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Stellaris Dev Diary #247 - New Ways to Rule

Hello everyone!

In the Overlord Announcement last week we mentioned that vassalization mechanics will be undergoing some significant changes in the 3.4 “Cepheus” update. (Click here to wishlist!)

Previously in Stellaris, subjugation was rarely a more compelling option than simple conquest, and being subjugated often essentially meant a permanent decline of your empire and a “Game Over” screen in your near future. Subjects did not offer sufficient benefits nor had the freedoms necessary to be enjoyable to play.

The Scion origin from Federations was somewhat of an exception with most of the restrictions on both subjects and overlord being waived for them, but we felt that while the system was good, it could be even better. It would also be nice for the Scion to work within the rules rather than being so “special-cased”.

Some people noted that as part of the unity changes in Libra, a bit more of an argument for spinning off sectors into vassals could be made, but with the current numbers it’s generally more valuable to control those systems directly.

For today’s dev diary, I’ll start by delving deeper into the new rights and responsibilities that can appear in agreements, and some ways this makes keeping subjects more valuable.

As with all previews, numbers, text, and so on are not quite final and are still subject to change.

Negotiating Terms​


Both the overlord and subject will be able to propose alterations of the exact terms of their vassalization contract if it’s a contract with another “regular empire”. The Khan, Awakened Empires, and the like do not haggle about the terms of their minions, but are much clearer about those exact terms.

Subject contracts start with a “preset”. These are the basic subjugation types that you know from before, plus a few new ones - Vassal, Subsidiary, Tributary, Protectorate, Bulwark, and so on. Presets have a list of default terms, and can have additional unique effects tied to them, like how Protectorates gain a massive bonus to research until they catch up to their overlord.

The default terms of contract presets may have changed a bit from the old system to better fit the new. We’ve done our best to ensure that anything you can do right now with your vassals remains possible. The core Negotiation system is part of the free Cepheus update, though many of the brand new terms are part of the Overlord expansion.

Negotiable terms include things such as:
  • Can the subject be integrated?
    • As a major change from current gameplay, there are no vassalization contract presets that have integration enabled by default. It must be explicitly turned on in contract negotiations.
  • Does the subject have independent diplomacy?
    • Subjects can be given complete diplomatic freedom, none, or they can have most freedoms except are forced to vote with their overlord in the Galactic Community or Federations.
  • Can the subject expand freely?
    • Once exclusively the province of Feudal Society, now you can grant your subject the ability to freely expand. You can also bar them from expansion, or impose an Influence tithe, making them spend extra Influence (which goes to the Overlord) for the right to expand into empty systems.
    • Most presets will start with controlled expansion with the influence tithe as the default term.
  • Various subsidies from the overlord or tribute from the subject.
    • These are broken into Basic, Advanced, or Strategic resource groups, and Research.
    • The values are percentages of the production of the subject - in the proposal below, our vassal is offering 15% of their basic resource production as tribute, but is receiving a research subsidy equal to 15% of the subject’s research from the overlord.
  • Are the overlord and subject drawn into one another’s wars, and if so, which ones?
    • None, Offensive, Defensive, or Both can be selected in both directions.
    • Yes, this means that wars can be declared on subjects.
  • Can the overlord build holdings on the subject’s worlds, and if so, how many?
    • The Vassal preset has a holding limit of 1, allowing you to use some holdings without Overlord. (Though you can lower it to 0 if you need to squeeze out an extra bit of loyalty.)
    • This value is an empire-wide limit - with a holding limit of 3, you can build 3 holdings across a particular subject’s worlds, not on each of their planets.
  • Does the overlord share sensor information with their subject?

Subjugation Proposal UI

Some subject types have fixed, minimum, or maximum terms - Tributaries, Subsidiaries, and Prospectoria, for example, must always provide their overlord at least 30% of their basic resources (energy, minerals, and food) in tribute.

Part of the Tributary agreement UI

Tributaries have many locked terms.

Others can be restricted by civics or for other reasons - for example, overlords with the Feudal Society civic cannot select the Expansion Prohibited term, must join in their subject wars to some degree, and must allow their subjects some degree of diplomatic freedom.

