Stellaris

Stellaris

Vassals Expanded and Reworked - FunEFork
Suggestion to make new terms less expensive
I'm finally getting back into Stellaris, thanks again for adding Ethnic Affairs! I still feel that the specific terms added by this mod are far too costly in terms of subject Loyalty. As I've said, I think that the game's default Integration Allowed term should be considered the maximum amount of loyalty a particular agreement term can cost. I forget what difficulty I'm playing on, but I think it's whatever the game considers "normal", and the cost of being able to integrate a subject—which causes their government to cease to exist—is only -4 Loyalty per month. Taking that into account, I believe that -5 per month each for power over Domestic and Ethnic Affairs is way too costly for the comparatively light impact those terms have over the subject. I suggest the following changes for at least the difficulty I'm playing on:

Proxy Wars Permitted should cost -4 Loyalty per month, as Proxy Wars directly risk the continued existence of the subject's government to the same degree that the ability to integrate the subject into the overlord's nation does.
Restructuring Permitted should cost -3.5 Loyalty per month, equal to having Unrestricted Designation over the subject's ruler, as I think being able to determine the entire structure of a subject's government is a massive amount of structural power equal to the amount of symbolic power that being able to appoint their ruler has.
Policy Alignment on Domestic and Ethnic Affairs should cost -2 Loyalty per month each when considering the power and potential economic impact that those terms have on the subject, but balancing that with the fact that Expansion Prohibited (which prevents a subject from gaining new territory, a major point of the game) is only -1 Loyalty per month.
Capital Relocation and Naming Rights should each cost -1 Loyalty per month given the significant symbolic value of the subject's name and the possible economic impact of changing the subject's capital.
Finally, I don't know how much this is affected by the specific state of my game, but a 5% subsidy of any resource other than Research currently only increases Loyalty by 0.08 per month, which seems very low to me. Maybe my subject is just rich and doesn't need my resources? I don't know, but if you've modified the weight of subsidies at all when adding new resource terms, I'd suggest being a little more generous with their Loyalty benefits.

Thanks again for being accommodating with my wish to see more granular policy control! I understand if you have different feelings on any of these suggestions, but I really hope you'll take another look at the term Loyalty costs with integration as the anchor point even if you don't set the costs to the exact suggestions I've made. This mod is really exciting, and I think with each improvement made, it gets closer to being a blueprint for changes that should be added to the next official game update.
< >
Showing 1-6 of 6 comments
MrFunEGUY  [developer] 11 Feb @ 7:07am 
This makes a lot of sense. I'll look at rebalancing maybe this weekend.
Thanks very much!
MrFunEGUY  [developer] 13 Feb @ 4:05pm 
Ok, implemented. I reset the subsidy loyalty stuff to vanilla because I don't think I actually needed to alter it in the way I thought.
Thank you!
MrFunEGUY  [developer] 19 Mar @ 8:22pm 
Originally posted by DominateEye:
Thank you!

So I realized that the reason I had it set to 0.08 loyalty for resources is because in vanilla, the 3 resources combined provide 0.24 loyalty/month, so 0.08 was actually keeping it the same ratio as vanilla. Not sure how I want to go about it tbh. I'll probably adjust it again but maybe not to be an exact match.
Ahhhh, I see. That makes sense, having it laid out like that. If you do go back and edit it again, I'd suggest adding a brief explanation of your logic in the mod description so there's less chance for confusion.
< >
Showing 1-6 of 6 comments
Per page: 1530 50