Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
SheAway  [developer] 12 Jan, 2023 @ 5:33am
Canceled reforms (2023/01-2023/02)
1.Ethics points and Civics points

After consideration, the decision to add Civics points is suspended. Instead, it provides the modified location of Ethics points and Civics points, which is convenient for players to customize mod.

SteamLibrary\steamapps\workshop\content\281990\1100284147\common\defines\ethic_rebuild_defines.txt
(ETHOS_MAX_POINTS) (GOVERNMENT_CIVIC_POINTS_BASE)

2.The effect balance of 6 authorities

Direct Democracy: Empire Size -10%
Indirect Democracy: Faction Unity Gain +20%
Oligarchic: Governor Level Cap +1
Dictatorial: Ruler Level Cap +1
Imperial: Power Projection Influence +1
Corporate: Remove gain and penalty

3.Distribution of political power in different regimes

Return to early version and distribute within 1000%.

Direct Democracy: Ruler 300%, Specialist 400%, Worker 300%
Indirect Democracy: Ruler 400%, Specialist 400%, Worker 200%
Oligarchic: Ruler 500%, Specialist 300%, Worker 200%
Dictatorial: Ruler 600%, Specialist 300%, Worker 100%
Imperial: Ruler 700%, Specialist 200%, Worker 100%
Corporate: Ruler 500%, Specialist 300%, Worker 200%

4.Rebalance the effect of ethics

The effect of extreme ethics is twice that of ordinary ethics, and only fanatical ethics can be punished.

(1) ethic_authoritarian [Authoritarian]

country_base_influence_produces_add = 0.5
edicts_upkeep_mult = -0.10
leader_skill_levels = 1
leaders_upkeep_mult = 0.2

(2) ethic_egalitarian [Libertarian]

empire_size_colonies_mult = -0.2
pop_factions_produces_mult = 0.2
country_leader_pool_size = 1
planet_stability_add = -5

(3) ethic_socialism [Cooperative]

planet_jobs_society_research_produces_mult = 0.05
pop_housing_usage_mult = -0.1
leaders_upkeep_mult = -0.1
trade_value_mult = -0.1

(4) ethic_capitalism [Competitive]

trade_value_mult = 0.1
country_trade_fee = -0.05
species_leader_exp_gain = 0.2
country_unity_produces_mult = -0.1

(5) ethic_xenophile [Xenophile]

country_trust_cap_add = 25
diplomacy_upkeep_mult = -0.2
envoys_add = 1
country_claim_influence_cost_mult = 0.25

(6) ethic_xenophobe [Xenophobe]

pop_growth_speed = 0.1
country_starbase_influence_cost_mult = -0.2
ship_home_territory_fire_rate_mult = 0.1
diplomacy_upkeep_mult = 0.25

(7) ethic_militarist [Militarist]

country_claim_influence_cost_mult = -0.2
rivalries_influence_produces_mult = 0.2
ship_fire_rate_mult = 0.1
planet_jobs_produces_mult = -0.1

(8) ethic_pacifist [Pacifist]

planet_stability_add = 5
empire_size_pops_mult = -0.2
defensive_war_influence_gain_add = 0.5
country_war_exhaustion_mult = 0.2

(9) ethic_spiritualist [Spiritualist]

country_unity_produces_mult = 0.1
pop_amenities_usage_mult = -0.1
pop_happiness = 0.05
country_physics_tech_research_speed = -0.1

(10) ethic_materialist [Materialist]

planet_jobs_physics_research_produces_mult = 0.05
modify_species_cost_mult = -0.2
all_technology_research_speed = 0.05
pop_happiness = -0.05

(11) ethic_green [Ecocentrist]

planet_jobs_upkeep_mult = -0.1
planet_pops_upkeep_mult = -0.1
pop_environment_tolerance = 0.05
country_engineering_tech_research_speed = -0.1

(12) ethic_industrial [Industrialist]

planet_jobs_engineering_research_produces_mult = 0.05
planet_jobs_worker_produces_mult = 0.05
planet_structures_upkeep_mult = -0.1
country_society_tech_research_speed = -0.1

5.About civics adjustment of jobs provided according to pops

The guiding idea is that Civics will no longer provide default core jobs (Researcher, Bureaucrat, Priest, Culture Worker, Artisan, Metallurgist...), and reduce the number of strong special jobs.

