Stellaris

Stellaris

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Subject/Diplomacy Balance [latest]
   
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20 Aug, 2023 @ 9:57pm
21 Jun, 2024 @ 5:21pm
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Subject/Diplomacy Balance [latest]

In 1 collection by Suzarr
Suzarr's Mods
24 items
Description
Mod Version 1.15, for Stellaris v3.12.5

This mod applies numerous adjustments and balance changes, as well as some bug fixes, to the vassal and diplomacy systems.

- Influence costs of modifying vassal contracts vastly reduced.
- Relative power for deal acceptance weighting limit significantly increased.
- AIs will be much more willing to negotiate trade deals, even if relation penalties make it more difficult (it won't be a permanent outright "NO" in all cases anymore).
- Several related balancing changes.
- Trade League trade policy values revised back to match both individual specializations in consumer goods and unity, to undo the nerf done in Stellaris v3.5.2 official.
- Removed additional warscore penalty for unoccupied claims with an upgraded starbase (and no planets).
- Reduced the penalty to federation cohesion per empire joining or leaving, so you aren't always guaranteed to lose level 5 every time.
- Relaxed the cap for maximum subjects integrating simultaneously from 1 to 3, if you can afford it.
- Added vassal agreement options to take a percentage of your vassals' naval capacity, similar to resource contributions.
- Wartime occupation values modified to weight higher-value targets more, based on pops and upgraded starbases.
- Tweaked some values for minimum and maximum subject resource taxes and subsidies, for different vassal types.
- Fixed bug where "assert overlordship" wargoal for revolt events was not working properly.
- Assert overlordship wargoal will result in retaining your vassal mostly as-is (ignoring other claims made) for independence wars. For rebellions, the rebel nation will be destroyed and original owner retains ownership.
- Winning an Assert Overlordship wargoal will now force the losing vassal to be much more loyal for a period of time.
- Fixed being able to use "Bring Into The Fold" wargoal against your own overlord, which would have no effect. (must use Independence first)
- Fixes a bug in which invading pre-FTL planets was being blocked by first contact policy instead of pre-FTL interference policy.
- Fixes megacorps not being able to use Hostile Takeover casus belli based on branch offices in subject's or overlord's territory (non-federation) despite that being a sufficient condition for creating branch offices without a commercial pact or federation.
- Revised the Land Appropriation policy so that it is available from the start of the game, and can be accessed by gestalt empires.



Part of Suzarr's collection of gameplay enhancements, balance tweaks, and bug fixes.
All mods in this collection are designed with modularity in mind, so you can pick and choose to use the components you like, and ignore the ones you don't. None of these mods depend on one another, compatibility with each other is guaranteed, and load order within the collection does not matter.

Looking for an alternate-language localization? See below:
Rus Perevod Перевод всей коллекции
*Disclaimer: I cannot personally guarantee the accuracy of any non-english translations. If you find any issues or apparent inaccuracies, please contact the translator.
*If you would like to request or submit a localization to be added into the core mod, feel free to get in touch in the comments!

Finishing an old save on a Stellaris rollback version?
Check out my (Archive) for older versions that might be compatible.
18 Comments
perl 13 Jan @ 8:17pm 
Does this work with "vassals expanded and reworked"?
Anti4iteR 13 Dec, 2024 @ 11:16pm 
3.14 update?
Suzarr  [author] 28 May, 2024 @ 11:30pm 
This mod has been updated and confirmed for version 3.12.2.
Suzarr  [author] 15 Mar, 2024 @ 8:18am 
Yes the UI mod causing this makes sense, as that's not something I've ever seen in using the mod. Also yes the changes you describe below (particularly related to the Bulwark and Satrapies having different limits) are all working as intended.
KampfTomate007 15 Mar, 2024 @ 5:16am 
Something i did notice was that the naval cap contribution buttons were partially overlapping, eg 60% and 75% were almost fully covering 0% and 15%, leaving a couple pixels of space for you to hover over them and see what they do on the tooltips.

I do use UIOD though, so maybe that's why.
KampfTomate007 15 Mar, 2024 @ 5:16am 
So i got to the point where i got my first vassal and i can confirm the following features work:

-influence cost for creating/modifying contracts is basically non existent (30+- influence, 5+ when modifying)

-naval capacity contribution can be set from 0-45% for most, 15-45% for bulwarks, but i couldn't set it to 60 or 75% for any of the 3 specialist types, regular vassals, or tributaries, but i assume that 45% is supposed to be the default limit and 60/75% is specifically for satrapy types.

-Also resource contributions are much more flexible, which is very nice imo because it makes more types viable, also basic resources only take up to 1.50 loyalty at 75%, while advanced and strategic do 2.25, and research 3.75, which was weird to get used to, but after a while it was nice because it rewards you for taking basic resources and refining them yourself.
KampfTomate007 4 Mar, 2024 @ 5:04am 
Alright none of those seem too important to me personally, i am mostly interested in the additional espionage options and fleet contribution cap removal, with things like additional/reworked resolutions being mostly a bonus.

I will go ahead and try this mod without EEaD just to see if it works with the current version soon.
Suzarr  [author] 3 Mar, 2024 @ 10:53am 
@KampfTomate007 There are some conflicts in AI "attitudes" (trade deal willingness), warscore manipulation, and the changes to the revolt wargoals. I would recommend putting this mod after that one in the load order, to ensure the wargoal changes don't break. The only advertised change you should lose from EEaD is "- AI will try to vassalize and attack weakened players more often".

No guarantees of compatibility, of course. Just that's what it looks like after scanning through the files. Also bear in mind I haven't checked this mod for compatibility with 3.11.* yet, so if you are running the new patch, no guarantees there either at this time.
KampfTomate007 3 Mar, 2024 @ 4:58am 
Mostly asking because EEaD theoretically has a fix for the armada overlow by simply removing the hard cap
KampfTomate007 3 Mar, 2024 @ 3:38am 
Hey i got a question:
Do you know if this is compatible with "Expanded Espionage and Diplomacy"?

The EEaD mod seems to change quite a lot but so far i didn't notice anything about vassals, so i was hoping i could combine it with this one, but since this mod also does some tweaks for diplomacy outside of vassal contracts i am unsure.