, try running the game or make them by yourself.

Unpack .mod file to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod

Or just use Subscribe button if you are using Steam Account.

Enable desired mods from the launcher and click Play button.

Enjoy the game:)

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