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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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Is that a tic?



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.
Well kid, if your empire is strong and advanced enough, you don't should waste time and resource in wars. Not when your mere presence is enough to an empire to feel itself threatened enough to agree with your terms or -- if you are playing as Democratic Utopia in style of the United Federation of Planets -- when your noble actions around the galaxy are more than enough to make a weaker empire to want to ally to you or become your Protetorate.
And I don't give a fig to the "Stellaris logic" -- I will play the game the way that suits me most -- no matter what other players think. And that includes YOU!
 
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I frequently have people come ask to be my vassals.
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.
Once they're formed can't you gift them any systems you want after the fact through trade?

What I would really like is to be able to choose which sector gets "contested" systems, especially when a sector can't reach an in-range system because another sector had already claimed part of the route.
 
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Well kid,
New tic?

if your empire is strong and advanced enough, you don't should waste time and resource in wars. Not when your mere presence is enough to an empire to feel itself threatened enough to agree with your terms or -- if you are playing as Democratic Utopia in style of the United Federation of Planets -- when your noble actions around the galaxy are more than enough to make a weaker empire to want to ally to you or become your Protetorate.

And based on the system as described, the fastest way for your empire to get strong and advanced enough to reach this position is to aim for subject integration, and the best way to get vassals other than war also entails the least resource and the most progress towards integration when having them.

If the DLC vision is to incentivize players to not blob but play with vassals, mechanics that incentivize your path to blob and get rid of vassals are a problem. This is a mechanic-intent issue, which Stellaris has had before with how admin cap was envisioned versus how it worked in practice in wide-vs-tall, which remains one of the enduring issues with Stellaris in dis-incentivizing role play over strategic play.



And I don't give a fig to the "Stellaris logic" -- I will play the game the way that suits me most -- no matter what other players think. And that includes YOU!
Okay? I don't think anyone said you couldn't?
 
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That is so you can not have 1 governor for all your planets.
There are better ways to prevent this than taking away all control over sector management. For instance, a cap on how many systems can be in a sector, perhaps affected by tech that allows larger sectors in the later game. What I object to is taking away most agency from the player. I have lost count of how many times I get that one odd system that cannot be reached by any of my sectors.
 
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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.
That still does not give me fine control over what my sectors look like. It just means instead of being forced to abandon system X I have to abandon system Y instead when I want both in the sector. And it still leads to issues with that one system in an odd place that I can't get into any sector no matter how I rearrange things. With the old system, all I had to do was click a button to add a system to a sector. If the idea was to limit sector size as another poster mentioned, then just put a cap on sector size, possibly affected by tech.
 
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Looks promising, I hope it comes with the ability to subjugate members of the same federation if we have grossly high trust or power difference
 
This all sounds really interesting to the point I, like many others, would love to see the concepts presented extended into other systems like war and normal diplomacy. I do have a few questions.

Will there be an impact to empire size from vassals?
If there is no inherited empire size from vassals you could end up with maintaining vassals always being better than controlling those systems yourself. This is partially due to the fact that the AI improvements have been pretty effective as far as economy building (hurray!). You'll be getting resource income without upkeep, no empire size, allies in wars, while maintaining an independent logistical growth count for each vassal.

Is the resource tithe a % of the vassal's total income or their net revenue?
Taking a piece of total income would help ensure you always receive some sort of benefit regardless of the vassal's build status. However, it also has a high likely hood of significantly limiting the vassal's ability to grow at a reasonable pace. The second option allows the vassal to expand without issue but can leave the overlord with little to no benefit. Maybe have it be a little of both? Have a base % of total income while taking some amount of the excess produced.

I have questions around how hive and machine empires will be able to leverage this system effectively. I'll wait for next week's reveal as it seems like that's when those answers might be available.
 
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So would it be correct to view each holding building as one individual holding? As in the bare minimum means you get one holding building on one of your subject's worlds. Or do holdings work similar to branch offices where you first pick a world and start a holding and that let's you build up to two buildings based on the screen shots? If this is the latter, do we get anything for a base holding and does that base holding cost anything?
 
I am very skeptical of the holding system. Being forced to host breeding grounds for a hivemind is bad and all but if you're making it look like it's just 6 food a month rather than xenophobe ethics attraction, stability, etc. Then it really shouldn't dump loyalty by 2 a month. Make the downsides worse to reflect the dismay of the subject please. Also please stop overrating stuff like gaia seeders. No one is going to pay 1.5k energy and 3 gases/month just to make their subject like them a tiny bit more. And the palace seems more like a troll building as 2 stability translates to 1.2% more resources on a planet. Wow. Then perhaps most ludicrously unbalanced. Aught to be the material ministry. Completely gimps an alloy producing planet for a tiny loyalty cost. Cool. You also don't need to be a mathmatician to figure out getting 100 alloys/month from 50 metalurgist on a subject's ecumenopolis for free might be a bit much. And you're also generating surplus resources out of thin air.
 
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I'm sure some of these thoughts have probably been raised, and perhaps even addressed...

I love the course this DLC appears to be taking. The more bits from Crusader Kings that can find a way to work in Stellaris -- the more excited I get.

