Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
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Update: 18 Jun, 2021 @ 3:31am

Update: 18 Jun, 2021 @ 2:46am

1. Civic "Divine Caste" changed to become "Caste System"

So, this is an obvious move, as idea of "Divine Caste" felt kind of limited, as it implies that only High Priests could be at the top social hierarchy.

"Caste System" requires combination of Authoritarian and Elitist, and basically is an advanced version of "Slaver Guilds". It allows new unique Ruler job - Slave Master, who produce unity, increases local slave output and stability.


2. Civic "Mining Guilds" changed to become "Mining League"

I realized, that I've recently buffed "Mining Guilds" several times, so I decided to finish my job with this civic and make it something a bit more specific.

"Mining League" is basically a representation of "Fanatic Industrialism" idea. It requires Fanatic Anthropocentrist ethic, starts game with "Deep Core Mining" technlogy (which is now commonly available for Anthropocentrist ethos). I added a couple of more buffs, like "Mineral Purification Plant" providing +1 Administrator jobs (to reflect the ties with the government, mentioned in the description), as well as some downsides.

It's icon was also changed to feel more thematic.


3. New civic "Circular Economy"

In order to balance "Mining League" I managed to create an analog for Fanatic Ecocentrist ethos. "Circular Economy" inherited basic bonuses to construction costs and upkeep from "Natural Capitalism", and starts game with "Industrial Biotechnology" tech.

To compensate "Natural Capitalism" for losing it's basic bonuses, I gave them "Eco-tourism Center" from "Environmentalism", which feel kinda relevant.

And to compensate "Environmentalism", instead of "Eco-tourism Center", they got new type of building - "National Eco-park", which provide +1 Nature Guide job per 50 pops, and produce some unity and society research per each unique natural blocker or feature on the planet. At the same time, it will make clearing of the blockers require additional Influence to spend, to reflect that local Nature is under government protection.


4. "Regulated Trade" economic stance is no more a boring default option, but unique one, with it's own bonuses and maluses. It increases Influence by +5% and local trade protection, at the expense of higher Market Fee. It's not available for Fanatic Egalitarians.

"Free Market" is not available for Fanatic Authoritarians.

The default economic stance now is "Mixed Economy".

Rolled back to vanilla stance for policies to be changed every 10 years. It really should be costly, every 5 years approach is too soft.


5. Added "Timocracy" government form, which I already used to have earlier. It requires a combination of Competitive and Elitist, with democratic government form. Basically it's a democracy, where citizen's political rights are limited according to his wealth.

Update: 11 Jun, 2021 @ 2:40am

UPDATE

1. Disabled "Mass Media" policy - seemed redundant.

2. Added special edict for "Ecological Engineers" which helps to find Toxic worlds within Empire's borders, in order to terrafrom them.

Update: 10 Jun, 2021 @ 5:44am

Update: 10 Jun, 2021 @ 5:42am

Renamed "Parliamentary System" civic to "Political Pluralism"

Transformed "Urbanism" civic into "Engineering Mastery", so, now it covers not only planetary, but space construction as well.

Update: 9 Jun, 2021 @ 11:56am

Update: 9 Jun, 2021 @ 8:36am

Update: 9 Jun, 2021 @ 4:22am

Update: 8 Jun, 2021 @ 8:43am

Update: 7 Jun, 2021 @ 12:21pm