Stellaris

Stellaris

Feudal Origins
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.
jagdtiger 13 Jul, 2020 @ 2:33am 
Well, I can see how it would probably break them if your preferred planet type is something like pc_city (ecumenopolis.) I suppose one possible solution would be to just have an IF block where if it's OR one of the planet types you can handle, you do so, and if it's NOR of them, you just make a gaia. Just as an idea, not a complaint. I don't mind them having a bit of an advantage.
MrFunEGUY 3 Jun, 2020 @ 8:48am 
Yeah it's weird. I'm considering ditching the vassal part of my mod as well, because vassals seem to operate weirdly.
Mithrillion  [author] 1 Jun, 2020 @ 7:47pm 
Awesome MrFunEGUY! I was thinking about doing something like that as well. Looks like you got there first :D
I guess when I get more free time I will think about adding more story content and maybe unique edicts. Also trying to figure out why loyal vassals aren't as willing to help as federation members when at war even if they are strong enough. Maybe entirely ditching the vanilla vassal system is the way to go...
MrFunEGUY 1 Jun, 2020 @ 6:06pm 
I've made a compatability patch between this mod my Viable Feudalism - Feudal Empire Federatio mod! If you select "Feudal Empire" start, you will start with 2 vassals in a Feudal Empire federation.

Viable Feudalism - Feudal Empire Federation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2114559224

EV VF - Feudal Origins Patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2116278405
WHR | TMaekler 26 May, 2020 @ 2:58am 
In the Mod "Stellaris Immortal" the restriction for not being able to build branch offices with other megacorpses is removed. Maybe you can take a look into that mod and copy that part over? Or develop something that enables you to build branch offices in your subsidiaries...
Dragatus 25 May, 2020 @ 7:22am 
Maybe make it so that the two vassals just use up the two guaranteed habitable worlds and have the type of your homeworld, as is the case with vanilla Hegemon/Common Ground and are only turned into small Gaia worlds if the primary species doesn't have any of the 9 original habitability preferences?
Mithrillion  [author] 25 May, 2020 @ 4:51am 
Gaia world should be a temporary solution only... I could try to replicate the preferred planet type, but some particular planet types from other mods might require unique initialisation scripts (to generate some deposits on a world without argi district, for example), and I might break these starting worlds. I am trying to figure out a way to modify a species to fit a randomly selected planet type.
Neverminder 24 May, 2020 @ 11:12pm 
sounds excellent, all for #2! why gaia worlds?
Kepos 24 May, 2020 @ 12:45am 
@Mithrillion
Thx for thinking about an alternative.
Another idea might be to simply spawn 2 fully equipped colonizer ships and leave it to the player, where to settle.
Mithrillion  [author] 23 May, 2020 @ 6:32pm 
Starting with habitats is a neat idea, although the default habitat certainly cannot support a normal starting capital, so some custom initialisation or even custom districts / deposits are required. There just isn't a vanilla habitat type that can easily do everything. Maybe I can force a habitability change instead.
Kepos 23 May, 2020 @ 1:02pm 
Interesting ideas. But I have the same doubts as @SlagNasty with Gaia worlds. Why not using the guaranteed habitable 2 planets. If none are availible, you could create 2 small habitats instead.
TurtleShroom 23 May, 2020 @ 12:59pm 
Dang it, I have seen so many Trade League Origins, and I already have one. Yet, I really, REALLY want this Mod for the Feudal stuff.
Mithrillion  [author] 22 May, 2020 @ 10:37pm 
I can try to set the planets to be the same as the overlord empire's capital, but I am not certain if that will play nicely with unique origins or special planet types from mods. Other two origins use random species generated after the planet generation, so it works without issues. Another way is to force a self-modification event, which I am looking into.
SlagNasty 22 May, 2020 @ 8:38pm 
Thanks! Why Gaia worlds?
joseph_anthony_king 22 May, 2020 @ 7:18am 
Great idea!
Jaysyn 22 May, 2020 @ 4:15am 
This needs to be in the base game!
Stephen 22 May, 2020 @ 3:02am 
Really really wanted these exact civics. Thank you !
Livnthedream 21 May, 2020 @ 11:49pm 
This it interesting. Thanks.