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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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Do Subject AI still lose all AI bonuses? That's one of the big things that's kept them uncompetitive in games.

Also can I give my subjects 100% research speed so they can actually catch up fast in science? I feel like I blitz way to beyond them.

Lastly, are there any ways to convince a subject to give up one system? I'd even off them 2 in return. I just want a way to fix my bordergore without killing them.
 
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There's a building disliked as much as the hives? I wonder...

Also, will it be possible to enforce purges on subjects' worlds, with a loyalty penalty depending on their ethics?

Also also, "Ministry of Truth"? Will we be getting a Ministry of Love, too?

Also also also, will there be a fix to the incorrect number of starting AI empires?
 
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exciting and nice

also would you be able to add more "rebellions"
if you are going for wide there should be more reasons for citizens to rebel against authority of planet thats tooooo far away from you
also we need more slave rebellions and xeno rebellions (apart from machines).
how can it be, eg: you are multi-xeno empire and you colonised afar planet with non-founder xeno which has xenophobe relatives (as empire) near, some these xenos might like to cede from you while they have majority in that planet and supportive relative from other empire (military power should be at least on par with you, and can support rebel as espionage mission)
loud thinking;
trigger mechanic for rebel: xeno pop % in that planet + distance from capital planet + ethics difference (opposite) of relative or source empire of xeno + rights of xeno > rebellion check

i think we should feel difficulty of multi-xeno society

also it would be nice if we could have something that differentiate "spiritualists" from each other, last time i checked earth spiritualist has more affinty to hate each other as their spiritiualisms goes deeper :D because their "spiritualism" is not same -e.g: ck3 religion mechanic

keep up the good work!!!
 
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Still thinking about this update, this mechanic will either live or die depending on how hard is to integrate a subject and how often do the AI agrees to an integration option. Making it a possibility, yet a heavy investment of shorts, rather than the default state of vassals, seems like a good way to approach it.

There's a building disliked as much as the hives? I wonder...

My bet is that subversive cults are going to have a helluva annoying overlord building. One can only hope!
 
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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.
I must be doing something wrong with map mode settings then, or else UI mods are interfering in some way. After 1.9, I've never been able to get the maps to display dividing lines between my sectors in any clear way.
 
i see that alot of holdings buildings give things to the capital , for example the stability modifier ... is there any way \ plan to change the target planet ?

because i can see most of those buildings becoming redountant and done for pure RP more than anything...
 
Update to the Restricted Voting tooltip.

View attachment 822494

If your subject is unable to join the GalCom (mostly looking at you, Fanatic Purifiers and Determined Exterminators), you cannot select this term for them.
I'm guessing this refurs to exterminators with robot overlords and to purifiers with same-species overlords, but it would be nice to subjugate genocidals again.
 
Oh wow, another xenophile nerf. Why am I even surprised anymore?
How is what you quoted a Xenophile nerf?

I'm not saying it isn't, but there's a step in your logic that I'm not seeing and without it I can't follow to your conclusion.
 
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We like to have some differences between the empire types instead of them being homogenised.
Specifically with the MegaCorp - Gaia Seeders combo that'd be an amazing concept.
Just how valuable a commercial pact would become with you if the service your company offers is turning your partners worlds into one of the most valuable planet types that can't even normally be terraformed.

So sustained patronage would be incredibly valuable.
While i agree that not copy-pasting all normal empire civics is a good approach for megacorps, this combo specifically makes a lot of sense to include if it comes with gaia seeders being available for branch offices.
 
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The current empire size mechanic already gives a bit of a reason to split your territories into vassal sectors, but have you considered adding something like a colony penalty to stability based on distance to your empire capital (obviously this distance would account for gateways).

Right now it seems a bit unrealistic how you can keep multiple worlds totally happy at opposite ends of the galaxy: How can they possibly communicate with the capital in a satisfactory timeframe? Giving sectors more autonomy (i.e. release as a vassal) should be the obvious choice for controlling more remote sectors of your empire.
 
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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.
  • it doesn't just cost 6 food, it blocks an entire district slot
  • not everyone plays to minmax.
  • playing multiplayer and offering someone that you can turn their worlds to gaia worlds in exchange for protection seems like a pretty good deal for both parties
  • you are constantly referring to spending loyalty as "free", which is a very early assessment as we have not seen the full extent of the loyalty mechanic. we do know that subjects will try to break free by becoming someone else's overlord to get a better deal - so if your economy was built on their alloy output you might have a very, very costly war at your hands.
  • the more resources you drain from your subjects the less they will be able to progress and advance themselves, eventually leaving them functionally crippled and just dead weight for your empire, because they are a century of research and infrastructure behind, since you bled them dry.
 
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The gaia-seeder combo in particular seems aimed at a vassal-incorporation strategy, so that you can terraform worlds before you would otherwise be able to claim and start turning them.

Something like-

-Use gaia world's early output advantage to military-rush-and-conquer a neighbor
-Use early conquest strength to encourage/force a neighbor into vassalization
-Use gaia seeder building to build loyalty towards incorporation while preparing world for your ownership
-Use high loyalty to achieve integrate vassal contract
-Absorb vassal, assume control of gaia world


Far from an optimized strategy, but it's a strategy.
 
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Hmm so with the new vassal system, which I think is looking great so far, how does this interact with the hegemony federation type?

Because in the current version hegemony is basically vassal+ where both the leader and the vassal benefits as opposed to the current system of vassals being basically a game over on delay. Now that the vassal system is overhauled it seems to me that it is more beneficial to have actual vassals rather than to do this via a hegemony.

Essentially the question is. What now separates the hegemony federation type from the vassal mechanic to make the former worth it over the latter? (granted this is mostly a multiplayer based question so I have not considered singleplayer in the implications)
 
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How is what you quoted a Xenophile nerf?

Integrating primitives.

At first, they took away our ability to directly integrate them into our empire.

Then they cut down primitive number drastically.

And now they've decided that 10 years from successful uplift to starting integration is apparently too short.

Compare that to non-xenophiles who need to land a single army and get the planet immediately.
 
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Integrating primitives.

At first, they took away our ability to directly integrate them into our empire.

Then they cut down primitive number drastically.

And now they've decided that 10 years from successful uplift to starting integration is apparently too short.

Compare that to non-xenophiles who need to land a single army and get the planet immediately.
Depends on whether integration can be negotiated as part of the initial terms or if you have to wait until after a 5 year cooldown. If it's something you can negotiate immediately then it's not a nerf at all. Arguably it's a buff since you could, for example, trade integration for allowing them to expand, so when you do integrate them you also get everything they've done since you found them instead of their one measly planet.
 
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If bankruptcy is to happen to a subject empire does that mean they will stop paying the overlord for a temporary time? Or if someone cannot afford taxes it can be treated as a monthly deal it cancels for a month until you can afford it?
 
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