Stellaris

Stellaris

Feudal Origins
28 条留言
HorrifyingAbscess74 2022 年 7 月 31 日 下午 4:51 
Could you update?
Voidseeker 2021 年 9 月 5 日 上午 2:07 
Could you make it so that the Trade League Origin works with Merchant Guilds, too?
MrFunEGUY 2021 年 4 月 16 日 上午 12:54 
This works in 3.0, but the intel doesn't update for your federation members. If you use my Feudal Empire federation mod and the patch for this mod, I've fixed that.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2116278405
Them8 2021 年 4 月 15 日 下午 4:03 
still works in 3.0
raffaeletavernari.96 2020 年 11 月 22 日 上午 9:38 
Pleas update this mod for 2.8.2 thanks
MrFunEGUY 2020 年 11 月 12 日 下午 11:15 
I can confirm it still works in 2.8.
Cosmic Cat 2020 年 11 月 8 日 下午 2:12 
Any clue if this mod still works in 2.8? I was curious to try it out.
Kepos 2020 年 10 月 7 日 上午 2:46 
We actually tested this mod on multiplayer game and found it quite OP as there are literally no negative effects, which results in truely overpowered gamestart. Besides your two vassals from start, you still get the 2 guaranteed colonies.
C.A. 2020 年 9 月 15 日 上午 7:05 
I accidentally found a bug, it is possible that your subjects spawn as fanatic purifiers and attempt to break away from the federation from the very beginning. That's quite awful. But anyway, this mod is really great!
Realhollow 2020 年 8 月 15 日 上午 7:49 
Think we might need of the benvolence boosts to inc tech help no point if them haveing huge fleets when they all useing mk 1 amour and basic shields at 2330.
jagdtiger 2020 年 7 月 13 日 上午 2:33 
Well, I can see how it would probably break them if your preferred planet type is something like pc_city (ecumenopolis.) I suppose one possible solution would be to just have an IF block where if it's OR one of the planet types you can handle, you do so, and if it's NOR of them, you just make a gaia. Just as an idea, not a complaint. I don't mind them having a bit of an advantage.
MrFunEGUY 2020 年 6 月 3 日 上午 8:48 
Yeah it's weird. I'm considering ditching the vassal part of my mod as well, because vassals seem to operate weirdly.
Mithrillion  [作者] 2020 年 6 月 1 日 下午 7:47 
Awesome MrFunEGUY! I was thinking about doing something like that as well. Looks like you got there first :D
I guess when I get more free time I will think about adding more story content and maybe unique edicts. Also trying to figure out why loyal vassals aren't as willing to help as federation members when at war even if they are strong enough. Maybe entirely ditching the vanilla vassal system is the way to go...
MrFunEGUY 2020 年 6 月 1 日 下午 6:06 
I've made a compatability patch between this mod my Viable Feudalism - Feudal Empire Federatio mod! If you select "Feudal Empire" start, you will start with 2 vassals in a Feudal Empire federation.

Viable Feudalism - Feudal Empire Federation: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2114559224

EV VF - Feudal Origins Patch: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2116278405
WHR | TMaekler 2020 年 5 月 26 日 上午 2:58 
In the Mod "Stellaris Immortal" the restriction for not being able to build branch offices with other megacorpses is removed. Maybe you can take a look into that mod and copy that part over? Or develop something that enables you to build branch offices in your subsidiaries...
Dragatus 2020 年 5 月 25 日 上午 7:22 
Maybe make it so that the two vassals just use up the two guaranteed habitable worlds and have the type of your homeworld, as is the case with vanilla Hegemon/Common Ground and are only turned into small Gaia worlds if the primary species doesn't have any of the 9 original habitability preferences?
Mithrillion  [作者] 2020 年 5 月 25 日 上午 4:51 
Gaia world should be a temporary solution only... I could try to replicate the preferred planet type, but some particular planet types from other mods might require unique initialisation scripts (to generate some deposits on a world without argi district, for example), and I might break these starting worlds. I am trying to figure out a way to modify a species to fit a randomly selected planet type.
Neverminder 2020 年 5 月 24 日 下午 11:12 
sounds excellent, all for #2! why gaia worlds?
Kepos 2020 年 5 月 24 日 上午 12:45 
@Mithrillion
Thx for thinking about an alternative.
Another idea might be to simply spawn 2 fully equipped colonizer ships and leave it to the player, where to settle.
Mithrillion  [作者] 2020 年 5 月 23 日 下午 6:32 
Starting with habitats is a neat idea, although the default habitat certainly cannot support a normal starting capital, so some custom initialisation or even custom districts / deposits are required. There just isn't a vanilla habitat type that can easily do everything. Maybe I can force a habitability change instead.
Kepos 2020 年 5 月 23 日 下午 1:02 
Interesting ideas. But I have the same doubts as @SlagNasty with Gaia worlds. Why not using the guaranteed habitable 2 planets. If none are availible, you could create 2 small habitats instead.
TurtleShroom 2020 年 5 月 23 日 下午 12:59 
Dang it, I have seen so many Trade League Origins, and I already have one. Yet, I really, REALLY want this Mod for the Feudal stuff.
Mithrillion  [作者] 2020 年 5 月 22 日 下午 10:37 
I can try to set the planets to be the same as the overlord empire's capital, but I am not certain if that will play nicely with unique origins or special planet types from mods. Other two origins use random species generated after the planet generation, so it works without issues. Another way is to force a self-modification event, which I am looking into.
SlagNasty 2020 年 5 月 22 日 下午 8:38 
Thanks! Why Gaia worlds?
joseph_anthony_king 2020 年 5 月 22 日 上午 7:18 
Great idea!
Jaysyn 2020 年 5 月 22 日 上午 4:15 
This needs to be in the base game!
Stephen 2020 年 5 月 22 日 上午 3:02 
Really really wanted these exact civics. Thank you !
Livnthedream 2020 年 5 月 21 日 下午 11:49 
This it interesting. Thanks.