Feudal Society civic

Different terms affect a subject’s Loyalty, and have an immediate impact as well as over time. For example, the Independent Diplomacy term grants 5 Loyalty and another +0.5 Loyalty per month. This may prove important later.

If you’re asking your subject to do something they are ideologically opposed to, those terms may cost extra loyalty, though the reverse is also true in a few cases.

Pacifists don't like being dragged into Offensive Wars

The pacifists don’t like being forced into offensive wars.

Empires can propose a change in terms with a five year cooldown at a cost of some Influence. Exact costs are still being adjusted.

Proposal from our vassal

We are feeling beneficent today, and want you to catch up to us faster, Protectorate.

How can you influence them into accepting your generous offer? Giving them a good deal is certainly helpful, and just like before, empire relations and relative power go a long way as well.

The terms themselves are heavily moddable, I look forward to seeing what some of you come up with.

The Benefits of Loyalty​

Loyalty is the “currency” used between overlord and subject, and while the Specialist empires make more use of it than regular vassals, it’s still beneficial to keep your minions loyal since it gives you more options. Loyalty is largely determined by the contract between overlord and subject, but ethical compatibility will come into play as well.

Loyal vassals will agree to more onerous terms during negotiations, and will generally support their overlord. You can also “spend” their loyalty as part of trade agreements, strong-arming them into granting you better than normal trades.

You can request a public Pledge of Loyalty to you from a loyal vassal, making them even more loyal over time.

Pledge Loyalty

Pledge Loyalty has greater effects if the subject actually likes you for some reason.

Disloyal vassals will look for ways to be free of your tyranny, seizing the chance for rebellion should you falter.

They may also swear Secret Fealty to one of your rivals in hopes that they’ll be able to follow them in an Allegiance War.

Pledge Secret Fealty

In an Allegiance War, you seek to wrest control of the vassals that have pledged Secret Fealty to you, and they will join in on the attack on their former Overlord.

Gotta Subjugate Them All​


Like herding cats, having many vassals is hard work. Constantly vying for your attention, keeping multiple subjects happy can be difficult as jealousy ruins everything. “Divided Patronage” is a modifier that reduces the loyalty of all of your vassals, and increases based on the number of vassals you have.

You can mitigate this by offering them better terms, or by taking a vassalization related civic or the Shared Destiny ascension perk.

Franchising


Shared Destiny

Overlord Holdings​

In Cepheus, we’re expanding the branch office system from MegaCorp to be more flexible.
The corporate tab on planets is being replaced with a more versatile “Holdings” tab. For now, we have corporate and overlord holdings available here, but we have more future plans for this screen.

Much like branch office buildings, holdings are built on another empire’s colonies and can provide benefits to both empires. Much like criminal syndicate branch office buildings, some holdings might be far more beneficial to one side than the other. Each particular holding is planet-unique,

Corporate overlords can build both holdings and branch offices on their subjects’ colonies.

Holdings (Ministry of Truth)

The Ministry of Truth provides two Overlord Propagandist jobs to the planet, which turn the subject’s Unity into Influence for their overlord…

Material Ministry

…While holdings like the Material Ministry are disliked by subjects as the overlord claims a portion of the planet’s production for themselves…

Aid Agency

…Still others, like the Aid Agency, are welcomed on the planet.

Splinter Hive

Hive overlords can build the most universally disliked holding (tied with one other), which takes a portion of the subject’s planet and dedicates it to a spawning complex.

We’re also adding some holdings associated with civics or origins.

Noble Chateaus

The Noble Chateaus of the Aristocratic Elite allow them to send troublemakers off to bother someone else’s planet instead of their own, much to the dismay of their hosts…

Communal Housing Outreach

…Shared Burdens empires can spread their message through Communal Housing projects. How this is received depends largely on the ethics of the subject…

Gaia Seeder Outpot

…And Gaia Seeders, who are gaining more terraforming flexibility in Cepheus as described in Dev Diary #243, can also beautify the worlds of their subjects. The subjects tend to like that - unless they’re Hydrocentric, of course.

Since there are over twenty different holdings, I’ll share some more in next week’s dev diary (including a machine specific one), and some more on social media as the Overlord reveals continue (though I’ll repost those in that week’s dev diaries as well).