(1) civic_byzantine_bureaucracy [Complex Bureaucracy]

job_politician_per_pop = 0.04

(2) civic_divine_council [Divine Circle]

job_high_priest_per_pop = 0.04

(3) civic_military_junta [Military Committee]

job_commandante_per_pop = 0.04

(4) civic_science_directorate [Science Directorate]

job_head_researcher_per_pop = 0.04

(5) civic_executive_committee [Philosophers Assembly]

job_supervisor_per_pop = 0.04

(6) civic_merchant_guilds [Financial Elitism]

job_mogul_per_pop = 0.04

(7) civic_state_monopoly [Ruthless Capitalism]

job_mogul_per_pop = 0.05

(8) civic_divine_order [Caste System]

job_slave_master_per_pop = 0.04

(9) civic_spiritual_seekers [Spiritual Seekers]

job_transcend_per_pop = 0.04

(10) civic_harmonious_hierarchy [Harmonious Hierarchy]

job_noble_per_pop = 0.04

Noble Estates no longer provides jobs, civic provides jobs instead.

(11) civic_innovative_economy [Research Cooperatives]

job_researcher_per_pop = 0.04

I am considering creating a post similar to a programmer as the characteristic job of the civic and renaming it as Programming Cooperative.

(12) civic_peaceful_urbanism [Urbanism]

job_urban_engineer_per_pop = 0.04

(13) civic_machine_cult [Machine Cult]

job_techno_priest_per_pop = 0.04

(14) civic_keepers_harmony [Keepers of Harmony]

job_druid_per_pop = 0.04

(15) civic_distributism [Distributism]

job_wealth_preacher_per_pop = 0.04

(16) civic_defenders_faith [Militant Zealots]

job_templar_per_pop = 0.04

(17) civic_police_state [Police State]

job_enforcer_per_pop = 0.04

(18) civic_land_of_plenty [Land of Plenty]

job_uav_dispatcher_per_pop = 0.04

(19) civic_consumerism [Wasteful Consumerism]

job_hedonist_per_pop = 0.04

(20) civic_meritocratic_capitalism [Meritocratic Capitalism]

job_merchant_per_pop = 0.04

(21) civic_corporate_dominion [Trade League]

job_entrepreneur_per_pop = 0.04

(22) civic_enlightment [Peaceful Commonwealth]

job_entertainer_per_pop = 0.04

(23) civic_eco_warfare [Defenders of Nature]

job_ranger_per_pop = 0.04

(24) civic_shared_burden [Syndicalism]

job_labour_hero_per_pop = 0.05

(25) civic_labour_unions [Labour Unions]

job_labour_hero_per_pop = 0.04

(26) civic_martial_brotherhood [Martial Brotherhood]

job_soldier_per_pop = 0.05

(27) civic_private_militaries [Private Militaries]

job_mercenary_per_pop = 0.05

(28) civic_naturalism [Ecotopia]

job_naturalist_per_pop = 0.05

6.Adjustment of some civics

(1) civic_mining_guilds [Mining League]

planet_miners_minerals_produces_add = 1
station_gatherers_produces_mult = 0.1
category_materials_research_speed_mult = 0.2
category_industry_research_speed_mult = 0.2
station_gatherers_upkeep_mult = 0.2
pop_growth_speed = -0.1

(2) civic_divine_order [Caste System]

job_slave_master_per_pop = 0.04
pop_cat_ruler_happiness = 0.1
pop_cat_ruler_political_power = 1
planet_jobs_worker_produces_mult = 0.1
planet_jobs_slave_produces_mult = 0.2
slave_market_cost_mult = -0.2
country_pop_enslaved_mult = 0.4
pop_demotion_time_mult = 1
country_leader_pool_size = -1

(3) civic_genetic_aristocracy [Genetic Aristicracy]

leader_skill_levels = 2
leader_age = 10
species_leader_exp_gain = 0.25
planet_jobs_ruler_produces_mult = 0.1
country_leader_pool_size = -1
leaders_upkeep_mult = 0.2

(4) civic_harmonious_hierarchy [Harmonious Hierarchy]

governor_skill_levels = 1
job_noble_per_pop = 0.04

(5) civic_aristocratic_elite [Patrimonial Aristocracy]

governor_skill_levels = 2
leader_governors_cost_mult = -0.5
leader_governors_upkeep_mult = -0.5

(6) civic_labour_unions [Labour Unions]

job_labour_hero_per_pop = 0.04
pop_cat_worker_happiness = 0.05
empire_size_districts_mult = -0.1
planet_jobs_worker_produces_mult = 0.1
pop_cat_worker_political_power = 1

(7) civic_shared_burden [Syndicalism]

job_labour_hero_per_pop = 0.05
pop_cat_worker_happiness = 0.1
empire_size_districts_mult = -0.2
planet_jobs_worker_produces_mult = 0.2
pop_cat_worker_political_power = 2
pop_demotion_time_mult = -0.5

(8) civic_land_of_plenty [Land of Plenty]

job_uav_dispatcher_per_pop = 0.04
planet_amenities_mult = 0.1
country_consumer_goods_produces_mult = 0.1
country_food_produces_mult = 0.1
country_resource_max_add = 10000
country_energy_produces_mult = -0.05

(9) civic_consumerism [Wasteful Consumerism]

job_hedonist_per_pop = 0.04
planet_pops_upkeep_mult = 0.1

(10) civic_industrial_economy [industrial Automation]

robot_species_trait_points_add = 1
planet_jobs_robotic_produces_mult = 0.1
planet_pop_assembly_mult = 0.2
planet_building_build_speed_mult = 0.25
planet_clear_blocker_speed_mult = 0.25
starbase_shipyard_build_speed_mult = 0.25
starbase_building_build_speed_mult = 0.25
country_engineering_tech_research_speed = 0.05
country_society_tech_research_speed = -0.05

(11) civic_state_monopoly [Ruthless Capitalism]

job_mogul_per_pop = 0.05
planet_jobs_slave_produces_mult = 0.1
slave_market_cost_mult = -0.25
pop_cat_ruler_political_power = 2
pop_cat_worker_political_power = -0.5
country_pop_enslaved_mult = 0.25
pop_cat_worker_happiness = -0.1
planet_crime_mult = 0.2

(12) civic_peaceful_urbanism [Peaceful Urbanism]

job_urban_engineer_per_pop = 0.04
planet_housing_mult = 0.2
planet_max_buildings_add = 1
planet_district_city_build_speed_mult = 0.5
planet_district_industrial_build_speed_mult = 0.5
planet_structures_cost_mult = 0.1

(13) civic_enlightment [Peaceful Commonwealth]

planet_jobs_unity_produces_mult = 0.1
job_entertainer_per_pop = 0.04
pop_factions_unity_produces_mult = 0.2
trade_value_mult = 0.1
army_damage_mult = -0.1

(14) civic_war_industry [Military Industry]

ship_weapon_damage = 0.05
ship_weapon_range_mult = 0.1
ship_accuracy_add = 5
ship_tracking_add = 5
category_propulsion_research_speed_mult = 0.1
category_particles_research_speed_mult = 0.1
ships_upkeep_mult = 0.1

(15) civic_military_industry [War Engineers]

ship_shield_mult = 0.05
ship_armor_mult = 0.05
ship_hull_mult = 0.05
ship_speed_mult = 0.05
ship_evasion_mult = 0.05
category_voidcraft_research_speed_mult = 0.1
category_materials_research_speed_mult = 0.1
starbase_shipyard_build_cost_mult = 0.1

(16) civic_byzantine_bureaucracy [Complex Bureaucracy]

job_politician_per_pop = 0.04
planet_stability_add = 5

(17) civic_efficient_bureaucracy [Efficient Bureaucracy]

empire_size_mult = -0.1
empire_size_penalty_mult = -0.1
edicts_cost_mult = -0.1
decisions_cost_mult = -0.1

(18) civic_private_militaries [Private Militaries]

job_mercenary_per_pop = 0.05
army_starting_experience_add = 100
country_enclave_capacity_add = 1

(19) civic_martial_brotherhood [Martial Brotherhood]

job_soldier_per_pop = 0.05
army_morale = 0.25
armies_upkeep_mult = -0.2

(20) civic_police_state [Police State]

job_enforcer_per_pop = 0.04
planet_stability_add = 5
local_trade_protection_add = 5
country_counter_espionage_mult = 0.25
planet_enforcers_upkeep_mult = 0.1

(21) civic_machine_cult [Machine Cult]

planet_pop_assembly_mult = 0.2
job_techno_priest_per_pop = 0.04

(22) civic_keepers_harmony [Keepers of Harmony]

job_druid_per_pop = 0.04
planet_pops_upkeep_mult = -0.1
pop_amenities_usage_mult = -0.1
planet_building_build_speed_mult = -0.25
planet_clear_blocker_speed_mult = -0.25

(23) civic_welfare_state [Social State]

pop_demotion_time_mult = -0.25
pop_factions_produces_mult = 0.2
edicts_upkeep_mult = -0.1
leaders_upkeep_mult = -0.1
trade_value_mult = 0.1
planet_pops_unemployed_consumer_goods_upkeep_add = 0.5

(24) civic_symbiotic_race [Social Symbols]
(Allow simultaneous selection of Social Symbols and Syndicalism)

planet_pop_assembly_organic_mult = 0.1
planet_jobs_unity_produces_mult = 0.1
biological_species_trait_points_add = 1

(25) civic_slave_race [Slave Race]

planet_pop_assembly_organic_mult = 0.1
planet_jobs_society_research_produces_mult = 0.1
modify_species_cost_mult = -0.25
planet_jobs_slave_produces_mult = 0.05

(26) civic_industrial_automatation [Innovative Economy]

BIOLOGICAL_species_trait_picks_add = 1
ROBOT_species_trait_picks_add = 1
category_industry_research_speed_mult = 0.1
category_computing_research_speed_mult = 0.1
category_biology_research_speed_mult = 0.1
country_unity_produces_mult = -0.1

(27) civic_anarchy_ideals [Anarchist Ideals]

pop_citizen_happiness = 0.2
empire_size_mult = -0.1
pop_cat_ruler_political_power = -1
country_base_influence_produces_mult = -0.1
pop_ethic_authoritarian_attraction_mult = -0.25

(28) civic_exploration [Star Seekers]

science_ship_survey_speed = 0.2
ship_anomaly_generation_chance_mult = 0.2
ship_anomaly_research_speed_mult = 0.25
ship_archaeological_site_excavation_speed_mult = 0.25
ship_archaeological_site_clues_add = 1
station_researchers_produces_mult = 0.2
ship_hyperlane_range_add = 1
station_researchers_upkeep_mult = 0.2
ship_armor_mult = -0.1

(29) civic_in_perfect [Tribalism]

pop_housing_usage_mult = -0.2
pop_government_ethic_attraction = 0.25
tradition_cost_empire_size_mult = -0.2
rivalries_influence_produces_mult = 0.25
country_trust_cap_add = -25

(30) civic_parliamentary_system [Political Pluralism]

pop_factions_produces_mult = 0.5
pop_cat_specialist_political_power = 1
pop_cat_worker_political_power = 1
pop_citizen_happiness = 0.05
country_election_cost_mult = 0.5

(31) civic_functional_architecture [Functional Architecture]

planet_structures_cost_mult = -0.1
planet_structures_upkeep_mult = -0.1
planet_building_build_speed_mult = 0.25
planet_max_buildings_add = 2

7.Living Standards

(1) living_standard_shared_burden

pop_cat_ruler_happiness = 0.1
pop_cat_specialist_happiness = 0.1
pop_cat_worker_happiness = 0.1
pop_demotion_time_mult = -0.5

pop_category_rulers_consumer_goods_upkeep_add = 0.5
pop_category_specialists_consumer_goods_upkeep_add = 0.5
pop_category_workers_consumer_goods_upkeep_add = 0.5

(2) living_standard_utopian

pop_cat_ruler_happiness = 0.2
pop_cat_specialist_happiness = 0.2
pop_cat_worker_happiness = 0.2
pop_demotion_time_mult = -0.5
planet_jobs_unity_produces_mult = 0.1

pop_category_rulers_consumer_goods_upkeep_add = 1
pop_category_specialists_consumer_goods_upkeep_add = 1
pop_category_workers_consumer_goods_upkeep_add = 1

(3) living_standard_good

pop_cat_ruler_happiness = 0.10
pop_cat_specialist_happiness = 0.05
pop_cat_worker_happiness = 0.05
pop_cat_slave_happiness = 0.05

pop_category_rulers_consumer_goods_upkeep_add = 1
pop_category_specialists_consumer_goods_upkeep_add = 0.5
pop_category_workers_consumer_goods_upkeep_add = 0.5
pop_category_slave_consumer_goods_upkeep_add = 0.1

(4) living_standard_stratified

pop_cat_ruler_happiness = 0.2
pop_cat_specialist_happiness = 0.05

pop_category_rulers_consumer_goods_upkeep_add = 1.5
pop_category_specialists_consumer_goods_upkeep_add = 0.5
pop_category_workers_consumer_goods_upkeep_add = 0.1
pop_category_slave_consumer_goods_upkeep_add = 0

(5) living_standard_academic_privilege

planet_jobs_engineering_research_produces_mult = 0.1
planet_jobs_physics_research_produces_mult = 0.1
planet_jobs_society_research_produces_mult = 0.1
pop_cat_ruler_happiness = 0.2
pop_cat_specialist_happiness = 0.1

pop_category_rulers_consumer_goods_upkeep_add = 1
pop_category_specialists_consumer_goods_upkeep_add = 0.75
pop_category_workers_consumer_goods_upkeep_add = 0.25
Last edited by SheAway; 3 Feb, 2023 @ 3:07am
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Showing 1-5 of 5 comments
joakim.westergaard  [developer] 12 Jan, 2023 @ 6:55am 
I think Empire Size Penalty -25% is too much. Modifier are directly additive so you can quickly and with very little penalty. Like the idea but would prefer 15 or 20.

And raising civic points to 5 is a rather big change. Not sure how this will work. What about compatibility with other mods, empires spawned by events, ..?
The rest I'm ok with
SheAway  [developer] 12 Jan, 2023 @ 7:31am 
Originally posted by joakim.westergaard:
I think Empire Size Penalty -25% is too much. Modifier are directly additive so you can quickly and with very little penalty. Like the idea but would prefer 15 or 20.

And raising civic points to 5 is a rather big change. Not sure how this will work. What about compatibility with other mods, empires spawned by events, ..?
The rest I'm ok with

To be honest, this mod has changed the original version of 2 point to 3 point. This change will not affect many places. How about setting it to 4 point? When I discussed with Petruxa before, he also said 4 (but when I used it myself, it was already set to 8 point).
joakim.westergaard  [developer] 12 Jan, 2023 @ 9:32am 
Have to think it a bit.
Many of the bugs that are reported are due to the fact that the mod change something as fundamental as civics. So e.g. when an event adds a combining of these that the mod makes incompatible the game bugs.
I'll get back if I think of any issues, otherwise we can try it for my sake.
Cloud 13 Jan, 2023 @ 3:09am 
I think removing the penalties of fanatic ethics is counterproductive, it's a nice element players have to balance their empires around.
SheAway  [developer] 13 Jan, 2023 @ 4:06am 
Originally posted by CloudCoco:
I think removing the penalties of fanatic ethics is counterproductive, it's a nice element players have to balance their empires around.
But now the punishment is so weak that there is no sense of existence
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