Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
A few Civics, Ethics, and Government Suggestions
Just a few things that I think are in need of tweaking/balancing.

The Individualist ethic, outside of roleplay choices, is really weak. Getting 5% extra energy credits vs +20% population growth, +33% construction speed, and +7% happiness isn't really a good choice; a mere 5% extra energy is a tiny insignificant bonus compared to all the bonuses collectivist provides.

The fanatic individualist trait is quit literally worthless; having 3% extra energy generation and an 8% reduction in building upkeep is an infinitesimally small bonus over +5% energy generation, and you take a sizeable 10% unity hit for it.

The number of collectivist civics feels a bit low compared to individualist

Anarcho-Pacifism seems to override most other things; this probably shouldn't be the case; Anarcho-Communists can take a point in pacifism and still retian "Anarcho-Communism". Anarcho-Capitalists, however, will revert to Anarcho-Pacifism. Pacifism as a governmetn type probably is rated too highly or Capitalism is rated too lowly.

Indirect and Direct Democracy are a bit ocntradictory. It hurts your overall influence gain, but boosts faction influence gain; I get what you're going for here (rely on factions for inluence, as opposed to other source), but in the end, you'll be earning less influence even if you focus heavily on factions

Fanatic Industrial downside is fairly minor. -3% habitability isn't going to make any realistic impact to production, happiness, or colonizability.

Fanatic Libertarian has no downsides.

Private Healthcare policy feels a bit on the weak side compared to public, and becomes completely useless if your leaders are immortal.

Private education is really weak compare to public education; having increased research speed, unity, and governing ethics attraction vs faster experience leader gain isn't even comparable. The dichotomy between leader level and pool size, however, I feel is a good one.

There should probably be an a Market I and Market II for synthetics, as well. It could make fanatic individualist more useful than just RP reasons. Perhaps instead of heavy robot build speed, ship build speed, and shipyard build speed modifiers, they coudl get heavy resource production modifiers, ship cost reduction, and shipyard cost reduction; it'd be the interesting dichotomy of "build quickly and take advantage of lots of resource" vs "build slowly, but the resources you gather are more effecient"

Overall, I think you've done a very good job, but there's a few thing I feel need to be addressed to make multiple playstyles viable.