Stellaris

Stellaris

Difficulty Bonus for Vassals 3.0
71 Comments
Dracony 2 Jun @ 6:33am 
Hello, I love your mod and would like to ask for an update
Lord of Change 10 May, 2023 @ 5:02pm 
Hey man, just wanted to let you know that the static modifiers used in this mod aren't exactly what's in current 3.8 Stellaris-it's lacking bonuses to trade value and resettlement cost, along with the "difficulty_modifier_mult" which scales tech bonuses to difficulty if that setting's enabled.

To any player reading this: the mod's still fine, you won't notice a difference.
dew22797 22 Jan, 2023 @ 8:37am 
Does it still work?
SakuraleafA 30 Mar, 2022 @ 8:22am 
thx!
Argo 28 Jan, 2022 @ 6:30am 
Can u update? ㅠㅠ
PookySmile 14 Oct, 2021 @ 4:53pm 
@Holiday
Seems to work fine
Holiday 3 Oct, 2021 @ 2:10am 
works with 3.1?
内向的人从不外射 8 Aug, 2021 @ 11:52pm 
Excuse me,Is this mod compatible with advanced ascension? I want my vassals to have two mod enhancements
Trixie  [author] 2 Aug, 2021 @ 7:59am 
Sure
Danetta 16 Jul, 2021 @ 1:41am 
Hello. I want to include some of your ideas in my mod (which is going to be close to vanilla features-wise, but with many little fixes), so I ask your permission (with credits and link to an original mod of course).
nyapotheosis 27 Apr, 2021 @ 11:06pm 
Simple, functional, should be in the base game. Thank you so much.
Rewasder 18 Apr, 2021 @ 12:57pm 
Well, the become the crisis can go about making vassals everywhere, so it's nice that they are useful and stuff.
Trixie  [author] 17 Apr, 2021 @ 8:25pm 
Should be updated to 3.0! Report any issues here please, if they exist.
Trixie  [author] 17 Apr, 2021 @ 3:56pm 
wow i didnt know this had so many subs
i suppose ill have to update this too for 3.0, asap
@Kali ill try that
Bald 8 Apr, 2021 @ 1:33am 
Hello Hello People Im looking for some like this <3
Still Working? work with Scaling finally or a avaliable submod where yes work with ai scaling? :)
Regards
Colonizor48 27 Mar, 2021 @ 4:11pm 
Could someone get this to work with ai scaling?
Colonizor48 27 Mar, 2021 @ 4:02pm 
Kali that sounds like a 1 line change. Imma see if i can make that
Kali 19 Mar, 2021 @ 10:18pm 
Why not just have the condition be "is_subject = yes" than all the subject types? That would make it compatible with mods that add new subjects.
Kali 19 Mar, 2021 @ 7:41pm 
Yes
baronjutter 24 Nov, 2020 @ 10:26am 
Is this still working in 2.8?
severedsolo 22 Aug, 2020 @ 11:14am 
Ah that does make sense. Seems a bit odd that Paradox would deliberately cripple the players vassals but leave the AI in tact. IMO if you do it for one, you do it for both. Appreciate the quick reply!
Trixie  [author] 22 Aug, 2020 @ 10:57am 
@severedsolo
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.
severedsolo 22 Aug, 2020 @ 4:47am 
@Ashur Thank you so much for this, I always felt vassalisation was the AI's way of "giving up" at least with this they have a chance.

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)
mk-fg 14 Jul, 2020 @ 1:18pm 
They do need the buff even more then, to be able to catch up to you at all :)
Taelim 13 Jul, 2020 @ 4:51pm 
@mk-fg Rare and insignificant? I only ever get protectorates. The AI simply cannot keep up with my technology.
mk-fg 22 Jun, 2020 @ 10:04am 
It works on 2.7.

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.
Jack Jackson 23 May, 2020 @ 4:52am 
Will this work for 2.7? Thank you for your mod!
Trixie  [author] 11 May, 2020 @ 9:40am 
not at all, go for it
EnnuiSports 10 May, 2020 @ 6:46am 
This is fantastic. I'm currently working on an overhaul to the Feudal Realm civic, and this would elegantly solve one of the biggest problems I've run into with some modification for it to work with the unique subject types included in said overhaul. Would you mind If I incorporated these changes into said overhaul with credit to you if i ever publish it, as well as a link provided to this mod for anyone who wants it without mine attached?
Trixie  [author] 27 Mar, 2020 @ 6:42am 
oh you said 2.6.2 though im silly, however 2.6.2 just has a few tiny fixes that shouldn't change anything. honestly i expect this mod to work until the next major rework, but I think 2.2 was the last one we're getting until Stellaris 2...
falhxer 27 Mar, 2020 @ 6:01am 
No, thank you, u da real mvp, for checking, im starting to get slowly overwhelmed by all the stuff i have to merge togheter to make this game run smoothly and first of all enjoyable.
Trixie  [author] 27 Mar, 2020 @ 5:41am 
Thanks for showing interest in my little mod, i just tested various difficulties, subject types, and circumstances on 2.6.1 and it all still works, unsurprisingly considering how simple it is. Even checked to make sure the difficulty static modifiers hadn't changed in vanilla. That said, I'm still too lazy to re-install the new launcher or switch versions just to update the descriptor when the mod itself still works!

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.
falhxer 27 Mar, 2020 @ 5:07am 
Thank you
Trixie  [author] 27 Mar, 2020 @ 4:52am 
@In_The_Motion in that case I will check and update it if it seems broken thanks. Will get back to you soon.
falhxer 27 Mar, 2020 @ 4:22am 
Is still working in 2.6.2? Very important to know as i plan to incorporate it into Quality of Life pack
Locklave 17 Dec, 2019 @ 7:37pm 
Why am I so dumb. I should have searched for this mod long ago, vassals are totally worthless in the base game.

Thank you Ashur.
Trixie  [author] 13 Nov, 2019 @ 1:36am 
Should. i.e with grand admiral + scaling they will just get grand admiral full bonuses... kind of imbalanced so I don't recommend using scaling with this mod, your vassals will be op til' end game year arrives.
ChangoFeroz 12 Nov, 2019 @ 11:21am 
So the vassals get highest difficulty bonus on scaling?
Yellow 11 Oct, 2019 @ 12:11pm 
I havn't had any issues with crashing.
Meh. 29 Jun, 2019 @ 10:54am 
Is it possible to update this mod for 2.3? I love it but sometimes with subsidiairies or tributaries it crashes the game. Plus, the UI let me know that the mod is out of date.
Trixie  [author] 16 Jun, 2019 @ 7:47am 
Alright, let me know if anything goes awry, I have not updated this mod in a bit but it should be fine.
aidanabnormal 8 Jun, 2019 @ 1:48am 
Glad to be able to find a more recent mod that amends this problem, I'll try it out.
AshenOne 7 Jun, 2019 @ 9:02pm 
I'll test it out on my next game, playing Imperium of Man fanatic purifiers right now, then plan to play a House Kurita feudal empire :-P
Trixie  [author] 6 Jun, 2019 @ 3:49am 
Pretty sure it still works, but do let me know if it is borked and I'll sort it out. I haven't played with vassals lately, so if you can provide a save game that would be easiest for me.
AshenOne 4 Jun, 2019 @ 1:36am 
Hope you update it for 2.3, because this is the first I've seen this mod and did NOT know vassals don't keep difficulty settings
No wonder my feudal games don't run as good as I think they should...
Trixie  [author] 1 May, 2019 @ 1:16pm 
Should, I don't think anything changed.
Rick 29 Apr, 2019 @ 10:03am 
Does it works on 2.2.7? Ty
Journeyman Prime 14 Mar, 2019 @ 9:06pm 
Could you add a thing to this mod where whenever a Vassalized nation's Overlord goes to war/is attacked the Overlord gets control of all navy fleets and armies? I hate having to cajol my Vassals into following my glorious battle plans, and making Vassalization a way of literally getting free fleets (at the cost of them not being specced out the way you want) sounds like a great way to #MakeVassalsGreatAgain
Trixie  [author] 14 Mar, 2019 @ 12:52am 
Yeah it doesn't, I didn't think they would really be of any use either way.. and that it might be kind of imba with the already big tech bonus
Velaroz 12 Mar, 2019 @ 9:04pm 
This does not seem to work on Protectorates