Stellaris

Stellaris

Gain Resources from Diplomatic Actions [Discontinued]
25 Comments
andreandsimba 6 Feb @ 9:35am 
It says I need version 2.8 but I don't have it
Kiyosan  [author] 13 Mar, 2020 @ 3:20pm 
Mod may or may not be discontinued. Almost all the major stuff in this mod is going to be in 2.6 (federation types) anyway and I haven't been doing much with the mod since I'm busy with other projects.

HOWEVER, if there's enough demand to simply have the small tweaks to NAPs and One-Way Guarantees, I may consider maintaining it. Regardless, federation focus policies will be removed after 2.6 due to redundancy.
R-TEAM 17 Dec, 2019 @ 9:59am 
ahh - o.k. - but it is "a little bit" confusing :)
Kiyosan  [author] 17 Dec, 2019 @ 5:29am 
If the name of the modifier is "Gain Resources from Diplomatic Relations (Enabled)", then it's not a glitch. What that modifier does is to show you that this mod is enabled and that you will gain 1 unity *per* NAP you have. It's basically a lot like the "minerals from miners" modifier in terms of wording.
R-TEAM 17 Dec, 2019 @ 4:21am 
found an "glitch" .. have none NAP and none OWG ... but get resources 1 Unity from "NAP" - the only thing i can imagine is the Trader Liga i have contact ... (but none pacts or other things with here - only default contact ...) - maybe it counts false as NAP .... ?
Kiyosan  [author] 27 Oct, 2019 @ 11:05am 
Taking the advice on diplomatic restrictions still taking up influence but giving other types of resources.

UPDATE:
-The planetary feature holding the modifiers is now removed because it's obsolete.
-Every Non-Aggression Pact now give +1 unity and +2.5% unity. Association Status is counted as a NAP.
-Every One-Way Guarantees chnged to give +2 alloys and -2.5% ship upkeep. This one may be subject to change depending on how good it is in practice.

Notes:
-Wait 2 monthly ticks for the new resource gains.
-All neighboring empires give double the value. So a NAP with a neighbor gives +2 unity and +5% unity.
-The max value you can gain from diplomatic restrictions is 10 times the value. So the max you can get from One-Way Guarantees is +30 alloys and -25% ship upkeep.
Kiyosan  [author] 25 Oct, 2019 @ 9:28pm 
UPDATE:
-Version numbering is now 2.5.*. Still compatible with 2.3.3 and later.
-Added more federation policies based on what federation focus policy you use. For example, if you pick the Unification and Stability focus, you'll get federation policies involving ideals, media, and political affairs.

Currently thinking about implement a system similar to the announced diplomacy patch where you can level up your federation. Unsure about specifics though and I'm about to sleep as well as of this post. Also, if you think certain federation policies are imbalanced, please tell me which ones you guys think are OP and which ones suck.
Kiyosan  [author] 24 Oct, 2019 @ 9:19am 
There will be delays updating this to 2.5 because I'm currently adding in more federation policies (available ones are based on your federation focus policy) for this mod.
ajacksonian 11 Oct, 2019 @ 11:46am 
@Kiyosan - The scaling problem is true in that unity needs grow over time to get the next level in a tradition. This makes NAP and Guarantees something valuable in the early part of the game but less so as the various crises start to mount, which is when influence for edicts becomes important. Influence growth is flat, unity is additive in that more buildings and occupations to get unity become available at about the same time as the crises. Perhaps instead of a flat amount going for a 0.1% and 0.15% add-on to unity might work to reflect Empire-wide unity for these decisions. Per 1,000 unity/month you get an additional 100 and 150. Just an idea on how to exchange one hard to exchange currency for another one.
Kiyosan  [author] 11 Oct, 2019 @ 11:24am 
I have removed the scary red incompatible mod symbol from the old launcher. The new launcher should not make this mod pop up as incompatible either.

