Stellaris

Stellaris

Ethics and Civics Classic (4.0 Fixed*)
 This topic has been pinned, so it's probably important
petruxa  [developer] 9 Jun, 2021 @ 8:31am
FULL INTRODUCTION
Here is detailed description of what this mod adds and changes.

NEW ETHICS

1. Vanilla "AUTHORITARIAN/EGALITARIAN" paradigm has been transformed into 2 independent axes, in order to properly reflect the whole socio-economic structure of your designed society:

1) AUTHORITARIAN/LIBERTARIAN - reflects distribution of political power, basically it's a measure of power centralization, the more Libertarian society is - the more political power is decentralized.

2) COMPETITIVE/COOPERATIVE - reflects the structure of your economy, either means of production are in the hands of private owners, or do they belong to the public, in some form.

Ethics ID:
cooperative = ethic_socialism
competitive = ethic_capitalism


2. ECOCENTRISM and INDUSTRIALISM - these Ethics are here to describe the relations between the Species and natural environment around them. Do they value balance and sustainability of the eco-system, or consider it just as the source of valueable resources to meet their material needs. So, in the essence, ECOCENTRISM can be seen as "biospherical egalitarianism", while INDUSTRIALISM would be considered as "biospherical elitism".

Basic idea of Ecocenstrism is that they benefit from different Blockers of "natural" type (like "Active Volcano" or rare "Titanic Life", for example). Thus, they are motivated to keep those Blockers, instead of just clearing them off. But not only that, they are also got special ability to create regular clearable Blockers themselves, using special planetary decision, which becomes available, once the appropriate technology to clear this type of Blocker is researched.

Ethics ID:
ecocentrism = ethic_green
industrialism = ethic_industrial

All the ethics (old and new) are implemented in the manner, that Fanatic choice does not just provides increased bonuses, compared to Basic, but also provide some appropriate malus. So, for Fanatic Competitive that would be an increased level of Crime, for example.

I also modified some vanilla Ethics, so the whole set of Ethics would be more coherent. For example, Materialist ethic now only provide bonus to Physics and Engineering, while Society research is stronger for Cooperative ethic choice, which I consider makes sense, to some degree.

The total number of available Ethic points was increased to 5.

For each new Ethic there is a new political Faction, with appropirate demands.


NEW AUTHORITY

Direct Democracy - not very much room to properly implement such form of authority in the current frame of games' internal politics, but I figured that since we already have 2 different types of Autocracy, I want to have 2 types of Democracy as well.


DISTRIBUTION OF POLITICAL POWER

In vanilla Political Power is defined by chosen Living Standards. In my approach it mostly defined by a chosen authority type, with minor affection from Living Standards and certain Civics. The current scheme of Power distribution is the following:

DIRECT DEMOCRACY: Ruler - 600%, Specialist - 500%, Worker - 300%
INDIRECT DEMOCRACY: Ruler - 700%, Specialist - 400%, Worker - 300%
OLIGARCHY: Ruler - 800%, Specialist - 400%, Worker - 200%
DICTATORIAL: Ruler - 900%, Specialist - 400%, Worker - 200%
IMPERIAL: Ruler - 900%, Specialist - 300%, Worker - 200%


NEW CIVICS

Mod adds the whole lot of new Civics - around 50+, with some modifications made to vanilla's. Some on new Civics are colored yellow, instead of green - they represent sort of "themed" governments, for instance, combination of fanatic Materialist with Oligarchic authority will give an option to pick yellow "Science Directorate" civic.

