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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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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.
I assume low loyalty will get them to eventually rebel anyways, chances are it’ll have an effect on empire relationship to avoid such cases.
 
AI empires that are player vassals will get a portion of the AI difficulty bonuses.



Yes in the case of Gateways and [REDACTED].



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



Depends on the holding and the job. Propagandists cannot be disabled.

Are there been any plans in this DLC for an espionage operation to undermine a vassals loyalty?
 
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It's a huge improvement over the current vassals setup and option. It actually makes survival an option if a player ends up boxed between powerful neighbors.
 
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What are the prospects of integration being removed entirely? Or- how hard is it to force an involuntary subject to accept this condition?

Currently a main driver of military snowballing in wide is the ability to force-subjugate and integrate. Even if it's not the default, a first read suggests it's still better to own rather than tributize the AI systems, since wider is still better, and thus incentivizing integration-contracts over all others. Pops are still king, you can't get the pops without integrating, qed.

If all integration were removed, then this would make claim wars the primary/only way for direct expansion, which would greatly boost the value of other subject categories... especially if you use the unity-to-influence building to fund those claim wars.


I like these ideas a whole, but this is a case where I fear one mechanic will undermine all the rest of the work.

What part of "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" you don't understood? You are the one that decides if or when to activate the Integration option, my foolish friend.
 
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The terms themselves are heavily moddable, I look forward to seeing what some of you come up with.
Nice! So to be clear could I make my own versions of these resource categories? E.g. one with Zro, food and soc tech? (or some modded resource).
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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.
Can a subject pledge secret loyalty to another subject?
  • e.g. I'm "SOL" (the overlord) then we have "Proxima subject" (my biggest vassal) and "Rim Subject" (my smallest vassal)
  • could Rim subject pledge fealty to proxima, making them both rise up together against Sol, if Proxima becomes disloyal?

What happens if I release a sector as a vassal?
  • If i subjugate someone, I understand the limits on contracts - its a "negotiation".
  • But if I just release Proxima sector (to use the above example) there is nobody to negotiate with? I just decree whatever I want, right? (whether that makes them immediately disloyal is another matter).
  • Or do released sectors get a say in their initial vassal contracts, too?

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.
Is the new(er) Holdings tab Hardcoded? For example;
  • Could I mod in a new row "Federal Holdings" and let the federation leader build stuff on colonies of their member states too?
  • (e.g. some superduper army fortress, if i'm the leader of a defensive federation?)
  • Could I use/mod enclaves (in the system) to unlock a special new building row in the holdings tab (essentially letting them build stuff on my colonies there?)

Are subjects/clients blocked from switching off Holdings jobs [a la criminal jobs]? I really like the idea of these holding buildings... but If i were the subject player, i'd probably just disable those propagandist jobs if they offer no benefits to me...
  • Edit: seen a dev comment saying it isnt possible in this instance.
  • That might be a bit of a UI issue no?
  • Maybe un-restrictable jobs ought to have a small padlock icon on them, or something like an orange background in the jobs screen to signify they're not changable at-a-glance.
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.
I hope rogue servitor overlords get to build some sort of biotrophy enclave adding immigration pull from vassals. That might get close to the begginings of a tourism system lol.

How is integration changed now - once it's been added to a contract and the process initiated - if at all?
  • Will it give you a flashing red situation bar?
  • or a warning to declare war (pledge fealty to others, drumb up support in the GC/Federations etc for allies)?
  • Will the overlord still just burn influence each month, or are other factors (like number of holdings built on client worlds) also going to influence speed of integration?
 
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Hopefully this update fixes the age-old problem where you don't get a warning when your overlord starts to integrate you!

Biding your time as a vassal of a powerful AI for safety before overthrowing your overlord has already been an oft-used stratagem in my experience... but only in multiplayer, where we can warn eachother when subject integration begins, since for some reason we only get warnings when ANOTHER player starts getting integrated.
 
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Will newly expanded systems by subjects can be traded with their overlords (even if have a cost to trade)? I normally don't want to restrinct their expansion, but I don't want to dispute a system that I consider vital to have. The stellar system trade is an absolute useless because any AI don't accect anything to trade this, I hope with Overlord and Subject relationship this will have a bit of treatment.
 
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What part of "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" you don'yt understood? You are the one that decides if or when to activate the Integration option, my foolish friend.
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.
 
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Would it be possible for me to build gateways in my subject territory? It’s always annoying that they can’t be properly reached via gateway highway
 
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What about favors? Will favors turn into loyality when a nation is vassalized? Will nations be able to use favors in vassal negotiations?
 
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This all looks really promising, I'm looking forward to playing with this a lot. Two things to note:

Some of the holding buildings look pretty imbalanced, especially if there's a limited number per vassal. The resource ones especially I would change to a percentage output instead of fixed; then it'd make sense to build them in places like your vassal's main alloy/mineral/etc... planet.

I also hope that this update comes with a commensurate increase in the flexibility of regular diplomacy; all these vassal negotiations are great features which really make normal diplomatic play feel extremely bare-bones in comparison. War diplomacy in particular could use with a great upgrade to bring it on par with this (and the galactic community) system.
 
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I like that you can actually influence ethics attraction and force your vassal to shift! This will be good for Hegemonies, reducing the diverging ethics penalty.

However, I'd still like to ask whether ethics and factions can be looked into? I believe it works correctly for newly created pops, but the chance of a single pop to shift its ethic (and faction) seems to be far lower than it should, making ethics shift far harder to achieve than they should, even with Faction Promotion and Suppression.
 
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This looks really, really really good. Looking forward to seeing more of this.

Also is it possible with this system to create a Vassal Contract in which one nation is technically the Overlord, but the other nation gets all the goodies? For example to help a new player, vassalize them with a one-sided vassal contract that grants them total freedom, but grants them a lot of assistance from the Overlord?
 
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Will there be any plans to be able to lend-lease some of our fleets to a subject? Just something that feels missing, especially if vassals will be more of a "long term" thing you'll hold on to throughout the game instead of annexing them asap like now. (Or if you have it set so you never join the subject's wars. Maybe you won't join, but you can give them some fleets.)
 
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Would it be possible for me to build gateways in my subject territory? It’s always annoying that they can’t be properly reached via gateway highway
Devs already answered this, yes you will be able to.
This all looks really promising, I'm looking forward to playing with this a lot. Two things to note:

Some of the holding buildings look pretty imbalanced, especially if there's a limited number per vassal. The resource ones especially I would change to a percentage output instead of fixed; then it'd make sense to build them in places like your vassal's main alloy/mineral/etc... planet.

I also hope that this update comes with a commensurate increase in the flexibility of regular diplomacy; all these vassal negotiations are great features which really make normal diplomatic play feel extremely bare-bones in comparison. War diplomacy in particular could use with a great upgrade to bring it on par with this (and the galactic community) system.
The resource buildings are per job, so you already get a much bigger bonus for putting them on the right planet.
 
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