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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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Oh wow, another xenophile nerf. Why am I even surprised anymore?
"Oh, look Glusch! Another xenophobe fool."

"Yeah, Kloegg. And this one is one of those dumb Klingons -- Our galaxy is really going down the drain if now they let anyone enter it".
 
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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.
Shouldn’t determined exterminators be able to join if there are no organic empires in the galactic community?
 
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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.
Okay, I have two questions in extension of this:
  1. Is it possible to mask or hide your rulership over your subjects, perhaps as a espionage mechanic?
  2. Can you nominate your subjects as Custodian and Galactic Emperor?
I would really love the idea of having your puppet loyal subject as a front for the galaxy while you rule it from the shadows.
 
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Will the galactic emperor be able to make use of the overlord system? So for example become able to build holdings or propose conditions on the members of the galactic empire? Because this might solve the issue, where the ai loves the emperor too much, so you almost never see a galactic rebellion.
 
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I don't understand how the Noble Chateaus work, does it just gives +2 stability in the Capital?
It is a bit weak, no?

Yes, it does seem a bit weak.
 
No, it is +2% is a lot you can do less amenities jobs and more production, and then at any point you can have up to like 100% stability. It adds up man.

You're right that it does add up, but usually my capital isn't where I need more stability.
 
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Will spinning off Vassals have more options with civics. If Megacorps can release merchant guild empires, can Merchant Guilds release Megacorps, or if I want my released vassal to focus on Military, can I make them have the militarist ethic?
 
No, it is +2% is a lot you can do less amenities jobs and more production, and then at any point you can have up to like 100% stability. It adds up man.
It's just 1.2% production from jobs and it costs you vassal loyaulty and an holding slot, others holdings shown are way stronger than that.

Not to mention that you already have 100% stability on your Capitol if you play Aristocratic Elites
 
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  • 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.

- A district slot is pretty minor, and you can't build more than one building of the exact same type on a planet. (Confirmed by QA)

- Nothing should be built specifically to minmax, but features should be competitive. This is the same issue of catalytic vs mining guilds where they didn't even try to make it competitive. Stuff like housing and stability bonuses are nice for niche builds, even if ineffective, but even for a niche build tiny bonuses aren't going to help em reach a level that feels good to play. Especially once you get a bit of experience in the game. I play wild builds, but they're usually still very good at that one little odd thing they do, and it fits into the role I'm playing as an empire.

- Afaik the seeder building is terrible, terrible value. The only benefit here is not needing the AP to make gaia worlds if that's your goal, or being able to make gaia's sooner... which your eco won't support anyways, and you STILL need gas on top, which is expensive before you can produce it yourself. For comparison, world shaper offers gaia worlds at a 7.5K pricetag (could be 5600 ish instead because of the cost reduction of the AP). Which is able to be sped up from 7200 days to 4800 with the cheap edict. Meanwhile this building is a guaranteed 7600 days, 5100 EC cost, and a gas cost of 560. Not only is this way slower, but also significantly more expensive. You can make it work as a niche for a megacorp, but you're still going to be gimping your own economy, which seems odd if you're supposed to be the overlord in this relation.

So even if you wanted to offer this to someone for protection, you'd have a hard time pulling it off.

- Unless they completely upend the current preview they've given us, loyalty to a degree will be free. If your sole goal is to leech a subject for profit, you can give them a generous contract, or use the feudalism civic. Sure, you won't be able to easily get high levels of loyalty, but enough to get obedient AI subjects. And numbers that aren't "final" have been repeatedly proven to be final, or close to final, unfortunately. That being said I do encourage the devs to make powerful stuff like the alloy holding more difficult to pull off.

- Alloys are advanced resources, as long as you can defend your subject, this won't cripple their development much, alloys are pretty disconnected from the rest of economy. And even then, unless you're specifically looking to be benevolent, which can be fun, keeping them from building a big fleet makes it easier to control them. Alloys aren't needed for other aspects of an economy, except robot assembly. So they'll keep developing as normal, or in case of a protectorate, get free research speed.
 