Here is the full list of new green Civics, along with their ethic requirements:

DEFENDERS OF NATURE (eco/mil)
MILITARY INDUSTRY (industrial/mil)
ECOTOPIA (eco/pac)
ENGINEERING MASTERY (industrial/pac)
KEEPERS OF HARMONY (eco/spi)
INDUSTRIAL AUTOMATION (industrial/mat)
ECOLOGICAL ENGINEERS (eco/mat)
MACHINE CULT (industrial/spi)
NATURAL HERITAGE (eco/coop)
NATURAL CAPITALISM (eco/compet)
WASTEFUL CONSUMERISM (industrial/compet)
LAND OF PLENTY (industrial/coop)
HARMONIOUS COLLECTIVE (spi/coop)
INNOVATIVE ECONOMY (mat/compet)
DISTRIBUTISM (spi/compet)
RESEARCH COOPERATIVES (mat/coop)
FINANCIAL ELITISM (fan.compet, non-fan.lib) - former "Merchant Guilds", with "Merchants" being replaced with "Mogul" jobs.
RUTHLESS CAPITALISM (fan.compet, non-democracy) - adv. FINANCIAL ELITISM
EVANGELISM (xenophile/spi)
SYMBIOTIC RACE (xenophile/mat)
SLAVE RACE (xenophobe/mat)
CHOSEN PEOPLE (xenophobe/spi)
UNIVERSALISM (xenophile/pac) - adv. "Diplomatic Corps"
INTERVENTIONALISM (xenophile/mil)
TRIBALISM (xenophobe/coop)
GLOBALISM (xenophile/compet)
STAR SEEKERS (pac/mat)
SPIRITUAL SEEKERS (pac/spi)
WAR ENGINEER (mil/mat)
MILITANT ZEALOTS (mil/spi)
MARTIAL BROTHERHOOD (mil/coop)
PRIVATE MILITARIES (mil/compet)
PEACEFUL COMMONWEALTH (coop/pac)
PEACEFUL TRADERS (compet/pac)
CASTE SYSTEM (fan.aut, non fan.compet/coop) - adv. SLAVER GUILDS
ANARCHY IDEALS (fan.lib/non-militarist)
GENETIC ARISTOCRACY (mat/non fan.lib)
ASCENDED MERITOCRACY (non fan.aut/compet) - former "Meritocracy"
PATRIMONIAL ARISTOCRACY (non fan.lib) - former "Aristocratic Elite"
HARMONIOUS HIERARCHY (coop, non fan.lib/aut) - alternative "PATRIMONIAL ARISTOCRACY"
MERITOCRATIC CAPITALISM (compet, non aut) - alternative "ASCENDED MERITOCRACY"
LABOUR UNIONS (non fan.aut/compet)
TOTALITARIAN UTOPIA (auth/coop)
SPIRIT OF FREEDOM (lib/compet)
WELFARE STATE (non fan.compet/lib)
SYNDICALISM (fan.coop/non-authoritarian, democracy) - former "Shared Burden", advanced "LABOUR UNIONS"
STAR SETTLERS (pac)
MINING LEAGUE (fan.industrial) - a more radical form of former vanilla "Mining Guilds"
CIRCULAR ECONOMY (fan.eco) - radical form of fanatic ecologist economy

Here is the list of yellow civics (requires combination of Fanatic ethic and particular Authority type):

WAR LORD (fan.mil/autocracy)
MILITARY JUNTA (fan.mil/oligarchy)
STRATOCRATIC REPUBLIC (fan.mil/democracy)
SAGE KING (fan.pac/autocracy) - former "Philosopher King"
PHILISOPHERS ASSEMBLY (fan.pac/oligarchy)
DEMOCRATIC UTOPIA (fan.pac/democracy)
CYBER-DICTATORSHIP (fan.mat/autocracy)
SCIENCE DIRECTORATE (fan.mat/oligarchy)
CYBER-DEMOCRACY(fan.mat/democracy)
IMPERIAL CULT (fan.spi/autocracy)
DIVINE COUNCIL (fan.spi/oligarchy)
THEOCRATIC REPUBLIC (fan.spi/democracy)

Other changes to vanilla Civics:

"Distinguished Admiralty" - transformed into "Naval Traditions"

"Nationalistic Zeal" - transformed into "Imperialism"

