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To any player reading this: the mod's still fine, you won't notice a difference.
Seems to work fine
i suppose ill have to update this too for 3.0, asap
@Kali ill try that
Still Working? work with Scaling finally or a avaliable submod where yes work with ai scaling? :)
Regards
Pretty sure ai vassals under ai overlords get the normal bonus from difficulty, so if you do that they will just have those bonuses doubled by the mod, which could result in some hilarious effects where every ai empire that gets subjugated by another becomes ultra chad but it's probably not great for gameplay.
Quick question, I'm kinda trying to learn stellaris modding and was curious as to how you did it, so had a quick peek at the files.
I noticed this line under the "country limits" - overlord = { is_ai = no }
Am I interpreting this correctly that the mod will only work on player vassals? The Ai's vassals won't get the bonuses?
Would there be any harm/unintended consequences if I were to remove that line (for my own use)
How to test (on any future version):
Start the game, use console cheats communications + research_all_technologies + debug_yesmen, ask any empire to become subsidiary or tributary (they will accept due to yesmen), check output from jobs on any of their planets, should have e.g. +100% "empire" bonus from this mod (same as non-subject AIs - can ask for sensor link and check).
One problem though - does not apply to protectorates, seem to be an omission, as event conditions only list is_subject_type = vassal/tributary/subsidiary and that's it. I think protectorates need and should get this bonus same as vassals, but maybe were just forgotten, as they're more rare and insignificant.
I also don't know how to factor difficulty scaling into the equation to give it gradual bonuses, so keep in mind it's still overpowered if you use scaling diff and grab early vassals, though it of course evens out at endgame year approaches.
Thank you Ashur.
No wonder my feudal games don't run as good as I think they should...