Stellaris

Stellaris

71 ratings
Vassal Contracts Unleashed
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
409.362 KB
26 May, 2023 @ 1:23am
24 Apr @ 8:35pm
7 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vassal Contracts Unleashed

Description
This mod has 3 core components. Chiefly, it allows the player to choose any combination of vassal negotiation terms. It eliminates these restrictions for the player only, the AI still has to follow vanilla requirements. So, if you want to integrate your Bulwarks or restrict Tributaries to Limited Diplomacy, that is now entirely possible.

Secondly, it eliminates locked-in taxes and subsidies, as well as breaking basic, advanced, and strategic resources into individual sliders, as well as adding unity, minor artifacts, and influence as taxes or subsidies.

This means that, if you so desire, you can force your Bulwark to pay you a tax of their basic resources instead, or any other settings on the sliders for any subjects that you wish.

Finally, it fixes the bane that is Protectorates, and it eliminates the automatic switching of subjects to Protectorates. Now, if you're so far ahead in technology that you've researched everything and your vassal is still researching their first techs, they *still* won't become a Protectorate automatically just because they're too far behind in tech.

However, if for some reason you want to turn a subject into a Protectorate, the option is there now even if the overlord and subject are almost completely identical in technological level. You won't be required to, but you will be able to if you wish.


--- Compatibility ---

A few values had to be altered to make this mod. They are:
@protectorate_tech_threshold
and
@protectorate_tech_switch
from agreement_presets, as well as most agreement_term_values.

Getting agreement_presets to accept the scripted variables on their own is a continually pointless endeavour, and a full override remains the only way to satiate its hate. Work on finding a neater, key-based alternative continues.

Any mod that adds or overwrites agreement_term_values will likely need compatibility patching.

Full documentation is included in the mod, as well as a code walkthrough detailing exactly where, why, and how each alteration was made. The goal of this file is to provide complete transparency, as well as make the mod accessible for any beginner modders to update or alter this mod however they like without having to wait for updates on my end.

Mercatorum & Vassal Contracts Unleashed Compatibility Patch


--- Minor Issues and Imperfections ---

There wasn't a clear way to enable tax and subsidy freedom for the player only, so the AI is also not obligated to give their Bulwarks half their basic resources or anything similar. If a way to alter this more neatly becomes clear in the future, I intend to incorporate the update.

The Protectorate changes also could not be disabled for the AI specifically. The result of this is that, in a niche scenario where an AI Overlord is advanced far enough ahead of their subject that they would normally become a Protectorate, that is no longer guaranteed to happen.


--- Similar Mods I've Made, and Submods ---

Why Can't I Hold All These Holdings

Vassal Contracts Unleashed - Maximum Taxation Submod

--- Credits and Thanks to the Stellaris Modding Den ---

NotNitehawk, her help with the `Possible` blocks allowed me to overwrite them much more cleanly than my original approach, granting the player much more freedom and the AI far fewer unwanted changes in behaviour.

Lezzistrata, whom I adore, for the fantastic thumbnail art. My skill with art is non-existent, and you'd have gotten simple in-game screenshots instead.

LAJ-47FC9, who helped me pick out a name for this mod. Without its help, this mod would probably be called something boring and functional like "All Vassal Agreement Terms Unlocked".

MrFunEGUY, who was not actually involved directly in the creation of this mod, but the "Viable Feudalism and Imperialism - Empire Federation" mod includes an origin that spawns 2 vassals of the player.

This origin greatly cut down on the time and tedium of actually testing if these changes happened, and also leaving vassals alone for a year or 2 to see if they became protectorates again or other kinds of irritations.

Govannon, who helped me identify and isolate where the loyalty costs for resource subsidies / taxes were defined.

And Avarice, not part of the Modding Den, who graciously allowed me to integrate large chunks of their "Subsidies Sliders Expanded" mod into mine as part of VCU's 1.1 update.

I hope you like this mod, and feel free to drop by the Stellaris Modding Den by clicking on the big banner below!

[discord.gg]
36 Comments
SupremeQuesoDesuPizza 10 Jun @ 8:47am 
Just a heads up, this has a conflict with one of the ascensions overhaul mod.
https://steamproxy.net/sharedfiles/filedetails/?id=1199002146
Not sure if there's a solution from either end there but just a heads up.
Xherdos 25 Apr @ 6:34am 
thanks for the update :D

Still wish that Paradox removes the Enforced Protectorate Vassal from the game.
(Hope we get the feature again that we can use any other Vassagle despite being Superior in Technology)
Darth Tiredlass  [author] 24 Apr @ 8:37pm 
Quick and possibly messy update, but the mod should now account for the new Luminarium subject type. This was hopefully the source of the crashes mentioned by @Fryskar.

My Stellaris modding skills are very rusty, so I leaned on the code walkthrough a lot. It should ideally be working for 3.11 smoothly now.
Darth Tiredlass  [author] 24 Apr @ 8:01pm 
Comparing files, there are references to a new subject type "Luminarium" related to the Astral Rifts DLC. Expect an update within the next week or so
Darth Tiredlass  [author] 24 Apr @ 7:32pm 
Brief testing suggests the mod is still working fine. May rewrite it just in case but I don't see any problems on my end.
Thee'e Vang 2 Mar @ 12:22am 
is this compatible with vassals expanded and reworked?
Fryskar 17 Jan @ 5:20am 
It kind of works in 3.11, but causes crashes.
Can't say if it only happens if combined with other mods.
Darth Tiredlass  [author] 6 Aug, 2023 @ 4:08pm 
@Vralr I don't think it would change that. This mod allows a (human) overlord to set any of their vassals to limited diplomacy, but I don't believe it should cause any gameplay changes for when the human player is a vassal.

The AI overlords will still be following vanilla behaviour, with any weirdness that may cause
Vralr 6 Aug, 2023 @ 7:19am 
Does it fix the limited diplomacy bug? I explain: When you are a vassal of an empire that is not part of the galactic community as well as you, while he forced a limited diplomacy agreement on you, then you are not allowes to join it. But while you are part of the galcom, then it doesnt forces you out of it, after said contract is enforced on you by an outsider. I hope its understandable, I dont know why it is not in basegame. Thank you!
Darth Tiredlass  [author] 4 Aug, 2023 @ 3:16pm 
Feel free to post the submod, just link to this one :)