"Idealistic Foundation" - disabled

"Parliamentary System" - changed to "Politcal Pluralism", along with slight modifications, and requires non Fan.Authoritarian ethics, instead of democratic authority, which, i believe, provides more flexibility, and allows some interesting government forms, like "Parliamentary Monarchy" or "Republican Dictatorship"

"Inwards Perfection" - transformed into "Isolationism", with slight modifications to it's bonuses

"Byzantine Bureaucracy" - changed to "Complex Bureaucracy" (opposes "Efficient Bureaucracy")

"Slaver Guilds" - changed to require non-Libertarian, and thusm available to pick up with democratic authority

There were also a number of minor changes to particular vanilla Civics, in order to make them a bit more interesting and balanced, in the frame of whole new set.

Number of available Civic points is set to 3.
Also, there is new ascension perk: "Future Society", which grants +1 Civic point.


NEW GOVERNMENTS

Mod adds 32 new government form, here is the full list along with their requirements:

GREAT HOUSES (harmonious hierarchy, oligarchy)
PRIVATE MILITARY CORP (militarist, fan.compet, oligarchy, military industry/private militaries) - will also work for Corporate authority
MULTICULTURAL DEMOCRACY (symbiotic race, democracy)
NATIONAL SOCIALISM (xenophobe, cooperative, authoriatrian, dictatorial/oligarchy)
REPUBLICAN DICTATORSHIP (parliamentary system, dictatorial)
PEOPLE'S REPUBLIC (pluralist, dictatorial, non fan.coop/compet)
LIBERAL DEMOCRACY (libertarian, competitive, democracy)
SOVIET REPUBLIC (socialistic ideals, democracy)
SOCIAL DEMOCRACY (welfare state, democracy/dir.democracy)
NOBLE ARISTOCRACY (patrimonial aristocracy, oligarchy, non-libertarian)
CONGRESSIONAL REPUBLIC (parliamentary system, democracy)
ARISTOCRATIC REPUBLIC (patrimonial aristocracy/genetic aristocracy/harmonious hierarchy, democracy)
OLIGARCHIC REPUBLIC (libertarian, oligarchy)
CORPORATE DICTATORSHIP (oligarchy, financial elitism/ruthless capitalism)
ARISTOCRATIC MONARCHY (imperial, patrimonial aristocracy)
ABSOLUTE MONARCHY (imperial, fan.authoriatrian)
DREADFUL BROTHERHOOD (fanatic purifiers, direct democracy)
ENLIGHTED DESPOTISM (fan.cooperative, aut, imperial)
BUREAUCRATIC COLLECTIVISM (cooperative, oligarchy, complex bureaucracy)
PARLIAMENTARY MONACRHY (imperial, parliamentary system)
GENUINE ARISTOCRACY (oligarchy, libertarian, ascended meritocracy/harmonious hierarchy)
PEOPLE'S COMMISARIAT (cooperative, oligarchy)
JINGOISTIC REGIME (xenophobe, militarist, oligarchy/dictatorial, non-cooperative/libertarian)
FASCISM (fan.authoriatrian, competitive, police state, non-xenophile/pacifist)
SLAVER REPUBLIC (democracy/dir.democracy, slaver guilds)
DEMOCRATIC REPUBLIC (generic direct democracy government)
ANARCHO-SYNDICALISM (socialistic ideals, direct democracy)
COMMUNIST DICTATORSHIP (fan.cooperative, dictatorial)
MILITARY COMMUNISM (fan.cooperative, militarist, non-democracy)
ANARCHO-CAPITALISM (fan.compet, libertarian, oligarchy)
MINARCHY (fan.compet, democracy)
TIMOCRACY (compet, non-libertarian democracy)


NEW POLICIES

Mod adds 6 new Policies, and a bunch of additional Trade policies:

