Stellaris

Stellaris

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18 Apr, 2019 @ 12:22pm
14 Jun, 2019 @ 12:28pm
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Enhanced Subjects

Description
Welcome to Enhanced Subjects for 2.3.*!!

This mod is created to make playing with Vassals, Tributaries, Protectorates and Subsidiaries. It makes changes to what they provide to their overlord. All subject behaviours remain the same/unaltered. You can play an Imperialist with the Feudal Society pick much easier and enjoyable.

Recommended mods that are compatible and fit with this:
Kingmaker 2.0.
Difficulty bonuses for vassals.

Vassals:
Vassals provide also part of their resources to the overlord.


Basic Resources
Mineral Tax: 15% of subject income.
Energy Tax: 15% of subject income.
Food Tax: 15% of subject income.

Manufacturing Resources
Alloy Tax: 8%
Consumer Goods Tax: 8%

Tributaries:
Tributaries in this mod must provide more tax to their overlord, double the Vassal amount.

Basic Resources
Mineral Tax: 30% of subject income.
Energy Tax: 30% of subject income.
Food Tax: 30% of subject income.

Manufacturing Resources
Alloy Tax: 15%
Consumer Goods Tax: 15%


Protectorates:
Protectorates provide also part of their resources to the overlord - this is much lower than vassals - at a half rate.

Basic Resources
Mineral Tax: 8% of subject income.
Energy Tax: 8% of subject income.
Food Tax: 8% of subject income.

Manufacturing Resources
Alloy Tax: 4%
Consumer Goods Tax: 4%


Subsidiaries:
Subsidiaries provide more of their resources to the overlord with a focus in energy.

Basic Resources
Mineral Tax: 10% of subject income.
Energy Tax: 30% of subject income.
Food Tax: 5% of subject income.

Manufacturing Resources
Alloy Tax: 5%
Consumer Goods Tax: 5%

Game files:

The mod overwrites basic game files:
00_corporate_subjects.txt
00_subjects.txt
00_tributary.txt
25 Comments
GnoSiS  [author] 9 Nov, 2019 @ 12:17pm 
Hello All, I will be porting and expanding this mod for Federations. Also I will be making a compatible version for Stellaris Immortal, once it is near maturity.
GnoSiS  [author] 4 Sep, 2019 @ 8:23am 
"vassals expanded and reworked" has eclipsed my work here. Please use that mod. This mod may or may not return for 2.4. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1813104049&searchtext=vassals+expanded+and+reworked
GnoSiS  [author] 23 Jul, 2019 @ 6:05am 
@gmirc That's even more invasive and doesn't make much sense lore wise and because they then are unable to pay for the special resource upkeep. I wish we could donate techs or have a way to transfer research points to subjects directly. That would be the best solution as it shows that you directly care for them and consider them a part of your realm. If you *really* need them as a vassal I suggest to pay the influence to integrate them and then release again. I also know that donating resources to them, will help them to develop and sometimes fix their economy or slow tech. I've seen protectorates grow out of it but don't expect it to happen if you're super tall and are near the end game.
Echo 23 Jul, 2019 @ 12:44am 
Then how about make a event, change all or some of the building of protectorates into tech lab, now their under protection, the only thing their need to do is catch up.
GnoSiS  [author] 22 Jul, 2019 @ 7:36pm 
I don't wish to change these in the mod cause then protectorates become irrelevant.
GnoSiS  [author] 22 Jul, 2019 @ 7:35pm 
@gmirc It's already too high from the base game: 80%!! You can double the rate by making it 90%. Edit 00_subjects.txt, on protectorate section "tech_cost_mult = -0.80" to "tech_cost_mult = -0.90". You'll find the problem is more that the AI doesn't build enough research and not that the multiplier is low. This happens if the protectorate is small or you chopped them up before making them a subject. Alternatively, you can shorten the tech ratio of technology superiority to be less than 50%. On the same file on the top change @protectorate_tech_threshold = 0.4
@protectorate_tech_switch = 0.5 to smaller values.
Echo 19 Jul, 2019 @ 2:02am 
can you make the technology bonus protectorates gain from the master higher? it seems their never will reach into vassal. not once.
GnoSiS  [author] 14 Jun, 2019 @ 12:36pm 
You can keep using this for 2.2 as well If you're rolled back. The base gamefiles I'm changing had no changes between 2.2 and 2.3/
GnoSiS  [author] 14 Jun, 2019 @ 12:31pm 
Updated! 2.3.* Compatible. No changes.
2.3.1 and 2.3.0 were buggy as hell.
Have a nice weekend guys!
GnoSiS  [author] 14 Jun, 2019 @ 11:56am 
2.3.2 Update incoming!!!