Feudal Origins
⚪ Last updated 2020Preview
🔍 Analysis
- 👍 0.0% endorsement rate
📋 About This Mod
Update v0.3: Removed corporate authority lock on Interstellar Trader's subsidiaries so they will spawn as normal empires most of the time, allowing you to set up branch offices. Added the -50% relative power opinion penality effect of "Feudal Society" to Feudal Empire Origin. ============================================= This mod adds three new Origins to the base game, which allows you to start the game with two subjects, and possibly already in a federation. The three added origins are: 1. Feudal Empire You start the game with two vassals already occupying the habitable world slots (if they exist). You do not need to have the Feudal Society civic to allow them to expand. 2. Semi-autonomous Colonies You start the game with two tributaries in a hegemony federation. The tributaries will be of the same species as you and will occupy two small gaia worlds. 3. Interstellar Traders You start the game with two subsidiaries in a trade league. Known issues: # (possibly vanilla) (rare) Sometimes the subject empires can spawn on a planet guarded by hostile NPCs. Can be mitigated by setting guaranteed habitable planets to 2. Note on possible compatibility issues: This mod does not replace any vanilla files. However, this does not mean it will not have any compatibility issues. 1. For now, the subjects will only spawn on vanilla planet types if an existing habitable planet is not available. 2. There is a change in game_rules to allow subjects to expand with the "Feudal Empire" origin. Mods that change subject expansion rules may conflict with this mod. Otherwise, this mod mostly reuse vanilla initialisation code, so if something works with Common Ground / Hegemon, it will mostly work with this mod. Possible future expansions: 1. Starting with any federation type, like martial alliance or research cooperative. 2. Starting as a subject empire with some bonuses.
Update v0. 3: Removed corporate authority lock on Interstellar Trader's subsidiaries so they will spawn as normal empires most of the time, allowing you to set up branch offices. Added the -50% relative power opinion penality effect of "Feudal Society" to Feudal Empire Origin. ============================================= This mod adds three new Origins to the base game, which allows you to start the game with two subjects, and possibly already in a federation. The three added origins are: 1. Feudal Empire You start the game with two vassals already occupying the habitable world slots (if they exist). You do not need to have the Feudal Society civic to allow them to expand. 2. Semi-autonomous Colonies You start the game with two tributaries in a hegemony federation. The tributaries will be of the same species as you and will occupy two small gaia worlds. 3. Interstellar Traders You start the game with two subsidiaries in a trade league. Known issues: # (possibly vanilla) (rare) Sometimes the subject empires can spawn on a planet guarded by hostile NPCs. Can be mitigated by setting guaranteed habitable planets to 2. Note on possible compatibility issues: This mod does not replace any vanilla files. However, this does not mean it will not have any compatibility issues. 1. For now, the subjects will only spawn on vanilla planet types if an existing habitable planet is not available. 2. There is a change in game_rules to allow subjects to expand with the "Feudal Empire" origin. Mods that change subject expansion rules may conflict with this mod. Otherwise, this mod mostly reuse vanilla initialisation code, so if something works with Common Ground / Hegemon, it will mostly work with this mod. Possible future expansions: 1. Starting with any federation type, like martial alliance or research cooperative. 2. Starting as a subject empire with some bonuses.
📊 Mod Details
- Game
- Stellaris Mods
- Author
- 76561198037892428
- Version
- N/A
- Downloads
- 843
- Endorsements
- 0
- Category
- Diplomacy, Galaxy Generation, Gameplay, Species
- Created
- 5/22/2020
- Updated
- 5/24/2020
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