It’s a very versatile system that we look forward to exploring more in the future.

The Future is Ours​


That’s long enough for today. Next week we’ll talk about the advanced form of vassalization coming in Overlord called Specialist Empires.

Also, starting with this dev diary, we’re creating video versions on the Stellaris Official YouTube Channel for those of you that prefer listening to them. Subscribe so you don’t miss them, and let us know what you think!


Click here to wishlist Overlord!
 
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Man I love when I see niche mechanics expanded into general usage.
We like to have some differences between the empire types instead of them being homogenised.
Megacorp Gaia Seeders would be significantly different from regular empire Idyllic Bloom since they'd be able to Gaia Seed people who aren't their subjects. Also Idyllic Bloom is itself locked to Plantoids, so you're less homogenising empires and more further de-homogenising Plantoid Megacorps.

Most importantly of all they're Building Better Worlds. How could that ever go wrong?
 
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You seem confused on the purpose of the question.

If an option is dominant, players will pursue that option above all others even if it's not default. So long as owning the territory is better than other vassal mechanics, the dominant vassal mechanic will be to get the integration option ASAP, at the cost of other options. While role playing is not a bad reason for playing sub-optimally, players have a natural inclination to playing optimally- hence why most play currently focuses on vassal-integration wars once you start snowballing, and not claim wars. It's faster (fewer wars), cheaper (less influence), and gives better rewards (all the pops/planets).

While interesting, the new proposed options do not appear better than actually gaining ownership of the territory and pops. This is a bad thing, because if the dominant strategy is to ignore the new mechanics, the new mechanics will be ignored except in so much that they facilitate that dominant strategy.


Hence asking for clarification on just how hard it is to integrate, and what considerations went into total removal.
Obviously, not everyone plays the game with the objective of enslaving the entire galaxy, you fool! Some of us are more interested in the roleplay than in anything else. Also, did you stopped to think that making a good vasalization contract can be a far more effective tool to build an empire than simply wasting time and resources in a stupid war?
 
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We like to have some differences between the empire types instead of them being homogenised.

MegaCorp peddling +% habitability with its branch building, and full Gaia seeding as an overlord, would be distinct.


Subjugation wars, you say? Not Liberation wars (which should be fixed in 3.4) - if so I'll add to my list of issues to fix.

There was a suggestion about reviving the Corporate Dominion civic even if you have MegaCorps DLC installed -- perhaps having MegaCorp Impose Ideology force the target into having the Corporate Dominion civic would be a good use for the existing code?
 
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Subjugation wars, you say? Not Liberation wars (which should be fixed in 3.4) - if so I'll add to my list of issues to fix.
Yeah, thanks! My last megacorp game I tried to force a neighbor to become a subsidiary but reached 100% exhaustion fighting their ally and the new spawned empire was a megacorp, not a oligarchy. Immediately started opening branches all over my trade league on planets I had my eye on.
 
Obviously, not everyone plays the game with the objective of enslaving the entire galaxy, you fool!
Is that a tic?

Some of us are more interested in the roleplay than in anything else. Also, did you stopped to think that making a good vasalization contract can be a far more effective tool to build an empire than simply wasting time and resouces in a stupid war?

Yes, and that's the problem with integration existing as a dominant reward outcome. As currently described, a 'good' vassalization contract achievable without war are the one that leads to integration, by expending time and resources.

The AI, by the nature of existing stellaris diplomatic logic, isn't going to want to become a vassal. The degree to which it resists are going to depend on the generosity of the terms. Extractive contracts- the ones that demand resources and give the most benefits to the overlord to build an empire- are the ones it will resist the most, and would have to be compelled by war. Generous contracts- the ones most justifiable earliest via diplomacy- will be the ones that are accepted first. The thing is that the extraction vs subsidy distinction is also being balanced around the Loyalty mechanic, with generous/subsidy relationships (including buildings) giving Loyalty and extractive ones (where you get resources) expending Loyalty.

For integration contract to not be extremely exploitable from war, something akin to opinion and/or high Loyalty would be needed to counter vassals-by-force where the winner just demands integration terms. The war declaration could be part of the opinion hit, and the initial enforced contract standards- which implicitly can't be changed too often- a delay on changing loyalty dynamics. This would make sense on the war-snowball end, though these mitigating factors are an assumption. (It could be easier.) BUT- these sorts of penalties would not apply to diplomacy-vassals you get without war, where you can- and mechanically are pushed to- offer generous terms up front to get vassal acceptance.

