Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
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Update: 7 May, 2021 @ 5:03am

Small update

Fixed a few minor bugs.

"Rutless Capitalism" civic now is obligated to set "Stratified Economy" living standards.

Pluralism ethic now increases both Workers and Specialists political power.
Competitive ethic now also increase Specialists political power.
Fanatic Pluralism ethic has got a different downside: now it reduces Rulers' political power and output.

Update: 6 May, 2021 @ 10:02am

Update: 6 May, 2021 @ 9:57am

Update: 6 May, 2021 @ 9:32am

Update: 6 May, 2021 @ 1:47am

UPDATE

As you know, in my mod I demoted vanilla "Merchants" to be specialist, creating a new ruler job "Mogul" instead. Thus, Merchants left being somewhat a buffed version of Clerks, which felt rather boring. So, I decided to change a few things.

1. Added a new job - "Entrepreneur", which produces trade value and increases local planetary output of Consumer Goods and Amenities. Building "Commercial Megaplex" now provide +2 Entrepreneur jobs, instead of Merchants.

Civic "Wasteful Consumerism" provides aditional Entrepreneur jobs, also, Entrepreneurs are more productive and produce additional Unity with this Civic. Also, now it provides additional jobs for Artisans and Entertainers as well.

2. Job "Merchant" has been modified to become a unique job, only available for "Peaceful Traders" civic. This job now provides trade value (obviously) and increase local production of rare resources: Crystals, Motes and Gases. I believe it's a bit more interesting and thematic thna it used to be.

3. Another new job: Corporate Researcher, which is unique for "Innovative Economy" civic. Ideas is that some Researcher jobs in Labs are replaced by Corporate Researchers, who produce a little less of science, but generate some Trade Value.

4. "Mogul" job does not produce Amenities anymore.

5. Updated description for "Ruthless Capitalism" civic, as it still had "State Monopoly" description.

6. Eased requrements and downsides on "Divine Caste" civic.

Update: 6 May, 2021 @ 12:35am

Update: 4 May, 2021 @ 5:41am

Update: 4 May, 2021 @ 4:56am

Made an update. Nothing major:

1. I decided to ease back previously stricted ethic requrements for some Civics. I realized that in context of my mod, the flexibility and variability in Empire creation is more important thing.

2. Changed prereqs for "Slaver Guilds" civic from Authoritarian to Elitist ethic, which seems more accurate. But Slavery policy is still available for Authoritarians, and they can normally enslave Aliens.

3. "Parliamentary System" civic now requires Pluralism ethic.

Update: 29 Apr, 2021 @ 7:37am

Added new Civic: Genetic Aristocracy (Elitism + Materialism).

Fixed a few bugs, regarding prescripted vanilla Empires.

Update: 28 Apr, 2021 @ 9:06am

Since I'm back to modding, because of vanilla update to 3.0, I decided to shake some things up, fixing the stuff that didn't feel accurate or which I didn't like for some other reason, as well, as some obvious bugs.

1. Three following Civics were completely disabled:

"Industrial Democracy" - didn't feel it really provided any signinficant value, it's bonuses are now applied to "Distributism"

"Republican Ideals" - didn't seem valuable, so I decided to merge it with the existing "Parliamentary System" civic, which now is available for non-fanatic Authoritharians. All the government forms, which previously required "Republican Ideals" now requires "Parliamentary System" instead. So, you can still get "Parliamentary Monarchy" or "Republican Dictatorship"

"Slaving Despots" - this civic was merged with "State Monopoly" to become "Ruthless Capitalism", as differences between two of them felt kinda vague.


2. Two new Civics were added:

"Natural Capitalism" - requires Ecosentrism and Competitive ethics, to reflect the idea of "Environmental" market economy.

"Land of Plenty" - requires Anthropocentrism and Cooperative ethics.


3. A couple of Civics were re-constructed, so now

1) A combo of Anthropocentrism and Competitive ethics gives you "Wasteful Consumerism" instead of "Ruthless Industrialism"

2) A combo of Fanatic Anthropocentrism and Materialism ethics gives you "Fanatic Industrialism" instead of "Industrial Automatation"


4. I decied to tighten up basic Ethic requirements for some Civics, which I consider to be a bit stronger thematic, than the others. The result are the following:

"Keepers of Harmony" - now requires Fanatic Ecocentrism
"Harmonious Collective" - now requires Fanatic Spiritualist
"Innovative Economy" - now requires Fanatic Materialist (the bonuses were also changed a bit in favor of Robotic techs)
"Universalism" - now requires Fanatic Xenophile
"Harmonious Hierarchy" - now requires Fanatic Authoritarian
"Spirit of Freedom" - now requires Fanatic Libertarian
"Paranoid Isolationism" - now requires Fanatic Xenophobe


5. Both "Ecocentrism" and "Anthropocentrism" ethics got new buffs:

"Ecocentrism" now allows to research technology, enabling construction of "Bio-processing Plant", which provides "Biotechnologist" jobs

"Anthropocentrism" ethics now provides some new jobs as well: "Hedonist", which consumes Food and Comsumer Goods, and produce Unity.


6. Some of the minot bugs were fixed, particularly the bug with Fallen Empires, getting dispicable neutrals personality.