Stellaris

Stellaris

xors Better Ethics Attraction
 This topic has been pinned, so it's probably important
xor  [developer] 22 Dec, 2018 @ 2:49pm
Your ideas go here!
Hi! Thanks for the interest in my mod!

This thread is for ideas and suggestion. What do you think, what should have an effect on ethics attraction? Maybe some more traits? Some techs? Or policies?

Whatever you want to suggest, do it here in this thread.

This thread is NOT for bug reporting!
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Showing 1-10 of 10 comments
Scuttle 22 Dec, 2018 @ 8:04pm 
Maybe the colossus ascension perk shouldnt give as much xenophobe attraction since there are different types of colossus like pacifier and indoctrinator?
chasik 23 Dec, 2018 @ 5:44pm 
On the topic of differentiating xenophobia: maybe splitting the xenophobic faction into main xenophobes and xeno xenophobes would work? That should be possible, I think.
TexStarshine 23 Dec, 2018 @ 11:50pm 
What if having robot pops buffed materialism for middle class and upper class pops, and increased religiousity of lower class pops, unless you have super high living standards?
Hard Gridlock 24 Dec, 2018 @ 12:55pm 
I disagree on making the Colossus Project explicitly xenophobic, as not all Colossi are made specifically to destroy alien life. The God Ray, is a good example, kills no one, just "wololo"s an entire planet.

I think it would make better sense to base ethics attraction on the *actions* of a colossus, not the colossus itself. Like, yeah, word gets out your empire just de-crusted an enemy capital is gonna bring xenophobia and militarism up big time. God ray, however increases spiritualism and maybe even Xenophilia (after all, all living beings answer to the voice of Gods).

Or, maybe that's already how it works, I dunno!
TexStarshine 25 Dec, 2018 @ 1:37am 
to build off of cerulean rodents suggestion, perhaps tie the result to war exhaustion or to pop happiness when in use? if your pop is exhausted of the war then it might be far more accepting of the total destruction of the enemy, but early in the war your pops might be appalled by the level of destruction the collosus reaks?
Erhes 28 Jul, 2019 @ 5:21am 
Add others localisations files, you dont need to translate just add localisations for others language with english texts.

Why? Because when you play non-english version of Stellaris every events from this mod have only "text description missing' or something like this.
ShinyNobody 10 Apr, 2021 @ 3:20am 
Some edicts that force more pressure on ethics but with drawbacks maybe? and when you have a fanatic one your secondary gets often dwarved maybe change that somehow?
Last edited by ShinyNobody; 10 Apr, 2021 @ 3:21am
Do pops shift ethics more often with this?
Meep 16 Jul, 2022 @ 10:35am 
A detailed list on the main page (or linked to it) of what this changes and how? I don't like putting mystery mods in my game, no matter how interesting and/or good they sound. :AncientBook:

Is there currently an in game list that comes with the mod, or are we meant to just "figure it out"? I can see it looks fairly intuitive, but that doesn't mean it will be for everyone...
xor  [developer] 16 Jul, 2022 @ 10:48am 
Originally posted by Meep:
A detailed list on the main page (or linked to it) of what this changes and how? I don't like putting mystery mods in my game, no matter how interesting and/or good they sound. :AncientBook:

Is there currently an in game list that comes with the mod, or are we meant to just "figure it out"? I can see it looks fairly intuitive, but that doesn't mean it will be for everyone...

If you really want to know every single line that was removed/changed/added you have to compare the file(s) from the mod with the file(s) from vanilla via a tool like for example https://www.diffchecker.com/
I have currently no plans to manually list all those considering it would be quite some work and almost no one would look at it. If you do compare the files keep in mind it's not updated yet to the latest version of Stellaris so there are some minor issues.
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