Stellaris

Stellaris

Developing Ethics and Origins [2.3.*] (DISCONTINUED)
 This topic has been pinned, so it's probably important
Kiyosan  [developer] 10 May, 2019 @ 11:59am
Changes to Civics
Here are the changes to the civics. Debate is encouraged.
(Origin civics, civics that can only be obtained at empire creation, will be in bold)

All Empires
-In general, all origin civics that require certain ethics will let you retain the required ethics
-Star Seekers [NEW]: +3 planet sensor range, +10% sublight speed, usable for all empires
-Life-Seeded: Home world starts with a deposit of 2 of each generic strategic resources and +33% growth speed instead of the generic planetary features, starts with the tech to exploit/synthesize those strategic resources, can now be used by all empires except Machine Intelligence empires
-Post-Apocalyptic: No longer starts with the Survivor trait but preference changes to Tomb World Preference instead, can now be used by all non-gestalt empires
-Mechanists can now be used by corporate empires
-Syncretic Evolution can now be used by corporate empires

Regular
-Cutthroat Politics civic now also gives elected leader experience based on authority type
-Efficient Bureaucracy now also gives -10% empire size penalty
-Environmentalist now gives -10% pop consumer goods/food/energy upkeep
-Shadow Council now gives -90% election influence cost and +1 monthly influence
-Shared Burdens also gains +10% amenities
-Parliamentary System now also gives +5% faction approval
-Idealistic Foundation is now an origin civic and also lets your empire retain all ethics and gives +3 energy from Administrators and -2 consumer goods upkeep from Culture Workers/Priests, no longer requires Egalitarian and can be used by corporate empires
-Merchant Guilds also get -5% market fee
-Free Haven now also gives +10% trade value
-Corvee System now also give +12.5% housing
-Agrarian Idyll is now an origin civic
-Slaver Guilds: +10% slave output, -25% slave market cost, all pops working menial worker jobs are considered slaves, is now an origin civic
-Philosopher King gains an addition effect: When a leader levels up, gain stored research based on their level (research gain is increased if leader was ruler)
-Exalted Priesthood also lets priests and high priests produce +1 research
-Imperial Cult now also gives +1 priest pop per 40 pops
-Feudal Society also gains -33% subject integration cost, +15% vassal naval capacity contribution, +10% subject tax, and +30% technology sharing (would need to look more into vassal play to know whether this may be overkill or not)
-Police State now also adds +1 enforcer job
-Citizen Service now also gives +1 soldier job
-Warrior Culture now also gives +1 duelist job per 50 pops
-Nationalistic Zeal also gains +15% home territory fire rate
-Fanatic Purifiers: No longer has increased fire rate or army damage
-Barbaric Despoilers: Now has +33% fire rate and army damage

Corporate
-Private Prospectors is now an origin civic
-Gospel of the Masses is now an origin civic
-Indentured Assets: +10% slave output, -25% slave upkeep, all pops working menial worker jobs are considered slaves, is now an origin civic
-Ruthless Competition now gives +1 leader skill cap, +20% leader experience gain, and also gives leaders experience after an election (elected leader gets a lot more experience)
-Trading Posts now also gives -33% starbase upkeep
-Franchising gains +2 max branch office buildings (hoping this one actually works as intended
-Media Conglomerate now gives +5 stability, +5% citizen pop happiness, and -15% war exhaustion gain
-Private Military Companies now gives +25% army damage, +1 soldier jobs, +1 soldier jobs per 40 pops, and +2 energy/unity from soldiers)
-Naval Contractors now also gives -15% ship energy upkeep
-Criminal Heritage: Branch offices can no longer be closed from having no crime, -10% market fee, -15% ship alloy upkeep

Hive Mind
-Divided Attention now also gives -10% tradition cost from empire sprawl
-Strength of Legions now also gives +1 hunter-seeker drone job and -20% deviancy
-Subspace Ephapse now also gives +15% sublight speed
-Subsumed Will gains +5 stability
-Natural Neural Network now also gives -10% tech cost from empire sprawl
-Pooled Knowledge gains an additional effect: When a hive-mind pop is born, gain two months of stored research
-Devouring Swarm: No longer has starbase influence cost, army damage, and naval capacity buffs

Machine Intelligence
-Delegated Functions now also gives -15% empire size penalty
-Zero-Waste Protocols now also gives -7.5% pop amenities usage
-War-Bots now also gives +15% naval capacity and +1 warrior drone job per 40 pops
-Factory Overclocking now gives +1 leader skill cap, +20% leader experience gain, and +5% complex drone output
-OTA Updates gains an addition effect: When a leader levels up, gain a small amount of stored research based on their level
-Static Research Analysis now also gives +15% research station output
-Determined Exterminators: No longer has starbase influence cost and naval capacity buffs
-Driven Assimilators: Initial cyborg pops gain a negative trait that decreases growth speed by 20%, pop growth speed is decreased by -20% in general, robot assembly speed decreased by 40% (very curious about discussion on this civic in particular)
Last edited by Kiyosan; 4 Jun, 2019 @ 10:14am