Stellaris

Stellaris

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Feudal Origins
   
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864.888 KB
21 May, 2020 @ 8:58pm
24 May, 2020 @ 5:02am
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Feudal Origins

Description
Update v0.3:
Removed corporate authority lock on Interstellar Trader's subsidiaries so they will spawn as normal empires most of the time, allowing you to set up branch offices.
Added the -50% relative power opinion penality effect of "Feudal Society" to Feudal Empire Origin.

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This mod adds three new Origins to the base game, which allows you to start the game with two subjects, and possibly already in a federation.
The three added origins are:

1. Feudal Empire
You start the game with two vassals already occupying the habitable world slots (if they exist). You do not need to have the Feudal Society civic to allow them to expand.

2. Semi-autonomous Colonies
You start the game with two tributaries in a hegemony federation. The tributaries will be of the same species as you and will occupy two small gaia worlds.

3. Interstellar Traders
You start the game with two subsidiaries in a trade league.

Known issues:
# (possibly vanilla) (rare) Sometimes the subject empires can spawn on a planet guarded by hostile NPCs. Can be mitigated by setting guaranteed habitable planets to 2.

Note on possible compatibility issues:
This mod does not replace any vanilla files. However, this does not mean it will not have any compatibility issues.
1. For now, the subjects will only spawn on vanilla planet types if an existing habitable planet is not available.
2. There is a change in game_rules to allow subjects to expand with the "Feudal Empire" origin. Mods that change subject expansion rules may conflict with this mod.

Otherwise, this mod mostly reuse vanilla initialisation code, so if something works with Common Ground / Hegemon, it will mostly work with this mod.

Possible future expansions:
1. Starting with any federation type, like martial alliance or research cooperative.
2. Starting as a subject empire with some bonuses.
28 Comments
HorrifyingAbscess74 31 Jul, 2022 @ 4:51pm 
Could you update?
Voidseeker 5 Sep, 2021 @ 2:07am 
Could you make it so that the Trade League Origin works with Merchant Guilds, too?
MrFunEGUY 16 Apr, 2021 @ 12:54am 
This works in 3.0, but the intel doesn't update for your federation members. If you use my Feudal Empire federation mod and the patch for this mod, I've fixed that.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2116278405
Them8 15 Apr, 2021 @ 4:03pm 
still works in 3.0
raffaeletavernari.96 22 Nov, 2020 @ 9:38am 
Pleas update this mod for 2.8.2 thanks
MrFunEGUY 12 Nov, 2020 @ 11:15pm 
I can confirm it still works in 2.8.
Cosmic Cat 8 Nov, 2020 @ 2:12pm 
Any clue if this mod still works in 2.8? I was curious to try it out.
Kepos 7 Oct, 2020 @ 2:46am 
We actually tested this mod on multiplayer game and found it quite OP as there are literally no negative effects, which results in truely overpowered gamestart. Besides your two vassals from start, you still get the 2 guaranteed colonies.
C.A. 15 Sep, 2020 @ 7:05am 
I accidentally found a bug, it is possible that your subjects spawn as fanatic purifiers and attempt to break away from the federation from the very beginning. That's quite awful. But anyway, this mod is really great!
Realhollow 15 Aug, 2020 @ 7:49am 
Think we might need of the benvolence boosts to inc tech help no point if them haveing huge fleets when they all useing mk 1 amour and basic shields at 2330.