@ajacksonian: I'm not sure if flat unity is worth giving up influence early on. And flat values for most things (unity included, influence excluded) generally get worse over time.
ajacksonian 11 Oct, 2019 @ 8:01am 
Perhaps instead of generating influence a NAP could generate unity, instead. That shows that the investment of political capital is something that has support via generating unity. Maybe a single point of unity per NAP and two points for the Guarantee. Expansive Empires that have political support can give up that for higher unity at home. Any version of Xenophobe, however, should be losing unity for such things as they are, after all, working with someone else and expending both political capital and unity at home (1x loss for standard, 2x for extreme). And similarly for Xenophiles gaining more than standard.
Cheesemongle 10 Oct, 2019 @ 8:02pm 
ya
Kiyosan  [author] 10 Oct, 2019 @ 8:01pm 
Yes, that's exactly what I did. Hence the first thing in the description. Spread the word, friend.
Cheesemongle 10 Oct, 2019 @ 7:57pm 
Ive found that uploading mods in 2.3.3 still works.
Kiyosan  [author] 10 Oct, 2019 @ 11:39am 
Updated version number to 2.4.*, but don't be fooled! You can still use this mod in both 2.3.* AND 2.4.* without problems!
Neverminder 9 Oct, 2019 @ 6:41pm 
that's really great news
Kiyosan  [author] 9 Oct, 2019 @ 6:33pm 
Actually, they don't. I ran the 2.3.3 version and you get the old launcher. But I'm stubborn so I'll find a way somehow.
Neverminder 9 Oct, 2019 @ 6:31pm 
@kiyosan yo i am so pissed. i had to just bounce on all 300 of my mods because it was impossible to enable & order them in this new mess. they really fucked us man. i bet previous versions of the game require this stupid launcher too
Kiyosan  [author] 9 Oct, 2019 @ 1:27pm 
Never mind, screw this new launcher. I upload the mod with it and it stops working entirely. At least put the new launcher in beta instead of surprising us, Paradox.

I have pressed the panic button so the mod is back to its 2.3.* version, which should work in 2.4.*. But there's no changes anyway so it doesn't matter.
Kiyosan  [author] 9 Oct, 2019 @ 12:08pm 
For those wondering, the mod should work in 2.4.* and I'm going to make it so that you don't see this mod as outdated when you run Stellaris.
Rino 8 Oct, 2019 @ 9:43pm 
I am so sorry did not check that. Mod works perfectly fine and and is a great mod. thank you so much!!
Kiyosan  [author] 8 Oct, 2019 @ 8:04pm 
@Rino: Did you wait two monthly ticks? If you did, then hover over the influence resource and check if "Diplomatic Affairs" is shown. If you don't see it, then I'll look into it.

Also adding a Federation Focus policy for the Federation president to mess with. ;)

EDIT: two important corrections so re-read @Rino and also want to reply to people.

@Sir Mayday: Basically my stance on NAPs and guarantees in a gameplay perspective.

@Hexagoros: Yes, you're right. But I'd rather actually gain something worth the cost. Hence the mod.
Rino 8 Oct, 2019 @ 7:41pm 
I really like the concept but for some reason its not working even if I turned off all the mod that i had
Hexagoros 7 Oct, 2019 @ 10:45pm 
Erm...political actions, by their very nature, 'cost' political influence. In the real world, it's actually called "Political Capital," and in political science the reasoning is that patience, energy, and trust - while non-material - are nevertheless finite 'resources.'

@Sir Mayday "I fully agree on guaranteeing independence being the sort of thing that should generate influence." In the real world, the US guarantees the independence of Taiwan from China, and South Korean from North Korea (and China). The US has had ceaseless political and diplomatic headaches over both of these guarantees (influence cost) - and yet chooses to incur that cost for strategic benefit. Warding off potential aggressors is 'not' an easy thing to do - and comes with its own set of headaches.
Sir Mayday 7 Oct, 2019 @ 5:56pm 
NAPs can be useful even at a cost; it can keep a neighbor from considering an invasion they might otherwise undertake, though I admit those most likely to do so are also more likely to simply reject a NAP proposal.

I fully agree on guaranteeing independence being the sort of thing that should generate influence.