ECONOMIC STANCE (mixed/free market/regulated market/planned)
AUTHORITY STANCE (centralized/federalized) - requires technology, available after 10+ planets under control
HEALTHCARE (public/private)
EDUCATION (public/private)
TRANSPORTATION (military/civilian)
TELECOMMUNICATION (military/civilian)

Trade Policies:

SOCIAL DEVELOPMENT - available only for "Planned" Economy
INFRASTRUCTURE DEVELOPMENT - available only for "Planned" Economy
INNOVATION & PROGRESS - requires technology
AGRICULTURAL SUBSIDIZING - requires technology
MINING SUBSIDIZING - requires technology


NEW JOBS

Currently mod adds 21 new Jobs. Most of them are unique to particular Ethics or Civics. Here is the full list, with short descriptions for each Job:

TECHNO-PRIEST - unique to "Machine Cult" civic, priest which buff local Robots
MOGUL - replaces vanilla "Merchant", a Ruler, which increases local workers energy/minerals output
THINKER - unique Ruler for Pacifist government civics
COMMANDER - unique Ruler for Militarist government civics
XENOBIOLOGIST - unique Specialist for "Ecological Engineers" civic
GEO-PHYSICIST - unique Specialist for "Ecological Engineers" civic
DRUID - unique Priest for "Keepers of Harmony" civic
TRANSCEND - unique Ruler for "Spiritual Seekers" civic
MERCENARY - unique Specialist for "Private Militaries" civic
LABOUR HERO - unique Worker for "Socialistic Ideals" civic
TEMPLAR - unique Priest for "Militant Zealots" civic
GLADIATOR - unique Worker for "Slaver Guilds" civic
DEEP CORE ENGINEER - unique Specialist for "Mining Guilds" civic
BIOTECHNOLOGIST - unique Specialist for "Ecocentrist" ethic
HEDONIST - unique Specialist for "industrialocentrist" ethic
ENTREPRENEUR - Specialist, becomes available through commercial infrastructure
WEALTH PREACHER - unique Priest for "Distributism" civic
URBAN ENGINEER - unique Specialist for "Urbanism" civic
NATURE GUIDE - unique Worker for "Environmentalism" civic
RANGER - unique Specialist for "Defenders of Nature" civic
SLAVE MASTER (unity, stability, slave output) - unique Ruler for "Caste System" civic


OTHER CHANGES

Leaders start from level 0, rhather than 1. Maximum leader level is set to 20.


LOCALISATIONS

English
Russian


COMPATIBILITY

To be updated.
Last edited by petruxa; 14 Dec, 2021 @ 8:52am
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Showing 1-15 of 27 comments
petruxa  [developer] 9 Jun, 2021 @ 8:37am 
Later I'm going to try and provide more detailed info on new Jobs.
mako616 9 Jun, 2021 @ 10:58am 
hi, in the new authority part is written direct democraçy, wasn't supposed to be indirect?
petruxa  [developer] 9 Jun, 2021 @ 11:06am 
Originally posted by mako616:
hi, in the new authority part is written direct democraçy, wasn't supposed to be indirect?

Direct Democracy is the new authority type which my mod adds. Indirect Democracy was already there.
mako616 9 Jun, 2021 @ 5:00pm 
oh, ok sorry
Rampage 9 Jun, 2021 @ 6:58pm 
You've really worked hard on this mod, and put in lots of hours of thought into doing it well. Congratulations and well done!
Last edited by Rampage; 9 Jun, 2021 @ 6:59pm
petruxa  [developer] 9 Jun, 2021 @ 11:31pm 
Originally posted by Rampage:
You've really worked hard on this mod, and put in lots of hours of thought into doing it well. Congratulations and well done!

