Stellaris

Stellaris

Feudal Origins
28 kommentarer
HorrifyingAbscess74 31. juli 2022 kl. 16:51 
Could you update?
Voidseeker 5. sep. 2021 kl. 2:07 
Could you make it so that the Trade League Origin works with Merchant Guilds, too?
MrFunEGUY 16. apr. 2021 kl. 0:54 
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 15. apr. 2021 kl. 16:03 
still works in 3.0
raffaeletavernari.96 22. nov. 2020 kl. 9:38 
Pleas update this mod for 2.8.2 thanks
MrFunEGUY 12. nov. 2020 kl. 23:15 
I can confirm it still works in 2.8.
Cosmic Cat 8. nov. 2020 kl. 14:12 
Any clue if this mod still works in 2.8? I was curious to try it out.
Kepos 7. okt. 2020 kl. 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. 15. sep. 2020 kl. 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 15. aug. 2020 kl. 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 13. juli 2020 kl. 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 3. juni 2020 kl. 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  [ophavsmand] 1. juni 2020 kl. 19:47 
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 1. juni 2020 kl. 18:06 
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 26. maj 2020 kl. 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 25. maj 2020 kl. 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  [ophavsmand] 25. maj 2020 kl. 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 24. maj 2020 kl. 23:12 
sounds excellent, all for #2! why gaia worlds?
Kepos 24. maj 2020 kl. 0:45 
@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  [ophavsmand] 23. maj 2020 kl. 18:32 
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 23. maj 2020 kl. 13:02 
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 23. maj 2020 kl. 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  [ophavsmand] 22. maj 2020 kl. 22:37 
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 22. maj 2020 kl. 20:38 
Thanks! Why Gaia worlds?
joseph_anthony_king 22. maj 2020 kl. 7:18 
Great idea!
Jaysyn 22. maj 2020 kl. 4:15 
This needs to be in the base game!
Stephen 22. maj 2020 kl. 3:02 
Really really wanted these exact civics. Thank you !
Livnthedream 21. maj 2020 kl. 23:49 
This it interesting. Thanks.