Stellaris

Stellaris

Subject/Diplomacy Balance [latest]
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.
Suzarr  [author] 1 Mar, 2024 @ 4:35pm 
No worries! And yeah, I totally agree, I wish I could mod the federation tax to work this way but it seems a bit too hard-coded for that.
KampfTomate007 1 Mar, 2024 @ 3:21pm 
Also thanks for the very quick and in depth response, i really appreciate it!
KampfTomate007 1 Mar, 2024 @ 3:21pm 
Yeah i learned about the overflow loss the hard way.

Is kinda weird that they put a cap on the fed fleet, but not on the penalty, like they already use weights for roll chances so why not use a system that divides the total naval cap of a given empire (lets say 1000 for the player empire), divides it by the combined naval cap of all federation members (1000 + 4x250 = 2000 so 1000/2000=0.5), and then multiplies it by the fed naval cap (lets say 200) to get 100 naval cap taken from the player empire, while only taking 25 from each vassal?

That way you could limit it to never take more than whatever the fed cap allows, while still making everyone pay proportionately.

I guess there's probably more to it than just that, like engine limitations or whatever, but if it is doable then it would be a great QoL change they could make.
Suzarr  [author] 1 Mar, 2024 @ 2:21pm 
To be clear, had there not been a federation tax, your vassal would be left with 175 in this example, and you would gain 175 * 0.4286 = 75 (75 + 175 = 250, so it checks out). It's just the other modifiers that can throw things off, but that usually works in everyone's favor (there are often more positive modifiers than negative ones, except possibly in the case of an early-game scholarium).

Nearly all percentage modifiers are additive with each other, including anything coming from specialist subject types, traditions, GalCom resolutions, a military academy building, council agendas and councilors, leader traits, etc. The federation navy tax is the only one which is multiplicative with all of those, as far as I'm aware. Just another reason to hate the federation navy, IMO. It will also take the full tax from all members even if that amounts to far more than the 200/400/600 cap.
Suzarr  [author] 1 Mar, 2024 @ 12:44pm 
So in the absence of other percentage modifiers, your vassal with a base 250 would have 250*(1-0.30) = 175 * (1-0.1) = 157.5 - so either 157 or 158 depending on rounding, and 17 or 18 contribution to the federation. You as the overlord then get 157 * 0.4286 = ~67 bonus naval capacity from them, which is also taxed by the federation for a net total of about 60.
Suzarr  [author] 1 Mar, 2024 @ 12:40pm 
@KampfTomate007 Good question.

First off, the numbers are a bit weird due to how the game figures out naval capacity contribution to an overlord. Normally (using the built-in effect of the satrapy subject type) the naval capacity is just duplicated, so the vassal keeps everything they had and the overlord gets a portion of that. I implemented it such that the naval capacity transfers to the overlord - so the vassal loses 30%, and the overlord gains, in this case, 42.86% of their new total (0.4286*0.7=0.30*1).

So the penalty to the vassal is applied at the same time as their other percentage modifiers (for example, the penalty for being a scholarium). Then, they lose 10% of their new total to donate to the federation. Then, the overlord gets 42.86% of their final amount after the federation tax. That total is added to the overlord's pool after all of your percentage modifiers are applied, but before the federation tax is taken. So it is effectively double-taxed.
KampfTomate007 1 Mar, 2024 @ 12:33pm 
Because if these fed fleet contribution and the vassal contract modifier stacked additively then i assume it would be 250 base per vassal, which then gets -40% to 150 instead of 250 x 0.7 = 175 x 0.9 = 157.5.

Besides that i gotta say i'm excited to try this one out!
The contract modification cost reduction, trade deal willingness with negative relations, and fleet contribution from vassals is awesome.

The only things i might miss are things like being able to select individual recourses like minerals and energy without food as a lithoid overlord, or affect your vassals ethics/authority/policies like you supposedly can with that one other mod
KampfTomate007 1 Mar, 2024 @ 11:08am 
Do you happen to know how this interacts with things like federations?

I only played with the holy covenant type so far, and they eventually unlock a federation fleet which takes 10/20% naval capacity of every members total naval capacity up to 200/400.

If i had a holy covenant federation as president with 1000 naval cap, and 4 vassals with 250 cap each, which would turn into 900 and 225 after 10% go to the federation fleet, would i then get 30% of 225 (67.5) or 30% of 250 (75) per vassal?