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It's just 1.2% production from jobs and it costs you vassal loyaulty and an holding slot, others holdings shown are way stronger than that.

Not to mention that you already have 100% stability on your Capitol if you play Aristocratic Elites
Then idk what the problem is really, just build another building. They’re are options for a reason correct?
 
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- A district slot is pretty minor, and you can't build more than one building of the exact same type on a planet. (Confirmed by QA)

- Nothing should be built specifically to minmax, but features should be competitive. This is the same issue of catalytic vs mining guilds where they didn't even try to make it competitive. Stuff like housing and stability bonuses are nice for niche builds, even if ineffective, but even for a niche build tiny bonuses aren't going to help em reach a level that feels good to play. Especially once you get a bit of experience in the game. I play wild builds, but they're usually still very good at that one little odd thing they do, and it fits into the role I'm playing as an empire.

- Afaik the seeder building is terrible, terrible value. The only benefit here is not needing the AP to make gaia worlds if that's your goal, or being able to make gaia's sooner... which your eco won't support anyways, and you STILL need gas on top, which is expensive before you can produce it yourself. For comparison, world shaper offers gaia worlds at a 7.5K pricetag (could be 5600 ish instead because of the cost reduction of the AP). Which is able to be sped up from 7200 days to 4800 with the cheap edict. Meanwhile this building is a guaranteed 7600 days, 5100 EC cost, and a gas cost of 560. Not only is this way slower, but also significantly more expensive. You can make it work as a niche for a megacorp, but you're still going to be gimping your own economy, which seems odd if you're supposed to be the overlord in this relation.

So even if you wanted to offer this to someone for protection, you'd have a hard time pulling it off.

- Unless they completely upend the current preview they've given us, loyalty to a degree will be free. If your sole goal is to leech a subject for profit, you can give them a generous contract, or use the feudalism civic. Sure, you won't be able to easily get high levels of loyalty, but enough to get obedient AI subjects. And numbers that aren't "final" have been repeatedly proven to be final, or close to final, unfortunately. That being said I do encourage the devs to make powerful stuff like the alloy holding more difficult to pull off.

- Alloys are advanced resources, as long as you can defend your subject, this won't cripple their development much, alloys are pretty disconnected from the rest of economy. And even then, unless you're specifically looking to be benevolent, which can be fun, keeping them from building a big fleet makes it easier to control them. Alloys aren't needed for other aspects of an economy, except robot assembly. So they'll keep developing as normal, or in case of a protectorate, get free research speed.
I still believe hiveminds should get a corrupted version of life seeded and able to build hiveworlds. :p
 
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Then idk what the problem is really, just build another building. They’re are options for a reason correct?
Well it's better when the options are good? If an option is bad, is it really an option?

If this civic specific holding is factually bad, it's a good reason to change it and make it good instead of doing nothing?
 
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Move your capitol?

Capitals already get +5 to stability and +10 amenities (which results in extra stability from higher happiness). Another +5 comes from the obligatory Deep Space Black Site in the station, you can get +10 from traditions (Prosperity finisher and Harmony tradition "Utopian Dream"). Nobles and Enforcers also create stability.

Then idk what the problem is really, just build another building. They’re are options for a reason correct?

Trap options are bad game design.
 
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i have to say, while i like every DLC so far, this might be my favourite so far.


now i want an option to enforce ethics, enforce civics, enforce living standards and so on. (else i would always stop my vassalization war for a fresh status quo vassal)

also, i would like an option to take on my subjects deficit in food, consumer goods and so on.

also also i would like to know my subjects resource numbers. pop numbers and everything. of course max. intel could be part of the freedom my subject has.
 
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why is loyalty represented by a... sun? seems like an odd choice
I'm not sure it's a sun, it's more like a logo in the same theme as yellow ornementation in the "Overlord" logo in the trailer

Ornementation evokes Feudalism and Vassal/Overlord relation so it makes sense to me
 
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