Stellaris

Stellaris

More Civics in Ethics and Civics Rebuild
Fox McCloud 27 May, 2018 @ 5:07pm
A Few Tweaks and 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 Collectivist giving +20% population growth, +20% construction speed, and +20% ship construction speed isn't really a good choice. A mere 5% extra energy is a tiny insignificant bonus compared to all the bonuses collectivist provides. This is made worse by fanatic collectivist and fanatic individualist.

The fanatic individualist trait is quit literally worthless; 7% reduction in building and ship upkeep is fairly small compared to the gigantic unity hit of 15%. Fanatic collectivist take a tiny 5% energy production hit to get buffs to their existing traits, in addition to happiness (an overall production booster). These aren't even remotely balanced against each other.

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 teh government "Anarcho-Communism". Anarcho-Capitalists, however, will revert to Anarcho-Pacifism if they take a point in pacifism. Pacifism as a governmetn type probably is rated too highly in priority or Capitalism is rated too lowly.

Indirect and Direct Democracy are a bit contradictory. It hurts your overall influence gain, but boosts faction influence gain; I get what's being aimed 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 appeasing factions if you take these government types.

Fanatic Industrial downside is very minor. -3% habitability isn't going to make any realistic impact to production, happiness, or colonizability. Fanatic Ecologist, on the other hand, has a rather nasty construction penalty.

Private Healthcare policy feels a bit on the weak side compared to public, and becomes completely useless if your leaders are immortal. 15 years, vs 3 separate benefits is a stacked deck.

Private education is really weak compared 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 could 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 slower, but the resources you gather are more effecient"

Just a few suggestions, really, mostly in relation to making different ethics choices real choices.
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Showing 1-3 of 3 comments
NewAgeKid52  [developer] 28 May, 2018 @ 11:12am 
You had many good ideas. I was able to do many of your suggestions in a recent update.
Musashi 5 Jun, 2018 @ 4:04am 
Would it be possible to have in the future this mods divided (for max compatibility purposes) in3, one with the traditions, ove with the governments and one with the ethics? It's a good one, but not being able to use it becaus ewsing it with other biig mods break always somethingm it's kid of disappointing
Comm_243 15 Aug, 2018 @ 9:46pm 
Any chance of an AlphaMod compatibility patch, or is that not entirely feasible?
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Showing 1-3 of 3 comments
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