Thanks for your support, pal!
petruxa  [developer] 15 Jun, 2021 @ 7:27am 
Originally posted by Maze:
Originally posted by petruxa:
Later I'm going to try and provide more detailed info on new Jobs.
is there a possible rebalance in the planning? for example the jobs provided by ecological engineers are pretty bad compared to normal researchers even before bonuses which these jobs dont get making them kind of obsolete.
I also want to say THANK YOU! for the huge amounts of work you put into supporting this mod. <3

Yes, rebalance is possible. But I just recently debuffed ecological engineers researchers, becuse of other user feedback on them being too strong. Can you argument that they deserve to be stronger?
petruxa  [developer] 1 Jul, 2021 @ 12:09am 
Originally posted by Maze:
Sorry for the late response. My argument for buffing these would be that I dont use these jobs because its an inefficient use of pops compared to other jobs who may have abit more upkeep but give 3x the amount of research at the start of the game, the longer the game goes the more obsolete they become because of of bonuses to specific jobs.I think the best "solution" would be if they were a bit better than base researchers but not as good as fully upgraded ones so in the early to mid game they are viable but later you might want to disable them or if they gave alot of research in 1 of the 3 categories

I actually already buffed both Geo-physicst (3 phys, 2 engineering) and Xenobiologist (6 society).
petruxa  [developer] 1 Jul, 2021 @ 8:35am 
Originally posted by Maze:
those numbers still pale in comparrison to normal researcher who provide 6 research of each, and will provide 10+ of each in the lategame

What numbers would you suggest as adequate?
petruxa  [developer] 1 Jul, 2021 @ 11:37am 
Originally posted by Maze:
for the geo physicist, 10/8 and the xenobioligist 14

Ok, let's try it and get some feedback from the other people.
Scr(A)tch 24 Sep, 2021 @ 3:01am 
I just wanna say about ANARCHY IDEALS that it has nothing to do about non-militarism, just look for CNT-FAI and Makhnovtsi. It's more about being cooperative - anarcho-capitalism, which is all but anarchism, is already covered elsewhere.
Last edited by Scr(A)tch; 24 Sep, 2021 @ 3:20am
petruxa  [developer] 24 Sep, 2021 @ 3:44am 
Originally posted by Scr(A)tch:
I just wanna say about ANARCHY IDEALS that it has nothing to do about non-militarism, just look for CNT-FAI and Makhnovtsi. It's more about being cooperative - anarcho-capitalism, which is all but anarchism, is already covered elsewhere.

You seem to mix an actual idea of Anarchy with revolutionary movement, aiming to achieve it.
vandiris 24 Sep, 2021 @ 6:57am 
Originally posted by petruxa:
Originally posted by Scr(A)tch:
I just wanna say about ANARCHY IDEALS that it has nothing to do about non-militarism, just look for CNT-FAI and Makhnovtsi. It's more about being cooperative - anarcho-capitalism, which is all but anarchism, is already covered elsewhere.

You seem to mix an actual idea of Anarchy with revolutionary movement, aiming to achieve it.
yeah that's what I think he did too
Nibbes 26 Sep, 2021 @ 10:41am 
Is the "moralism" bar/measurement from this mod or government variety? I know both are compatible but I see no ethic tied to moralism unless the tagging and codes are wording it funny
Scr(A)tch 28 Sep, 2021 @ 3:32am 
Originally posted by vandiris:
Originally posted by petruxa:

You seem to mix an actual idea of Anarchy with revolutionary movement, aiming to achieve it.
yeah that's what I think he did too

You seem to mix an actual idea of Anarchy with anarcho-pacifism.

Unless the galaxy has been entirely freed from the state and the owners, it seems perfectly acceptable to free it with armed force.

What if I want to play space CNT-FAI ? I can play CNT-FAI in HOI4. Guess what, they are as militarist as the others.

Also, I was pointing out Cooperation is way more core to Anarchism than non-militarism. You can't pretend to tend to Anarchy ideals and be Competitive.

Finally, I don't see any new "government" form that requires ANARCHY IDEALS. It seems weird that ANARCHO-SYNDICALISM requires neither ANARCHY IDEALS nor SYNDICALISM.
Last edited by Scr(A)tch; 28 Sep, 2021 @ 3:46am
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