• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 167Love
  • 152Like
  • 7
  • 3
  • 2Haha
  • 2
Reactions:
Whose naval cap are you wanting to be increased, the overlords or the vassals.
Overlord getting naval cap from vassals was quite a problem a few years ago where overlords could pull like 20% of their vassals naval cap which in conjunction old galatic force projection giving 200 naval cap meant that releasing a bunch of 1 system vassal was an effective method of getting alot of fleet cap.
To the overlord.

I do understand the problem with releasing multiple vassals, but I can kind of see the solution with this new loyalty mechanic:

Multiple vassals means loyalty will keep decreasing, and perhaps you cannot tap your vassal's naval cap contribution if their loyalty is too low. That would remove the old playstyle of releasing 1 system vassals.

In fact I could go even further, I would like to see the naval cap contribution registered like the federation fleet capacity, with the vassal's contribution being separate from the overlord's. Then when vassals rebel, they gain all the ships under their contributed amount, which would also help equalise the fleet power between overlord and vassals during wars of rebellion.

In fact I'm convinced more than ever naval cap contribution must exist in some form, otherwise the khan couldn't take your naval cap if you submit to him.
 
  • 5
Reactions:
Sharing technology with vassals should be a choice, perhaps even forbidden (or at least less effective) to overlords who choose the Enigmatic Engineering perk.
 
  • 5Like
  • 2
Reactions:
I guess what I'm struggling with - isn't it almost always better to annex your neighbors? This seems to be purely RP.
 
  • 2
Reactions:
Protectorates get an inherent bonus (regardless of Terms) of -80% to tech cost for any technology that their Overlord has researched - this hasn't been changed from 3.3


Thanks for the reply. Sorry if my words were misleading. What I meant was: If your vassal is NOT protectorate and you're giving a research subsidy to your subject. The research you lose and research your subject gain is the same, right?
 
  • 1
Reactions:
That food is now part of the 30% basic ressource tribute surely will cause massive starvation issues for the tributaries... i understand, that catalyst empires would want the food instead of minerals, but taking both from a subject cripples them to death. I am missing the option in differenciating which basic ressource to pay, instead of all together.

A similar issue goes for alloy/consumer goods being grouped together. It would be easy to gift some of the alloy production, but as cg are part of it no side would agree to switch that option. The overlord would not want to give, while the subject would risk cg deathspiral, if the overlord takes.
 
  • 10Like
  • 1
Reactions:
Will you have more options when turning your sectors into vassals, too? It was always a bit annoying that as a megacorp for example, your created vassals were megacorps, too. So you were creating rivals instead of market opportunities. Any changes to that? I'd love to create my own militaristic bulwark at the front to defend me and an economic vassal in the back to leech.
 
  • 9Like
  • 1Love
  • 1
Reactions:
This looks like an amazing boost, a complete and welcome overhaul to using vassals and a good incentive to play into the late game on larger maps without getting fatigued with all the colonies to manage. Really great work, especially for considering gestalts in the holdings and the diversity of options. I'm looking forward to what machine empires get when that's revealed.

Suggestions:
1. Reveal Vassal Income
Add some way of (quickly and easily) seeing the income of my vassal, perhaps only after negotiations, similar to sensor sharing. I don't want to cripple them by taking more resources than they can afford (normally), nor do I want to waste resources by not harvesting something they are hitting the cap on that they can easily spare.

2. Modify Loyalty Gain during Deficits
The loyalty penalty for tributes should be harsher if the vassal can't afford the tribute and they're getting desperate. I don't want them to quietly death-spiral due to high taxes.
e.g. x5 to loyalty penalty from Basic Resource Contribution to Overlord during a deficit of energy/minerals/food
x2 Loyalty gain from Basic Resource Contribution from Overlord during a deficit of energy/minerals/food

I'm sure there will be more to say when we know more. But so far this looks like it has a great deal of potential
 
  • 9Like
  • 2
Reactions:
Are subjects forced to work the jobs provided with the overlord buildings? Can a player just disable the propaganda jobs?
Also wouldn't Aristocratic Elite empires cap out their stability real fast?
 
  • 3
Reactions:
At first, I was reading about the vassal rework and I thought to myself "well, this is a mechanic that I barely use, so I don't see how that would affect me".

Then I kept reading about contracts and the end of default vassal integration and thought "this will indeed change a lot of things for the better".

Then I read about overlord holdings, and WOW. I am amazed not only at the concept itself but also at the fact that you have taken into account multiple types of empires that more often than not, are ignored in both updates and DLCs: Megacorps, hiveminds, hell, even empires present in the base game! And ascension perks too!

So color me impressed. I don't know which ones of the features exposed in this DD are included in the free update and which ones are to be paid for, but I am very much in love with how you are using the vassal rework in order to deepen the flavor and distinctness between different empires. More of this, please!
 
  • 9
  • 5Like
Reactions:
what about the "vassals don't get the AI difficulty bonuses" topic?

AI empires that are player vassals will get a portion of the AI difficulty bonuses.

do you think you could add the ability for us to build habitants and gateways in our vassals space?

Yes in the case of Gateways and [REDACTED].

It was always a bit annoying that as a megacorp for example, your created vassals were megacorps, too.

Released vassals have been Merchant Guild Oligarchies since 3.1. Cepheus will apply that change to Liberation Wars as well.

Are subjects forced to work the jobs provided with the overlord buildings? Can a player just disable the propaganda jobs?

Depends on the holding and the job. Propagandists cannot be disabled.
 
  • 51
  • 16Like
  • 12Love
Reactions:
I really like the way this opens up new challenges at game start: if you don’t have to worry about being immediately absorbed by your overlords you could start in a galaxy with a ton of advanced empires, develop as one of their vassals, and eventually grow into a great power in your own right.
 
  • 2Like
  • 2
Reactions:
not to be greedy but will hive empires get more than one holding building?
and i presume ravenous swarms can't have vassal swarms (created by sectors not the ryukyu kind)?

I'm loving this btw :D
 
  • 1Like
Reactions:
One question / concern I have: AI empires seem to value strategic resources very highly, and it seems to have no real diminishing return. A common strategy I use in the late game to get favours is just to spam the AI with Rare Crystals or Volatile Motes to get favours, as I usually have an unending supply anyway and they always seem to want more and more.

Is there anything to stop me from using the same strategy to just vassalise a bunch of empires even though they are equal or stronger? Just spam them with so many Rare Crystals that they're like "sure, why not"?
 
You can also “spend” their loyalty as part of trade agreements, strong-arming them into granting you better than normal trades.
Will this also work on player-controlled subjects or can they, like Favours, simply ignore that in the trade/diplomacy screen ?
 
Last edited:
Released vassals have been Merchant Guild Oligarchies since 3.1. Cepheus will apply that change to Liberation Wars as well.
I'd honestly rather we could manually select the ethics, government, and civics we wish to impose on another empire, instead of being forced to create a carbon copy of our own government in the first place.

Also, why aren't Liberation Wars available to empires with Unrestricted Wars?
 
  • 10
  • 1Like
Reactions:
How much would vassal contracts even matter for military subjugation?

I can't see a scenario where I would care much if the newly acquired vassal does not like the contract I force on them.

They obviously won't be able to rebel, since they they lost most of their fleet. And after a little while, they will get +100 from vassal relations and will love me, no matter how much I bombed them.


Where do you see the challenge in the new system?
 
  • 6
  • 2Like
Reactions: