Stellaris

Stellaris

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Ruling Class: Reborn
   
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12.747 MB
17 Jun @ 11:33pm
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Ruling Class: Reborn

Description
Preface
Stellaris v4.0.21 - Mod v3.3 {'The Way' Update} [/b]

NOTICE - Temporarily bugged. Please use the bellow version instead till we update. Thank you. :)

Bug Branch Version
Click here to link to a Standalone version of the mod compatible with Ethics and Civics: Bug Branch

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Explanation
The base game allows for various political systems - Democracy, etc. This mod adds nuance by changing how governance functions through two mechanical systems related to authorities and by tweaking ethics:

Authorities (Rework of Vanilla)
Revamped authority system based on power distribution where hierarchy is on the extreme right and anarchy is on the extreme left: Anarchy, Polyarchy, Oligarchy, Monarchy and Hierarchy.
Authorities answer the question: how many individuals are in power?
Besides the normal empire wide bonuses and election types, Authorities define the kind of Politician Pop your empire will have, such as Councillor, Royal, Legate, etc. Each with their own bonuses and modifiers. No more generic "Politicians".
Authorities also define the political power of the stratas (Ruler, Specialist, Worker, Slave).

Ruling Class (Entirely New System)
With Authorities we define how many people are in power but that leaves open just who exactly is in power? Is it the Clergy? Perhaps the wealthy? Or maybe military? It might be one of many more besides.

The Ruling Class mechanic aims to answer this question. This mechanic is represented as a civic - you may only choose one Ruling Class Civic, but it has significant changes to how your society functions. There is a new pop type, the Ruling Class pop, it counts as Ruler Strata, along with the Politician types. Just like your Politician pop type depends on your Authority, your Ruling Class pop type depends on your Ruling Class, each with their own bonuses and modifiers. Ruling Classes also enable new enforcers, bureaucrats, armies, buildings, holdings, etc.

Ethics Changes
A more clear differentiation between Authoritarianism, Elitism, Xenophobia, and their opposites. Chiefly, this is achieved by changing 'Authoritarian' ethic into 'Elitist'.
The new ethic poles added:

Authoritarianism-Libertarianism: The degree of government control over the people. It is simulated as a Policy: Freedom. The options depend on your Authority, Ethics and Civics.

Elitism-Egalitarianism: The degree of hierarchization of society. It affects the quality of life of the pops depending on their strata, no matter their species. It is simulated as a Policy: Society. The options depend on your Ethics.

Example of possibilities...
You can have, a highly hierarchical society with elites who rule with an iron fist where it doesn't matter which species is holding the whip;
or; a highly hierarchical society with benevolent overlords but certain species (or all xenos) are discriminated and forbiden from being other than menial workers, servants and slaves;
or a nightmarous hierarchical society of iron fist elites where all xenos are oppresedand the founding species can not become menial workers, only specialists and leaders;
or a free egalitarian multicutural utopia;
or an egalitarian multicutural society fueled by the blood of the "Enemies of the People" and those who deviate from the norm;
or an free egalitarian society that considers xenos animals not worthy of any right;
or whatever in between.

Additionally...
|NEW Government Type Logic|
Government types will be assigned according to 'Authority' + 'Ruling Class.' Ethics will determine what Ruling Classes you may have, so they will indirectly play a part in government type assignation. Eg.
An ecclesiocratic polyarchy means that many priests are in power: a grand synod of monks, preachers and holymen. An ecclesiocratic oligarchy means that few priests are in power: a small council of bishops and prelates.
An ecclesiocratic monarchy... well, you get the idea.

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TLDR:
This gives more government types but also...
Creates a new logic behind government type assignation based on both, Political Science, History and Science Fiction.
Creates a tangible difference between governments by creating a new civic type: Ruling Class.
Revamps the Authority system and creates new pops unique to their Ruling Classes and Authorities.

You will see some weird civic names and government types, all governments, authorities and civics are either based on real history, political science or science fiction. No ambiguous or invented governments.
This mod is on "perpetual beta", balance feedback is welcomed.

Features
New Mechanics:
- Ruling Class
- Authorities
New Content:
- Government Types
- Civics
- Pop Jobs
- Buildings
- Branch Offices
- Ethics (Normal and Fanatic, Collectivist/Individualist)
- Armies
- Policies
- Districts
- Species Rights (Living Standards)
- Holdings
- Planetary Decisions
- Edicts
- Leader Traits
- Factions
- Nation Personalities
- Purge & Slavery Types

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Other Cool Malarky
Clone the ruler of your empire (Authority Dependent)
Build Branch Offices as a Regular Empire (Authority Dependent)

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This mod is not compatible with Iron Man.

Credits
Original Creator: NoMolester
Developer: MattieAH
Contributors: Wayjourner, Majestic Kitten, Thauma', Hazeltári,,Liviaoctaviavalethine501st
28 Comments
Keldoran 13 Jul @ 4:14pm 
@Wayjourner. I was wondering if you could please clarify which folder names for this mod contain the txt files that have to be edited, Thanks.
Wayjourner  [author] 2 Jul @ 4:15am 
:crusader_helmet: Legend.
Mattie AH  [author] 1 Jul @ 9:55am 
UPDATE:due to work and restarting driving lessions it will be updated when i can get to it
Tutsi Noncombatant 30 Jun @ 9:40pm 
This mod does not work with Planetary Diversity.
30 Jun @ 7:37am 
Thank you
DMan 30 Jun @ 7:23am 
@wayjourner - At first I was just going to do it for myself since not many people are playing with ECC and it gets narrower when you combine it with Ruling Class too. Thank you for the advice though, I will give it a try this weekend and if it works then I might upload it to steam and credit not just the original author but you too.
Wayjourner  [author] 29 Jun @ 6:40pm 
@DMan - There was an older comppatch between the two I believe. If you take the 'customize_species_editors_government.gui' file from that and remove anything not related to ethics - leaving only the [name = "empire_ethics_and_government_editor"] section, then it should function as an overwrite. Just remember to credit the original author.
DMan 29 Jun @ 1:37pm 
@wayjourner There are little bit different but majority of the civics are the same. The slight tweaks are noticable in the primitive start origins and the other changes are based around the new ethic scale "competitive" (with capitalist mode of production) and "cooperative" (socialist mode of production) with both benefiting from unique localisations and gameplay mechanics.
But I will try to make a patch when I got time too and see if I can make them work together.
I think the main headache would be the UI differences during empire creation, namely the ethic civic and authority choice screen.
Wayjourner  [author] 29 Jun @ 8:01am 
@慧 - It's a real simple fix. If you want then in any files adding or overwriting districts, for urban look to below 'default_starting_district = ...' and add the following with the line spacing as shown:
-----------------------------

zone_slots = {
slot_city_government
slot_city_01
slot_city_02
}

-----------------------------
Then just adjust all housing and jobs numbers in any file they appear by multiplying them by 100. After that, go to building files and change any instances of num_sapient_pops to sapient_pop_amount. Hey presto, it should 'work' from thereout. Hope that at least lets some people use this version.
Wayjourner  [author] 29 Jun @ 8:01am 
@DMan - I've not used E&CC before. How different is that than Bug Branch? If the ethics aren't dissimilar between them it shouldn't be too hard and so much can just be reused. I'm currently still bug hunting for the BB version and as well looking into patching the BB version of RC:R for UI Overhaul Dynamic before touching anything else. I just don't have much time for modding, generally, but perhaps you might give it a go and let us know how it went? :steamthumbsup:

@It's UwU - This has been mentioned at length in the comments bellow yours. A big warning that the mod is bugged is also plastered on the top of the page. The Bug Branch Version is the ONLY one still updated at present. I'm unable to update this version since the Mattie AH- the Dev - has the local files from which this is uploaded; no one but he can update this workshop page's mod.

@Mattie AH - Please, come back and upload the update for this.