Together what this implies is that if you are able to get an empire as a subject via diplomacy without a stupid war, you're getting the least out of them (generous contract terms) and closest to the integration threshold (contract Loyalty + potential building loyalty) that provides the greatest result (integration). Further, since diplomacy-vassals come with the whole empire, and not a split-off like a White Peace, but vassals only get 3 overlord empires a building, the bigger your peaceful vassal is/can grow (which is- again- a generous contract term), the greater incentive you have to integrate.

Unless Integration is really really hard to do, the by the time people can remake diplomatic-vassal contract with more onerous terms, it won't necessarily make gampelay sense to do so- you will likely either already be approaching a Loyalty-benchmark for the Integration contract, or you don't even need that and can just demand it anyway.

'I will not integrate vassals for role playing reasons' is an option with the current system. It does not fix the problems in the current system that favor integration-vassals over Tributary-vassals.
 
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this feature is a must have for overlord. Splitting off sectors right now is basically a gamble as to what planets you're keeping.

How is it a gamble? The sector map mode shows which systems are part of a sector, so it should be fairly clear as to which colonies the new subject will get.
 
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Some people noted that as part of the unity changes in Libra, a bit more of an argument for spinning off sectors into vassals could be made, but with the current numbers it’s generally more valuable to control those systems directly.
Another big reason for this is our inability to edit sectors. Please consider returning this ability to us with this update.
 
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How is it a gamble? The sector map mode shows which systems are part of a sector, so it should be fairly clear as to which colonies the new subject will get.
It's a gamble when you create the sector as you have no control over the systems that go into it because someone decided we can't edit our own sectors anymore.
 
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There was a suggestion about reviving the Corporate Dominion civic even if you have MegaCorps DLC installed -- perhaps having MegaCorp Impose Ideology force the target into having the Corporate Dominion civic would be a good use for the existing code?
I think this would work. There's already an icon for it, and it would serve to further distinguish Subsidiaries from other types of Vassal. It also fits the flavor.
 
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How is it a gamble? The sector map mode shows which systems are part of a sector, so it should be fairly clear as to which colonies the new subject will get.
maybe my game is bugged cause i lost sector map modes after they were changed? or maybe I'm a moron and they just got moved somewhere but ever since sectors became automatic I haven't had a sector map mode.
 
It's a gamble when you create the sector as you have no control over the systems that go into it because someone decided we can't edit our own sectors anymore.
Sectors span four hyperlanes from the colony you declare to be the sector capital. By moving the capital, you’ll change the sector.
maybe my game is bugged cause i lost sector map modes after they were changed? or maybe I'm a moron and they just got moved somewhere but ever since sectors became automatic I haven't had a sector map mode.
There should be a checkbox near the map modes to enable sector view.
 
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maybe my game is bugged cause i lost sector map modes after they were changed? or maybe I'm a moron and they just got moved somewhere but ever since sectors became automatic I haven't had a sector map mode.
It's the leftmost option in the mapmode section, next to the Toggle Hyperlanes button.

Screen Shot 2022-03-24 at 4.21.28 PM.png
 
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Sectors span four hyperlanes from the colony you declare to be the sector capital. By moving the capital, you’ll change the sector.

There should be a checkbox near the map modes to enable sector view.
Bruh i feel like a moron. It's been YEARS :oops:

That said, some more customization of the sectors would still be nice. Maybe I don't know what I'm talking about as I'm clearly not smart
 
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How is it a gamble? The sector map mode shows which systems are part of a sector, so it should be fairly clear as to which colonies the new subject will get.
Even if it isn't a gamble, I would prefer to be able to customise my subjects. For instance, I might want to give them an extra world in one spot but keep one in another etc. There is no plasticity in the system as it is currently. You either give them everything or nothing within 4 jumps of the designated capital. What if I wanted to have a bunch of city-state vassals with one system each to make a sort of "space HRE". Making something like that is extremely hard and tedious as things stand.
 
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