I'm especially looking forward to changing the Corporate Tab into a Holdings Tab. I hope this means we can have multiple civs involved on any one planet; it's always felt a bit spartan being limited to only one civ.

Looking at the holding examples-

I'm curious what utility some like the Ministry of Truth might get. In the few games I've played in the latest update, the moment I finish expanding into empty systems I find that I pretty much sit on 1000 Influence at all times. So many of the Influence costs appear to have been converted into Unity costs, which I like... but... I feel like Influence has run out of purpose. Might Loyalty and Influence be combined? Or will this bring more uses for Influence?

How will all of this mesh with Gestalt civs, whether they be the overlords or the vassals? Stuff like the Splinter Hive would seem to imply that, at least for some duration, gestalt and non-gestalt pops may be able to coexist? Or does vassal extinction remain the inevitable endpoint there?
 
This looks really great and gets me moving towards my Space CKIII playthrough that I want to do.

Will vassals be able to war with one another allowing them to take territory from each other?
This is extremely important, has this been answered?

(Some) Vassals should be able to make war between themselves for territory, and/or have subterfuge options to taje territory from each other, and/or have diplomatic AND subterfuge options to ask the overlord to take territory from one vassal, and grant it to them.

Ideally, the galaxy should have been divided into pre-defined seon start, and vassals would apply to the overlord for rights to expand into them.

Eh, I still don’t think I’ll be able to play my human-only feudal galaxy properly, not if vassals can’t wage war on each other and make alliances with each other. This is what a feudal civic should allow, not the silly “can’t fire staff” thing.

I’m also a bit skeptical about vassal release, a dev answered somewhere that releasing a vassal will be the same old simplistic “release vassal/tributary” button… but with no cooldown to renegotiate terms.

Why would I negotiate at all when releasing planets though?
 
Great to see diplomacy getting some work. Been badly needed for years because it has been so restrictive and static. A 4X or grand strategy game doesn't feel alive when the diplomacy is overly simplistic. In general I think Stellaris should basically have all the diplomacy options that EU4 has and other 4X games like Civilization, Endless Space, Distant Worlds, Galactic Civilizations, etc.

Are you going to do anything to fix Federation gameplay? https://forum.paradoxplaza.com/foru...ade-federation-to-accept-new-members.1492560/
 
Is there a chance we'll be able to change the ruler titles for our vassals (or at least the ones we release from our sectors)? From an RP standpoint I would rather my subject leaders be called Governor-Generals rather than have the same title as my leader.
 
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How moddable is the corporate/branch office interface? Can I add another category?

Let's say I want to make a hive mind origin that spreads infestation to other colonies or I'd rework espionage to be done in this interface. Is this possible?
 
I'm sure some of these thoughts have probably been raised, and perhaps even addressed...

I love the course this DLC appears to be taking. The more bits from Crusader Kings that can find a way to work in Stellaris -- the more excited I get.

I'm especially looking forward to changing the Corporate Tab into a Holdings Tab. I hope this means we can have multiple civs involved on any one planet; it's always felt a bit spartan being limited to only one civ.

Looking at the holding examples-

I'm curious what utility some like the Ministry of Truth might get. In the few games I've played in the latest update, the moment I finish expanding into empty systems I find that I pretty much sit on 1000 Influence at all times. So many of the Influence costs appear to have been converted into Unity costs, which I like... but... I feel like Influence has run out of purpose. Might Loyalty and Influence be combined? Or will this bring more uses for Influence?

How will all of this mesh with Gestalt civs, whether they be the overlords or the vassals? Stuff like the Splinter Hive would seem to imply that, at least for some duration, gestalt and non-gestalt pops may be able to coexist? Or does vassal extinction remain the inevitable endpoint there?
Influence is spent to negotiate vassal terms (or deny negotiations the other side does). Probably also used for the special subject types somehow. It's also now the resource for espionage. So I imagine there will be a lot more need for influence now.
 
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We like to have some differences between the empire types instead of them being homogenised.
Gaia Seeders Machine Empire civic.
:cool:

But seriously, it would be interesting. Have them get a bunch of unity every time they terraform a planet, so the action is done as a unity farming method rather than a production/habitability buff.

On a separate note, the Noble Chateau's are really underwhelming. It requires a civic to pick, costs one of your very precious Holdings, and also has a -1 loyalty penalty... all for a measly 2 stability on one planet (which may very well already be at 100). For half the loyalty cost I could steal a ton of alloys and minerals, or for no loyalty cost get some influence.

If we assume the vassal has a planet with 25 mettalurgists, you could get 50 alloys from that. For 2% stability to get you 50 alloys (assuming a fully upgraded foundry for extra throughput), you'd need over 800 metallurgists. So yeah, this needs to be buffed somehow. Would +1 stability for all of your planets be too much? Maybe an amenity bonus?
 
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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?


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.

View attachment 821354
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.


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.

View attachment 821356
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.

View attachment 821357
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 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.


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.


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.


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


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


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


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.


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…


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


…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!
beautiful, i'm so looking forward to communal housing buildings on neighbouring worlds
 
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