Coop: Start in Teams

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Author: Persepheus

Last revision: 15 Dec, 2022 at 23:01 UTC (4)

File size: 1.34 MB

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Description:

finally updated for 3.6

also fixed a strange bug, that was introduced with 3.6, that made the countries unreadable

Added some Vassal features. It’s not much, I want to do it right with a complete rework, but that may cost some time…
For now you can:
– Set Slot 2-10 of every team to a Special Vassal (Slot One is the Overlord)
– Currently only Bulwark, Prospectorium and Scholarium are available
– Every Vassal always is in the federation
– There always is a federation

( imperial fiefdom is ignored by the mod, so you cannot have a federation with it)

If you set the Player in Slot 1, You are Overlord, If you set it Slo2-10 you can be a Vassal.

I will rework the menu structure, when I find time, and then I also want to make it more flexible, so you can have more Overlords in a fed or have Vassals without a fed and so on…

Updated for 3.4
There are still some things to do, but it should work again
All Vassal stuff does not for the time beeing 😉

Updated for Version 3.3

– fixed the problem, that the overlord is always the empire with the lowest id. Now the first empire in the list always should be overlord if Overlord – Vassals is chosen as "federation type". feature is still beta though
– added a setting entry to disable influence cost for federations

As always, please report bugs and problems 🙂

Added Overlord – Vassal mode as an alternative to federations. It is in beta, because there is no possibility yet, to define, who is the overlord. Normally it is the empire with the lowest id, so in singleplayer it should be the player.

Also tried to fix, that in multiplayer always the host should get the menu, couldn’t test it thoroughly, though.

Version 3.2.2
did noch change anything, my quick tests did not show errors.
Please report, if eanything comes up.

Version 3.0
Updated for 3.0.1

  • now it works for up to 100 empires
  • you now can set additional difficulty levels for all AIs
  • you now can deactivate the wormholes
  • you now can prevent colonizing in team member territory for everyone

Version 2.2
Updated for 2.8.x

Version 2.1!
Updated for 2.7.x
some small additions:

  • Empires in teams can now start advanced or even bigger
  • Difficulty and size settings also works for "teams" with only one member
  • You can deactivate difficulies and sizes for human players
  • Purifiers, Exterminators and Devourer now can trade with their team mates. AI still won’t accept though 😉

Version 2.0; Features:

  • you can choose the federation type for every team
  • you can autofill the teams to reduce clicking
  • you see a lot of additional info of the empire to be able to create better suited teams (Authority/Ethics/Advanced AI/Player/distance between AIs and Players)
  • the window is much larger to avoid a lot of scrolling
  • you can give a fleet to your Coop Partner by using a decision at the star in the system, where the fleet is
  • you can make teams stronger to create more asymmetric games or to buff a weaker player

Description:

This mod lets the host (or single player) define up to 10 teams with up to 10 members, that start together in a team (federation). AIs can never leave, players can define, if it is allowed. They get a special wormhole between their home worlds and can colonize in their partners space.

Features:
  • at start you get a menu, where you can define teams of empires
  • you can colonize planets in your Federation partners borders (Control by Policy, AI never forbid it)
  • the capitals of every team’s countries are connected with a special wormhole
  • Decisions for Systems (Star) and Planets to give them to your Coop Partners (AI does not use it)
  • Settings at start, where you can decide, if it is possible to abandon your team (leave federation)

Every federation-oriented origin including imperial fiefdom simply gets ignored by this mod.

If you somehow miss the starting menu, you can use the console and write "event coop.30" to get the menu back. I cannot guarantee, that it works properly though…

Compatibility:

Anything that overrides vanilla event: "action.85" or the game_rule: "can_colonize_outside_borders" will conflict with this mod. (Thanks @Inny for adding this mod to "The Merger of Rules")
Also maybe diplomatic_actions "Leave federations"…
Besides that, it should work with anything else.

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Revisions:

Old revisions of this mod are available below. Click the link to download.