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I would imagine the section of code that states you must be superior is this little nugget here:
relative_power = {
who = FROM
category = all
value > equivalent
}
I suspect if you commented that out, the subjugation casus belli would be valid regardless of power differentials. This is only a guess, but it seems like it fits. If you make a mod (don't edit the files directly) to overwrite this file with this section commented out or deleted, and the differential requirement persists, I would recommend making a Discord account and asking the Stellaris Modding Den for help.
They're much better at this than I am, or at least there's a healthy population of superior modders there, and they're generally quite happy to help.
If not, could you please tell me how to remove these restrictions?
I hate that feature so much. God forbid i try to send extra help to my subjects. It's such a silly limitation..
Does this mod change that so you can trade even if you're taking/giving resources in the subject agreement?
The code walkthrough is your friend. It's been a while since I updated it but between that, and looking at how the files work in the updated mod, and then comparing the changes to the vanilla files, you should be able to get a handle on things. I believe in you.
Make sure you structure your mod the same way as the updated mod is structured. Folders need to be in the same places with the same names. So Common>Agreement_Presets>file and Common>Agreement_Term_Values>file
Anyway, DJ Boner, try testing it on a new save with this mod's vassal-owning start: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2114559224
It's a great way to cut down testing time. It was something I used for a while there before it broke, but now it's back up and working.
Otherwise, to get a slightly janky test, you can spawn an Imperial Fiefdom and use the console to play as the overlord empire, but I think that option forbade me from turning vassals into protectorates or something because there's a few code blocks tucked away prohibiting specifically imperial fiefdom overlords from doing some stuff, and I didn't want to change those.
As for protectorates ... hm.
All I did was modify those two variables. You've definitely modified just those two variables, and not copy/pasted a new pair of variables that are being overwritten somewhere? You need the whole file overwritten, with just the two variables changed. You need to find the vanilla 00_agreement_presets, copy the whole thing into the mod, and overwrite those variables.
Worst case ... you could try copying the agreement_presets file directly from Vassal Contracts Unleashed. It might still be backwards compatible. I'm looking at the Code Walkthrough in the VCU mod directory and I'm definitely not seeing or remembering there being any more to the protectorates than that.
I suspect that the resource sliders remain capped because I never made any changes to the "RESOURCE CONTRIBUTION" section in agreement_term_values, but I have absolutely no idea what's causing the protectorate issue since both protectorate_tech_threshold and switch are properly configured. Any ideas on what I could do next?
"possible = {
custom_tooltip = {
fail_text = not_allowed_for_bulwark
NOT = {
agreement_preset = preset_bulwark
}
}
custom_tooltip = {
fail_text = not_allowed_for_subsidiary
NOT = {
agreement_preset = preset_subsidiary
}
}
custom_tooltip = {
fail_text = not_allowed_for_luminarium
NOT = {
agreement_preset = preset_luminarium
}
}
}
"
You want it to look like:
"possible = {
OR = {
owner = { is_ai = no }
AND = {
custom_tooltip = {
fail_text = not_allowed_for_bulwark
NOT = {
agreement_preset = preset_bulwark
}
}
custom_tooltip = {
fail_text = not_allowed_for_subsidiary
NOT = {
agreement_preset = preset_subsidiary
}
}
custom_tooltip = {
fail_text = not_allowed_for_luminarium
NOT = {
agreement_preset = preset_luminarium
}
}
}
}
}"
See the difference?