Stellaris

Stellaris

Enhanced Subjects
25 Comments
GnoSiS  [author] 9 Nov, 2019 @ 12:17pm 
Hello All, I will be porting and expanding this mod for Federations. Also I will be making a compatible version for Stellaris Immortal, once it is near maturity.
GnoSiS  [author] 4 Sep, 2019 @ 8:23am 
"vassals expanded and reworked" has eclipsed my work here. Please use that mod. This mod may or may not return for 2.4. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1813104049&searchtext=vassals+expanded+and+reworked
GnoSiS  [author] 23 Jul, 2019 @ 6:05am 
@gmirc That's even more invasive and doesn't make much sense lore wise and because they then are unable to pay for the special resource upkeep. I wish we could donate techs or have a way to transfer research points to subjects directly. That would be the best solution as it shows that you directly care for them and consider them a part of your realm. If you *really* need them as a vassal I suggest to pay the influence to integrate them and then release again. I also know that donating resources to them, will help them to develop and sometimes fix their economy or slow tech. I've seen protectorates grow out of it but don't expect it to happen if you're super tall and are near the end game.
Echo 23 Jul, 2019 @ 12:44am 
Then how about make a event, change all or some of the building of protectorates into tech lab, now their under protection, the only thing their need to do is catch up.
GnoSiS  [author] 22 Jul, 2019 @ 7:36pm 
I don't wish to change these in the mod cause then protectorates become irrelevant.
GnoSiS  [author] 22 Jul, 2019 @ 7:35pm 
@gmirc It's already too high from the base game: 80%!! You can double the rate by making it 90%. Edit 00_subjects.txt, on protectorate section "tech_cost_mult = -0.80" to "tech_cost_mult = -0.90". You'll find the problem is more that the AI doesn't build enough research and not that the multiplier is low. This happens if the protectorate is small or you chopped them up before making them a subject. Alternatively, you can shorten the tech ratio of technology superiority to be less than 50%. On the same file on the top change @protectorate_tech_threshold = 0.4
@protectorate_tech_switch = 0.5 to smaller values.
Echo 19 Jul, 2019 @ 2:02am 
can you make the technology bonus protectorates gain from the master higher? it seems their never will reach into vassal. not once.
GnoSiS  [author] 14 Jun, 2019 @ 12:36pm 
You can keep using this for 2.2 as well If you're rolled back. The base gamefiles I'm changing had no changes between 2.2 and 2.3/
GnoSiS  [author] 14 Jun, 2019 @ 12:31pm 
Updated! 2.3.* Compatible. No changes.
2.3.1 and 2.3.0 were buggy as hell.
Have a nice weekend guys!
GnoSiS  [author] 14 Jun, 2019 @ 11:56am 
2.3.2 Update incoming!!!
GnoSiS  [author] 9 Jun, 2019 @ 10:28am 
Yes, I didn't get a chance to go through the changes yet, due to work. I hope it will be done next week.
Max 8 Jun, 2019 @ 7:04pm 
Will there be an update for 2.3?
GnoSiS  [author] 29 Apr, 2019 @ 5:27pm 
I really wish it was that simple.
GrassEater 29 Apr, 2019 @ 4:27pm 
I was thinking of an event that would pop up that would give you the choice and you will have a separate event pop up for each tributary you have so you can choose what you exactly want from each tributary.
GnoSiS  [author] 29 Apr, 2019 @ 2:42pm 
@The really derpy alien, good idea, but not sure how moddable diplomancy is. It could be a global tribute event that would perhaps call all of your subjects. certainly doable
GrassEater 29 Apr, 2019 @ 11:46am 
This was a mod I didnt know I needed until I saw it. I have an idea if you want to implement it. its called advanced tribute where every 5-10 years you can demand unique resources from your tributaries like rare resources, science , naval capacity or if you have the right ethics slaves.
ZJoker960 27 Apr, 2019 @ 4:21pm 
@GnoSiS thank you vary much. It was a problem if the subjects didn't grow along with you. Now it should be vary fun now. THANK YOU AGAIN!
GnoSiS  [author] 27 Apr, 2019 @ 4:06pm 
@Zjoker960 1. The subjects behaviour hasn't been changed. if you have the required prerequisite ability they expand.
2. You can add the mod on an existing game - done that. I haven't tried to remove it yet, but I can more or less guarantee that you won't have problems. The mod doesn't use variables and it doesn't store anything extra in your save file.
ZJoker960 27 Apr, 2019 @ 2:30pm 
This looks like a good mod. I just have 2 questions. Is it save compatible, and can the protected subjects still expand? Over all it might be a lot of fun playing with.
GnoSiS  [author] 18 Apr, 2019 @ 3:35pm 
If you have any issues or incompatibilities. Please post here or PM me. I may do some mod merging if any major mod is conflicting with this - so far I have found none.
GnoSiS  [author] 18 Apr, 2019 @ 3:00pm 
Update - Subsidiaries
Modifiers were skipped for Subsidiaries, files updated.
GnoSiS  [author] 18 Apr, 2019 @ 2:50pm 
@FlamingFeather lol no worries I was writing this and the phone rung...
FlamingFeather 18 Apr, 2019 @ 2:44pm 
@GnoSiS I was not expecting a response so quickly. XD

Thank you
GnoSiS  [author] 18 Apr, 2019 @ 2:40pm 
@FlamingFeather There you go!!! I was just writing the description...
FlamingFeather 18 Apr, 2019 @ 2:29pm 
soooooo, what does this do?