Stellaris

Stellaris

Government+
Typical_Name 19 Jan, 2019 @ 12:20pm
Some comments (too many to fit in the comment box)
Some comments:
  • Could there perhaps be a submod that changes the number of civic points to 3? 4 seems like a bit much.
  • Previous versions of Stellaris have had a bug where reductions to colony ship cost (ie, from Adventurous Pioneer) were applied twice. Now, however, the cost reduction doesn't appear to have been applied at all - my colony ships still cost 200 food, 200 consumer goods, and 200 alloys.
    *Enchantment seems like the most comically underpowered thing ever. A massive debuff to your population growth (one of the most important things in 2.2), and all you get in return is a minor boost to ethics attraction and trust cap for organics? I wouldn't take such a huge hit to pop growth even if the ethics attraction were +100%. It should at least give happiness or stability, which would still be in line with the civic's flavor text.
  • The Mining civic doesn't have any effects listed. Likewise with Slaver Guilds. (Which is even more odd, since these are vanilla civics.)
  • Agrarian Idyll has returned to being incompatible with Authoritarian, and requiring Fanatic Pacifist. Was that intentional, or a bug caused by leftover code from the old version?
  • Aristocratic Elite has returned to its old, much less interesting function of +2 governor level cap and +4 ruler level cap. Likewise, Technocracy has also returned to its old, much less interesting function of +1 research alternatives, +4% research speed, and +15% anomaly research speed. I greatly dislike both of these rollbacks.
  • The old Corporate Dominion is available as a civic even if Megacorp is installed.
  • How do Immutable Caste and Timocracy work, since the caste system mechanic no longer exists?
  • I distinctly remember Industrial Cult having formerly given mineral bonuses, but now I do not see them.
  • Inward Perfection has returned to its old requirements of Pacifist and Xenophobe (if I remember correctly, it requires Fanatic Pacifist in the current version and cannot be removed).
  • Because Authoritarianism now opposes Libertarianism rather than Egalitarianism, it is now possible to take Shared Burdens while being Authoritarian. It even works with Fanatic Authoritarian, opening the possibility of using slavery. If that's intentional, that's cool, I could see some interesting roleplay with this (ie, communist barbarians that liberate workers from their oppressive homes), but I wanted to mention it in case it was a bug. I would suggest making Shared Burdens require Fanatic Collectivist (on top of Fanatic Egalitarian) in order to preclude the option of getting slaves from Fanatic Authoritarian, since the slavery thing appears to be a bug: I tested it out ingame and noticed that I couldn't actually set species rights to slavery, although I still got the slaves from being Fanatic Authoritarian - amusingly, they got the Shared Burdens living standard... which appears to make them cost NO UPKEEP AT ALL, since Shared Burdens was never intended to include slavery. Despite having the Shared Burdens living standard, however, they don't get the +5% happiness boost. ("Welcome to our society, where everyone is equal! ... Except those guys. They don't count because they're slaves.")
  • Science Directorate starts with the ability for science ships to assist research. Don't we get that by default now?
Last edited by Typical_Name; 19 Jan, 2019 @ 12:21pm