Stellaris
Developing Ethics and Origins [2.3.*] (DISCONTINUED)
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Kiyosan  [desarrollador] 10 MAY 2019 a las 11:59
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)
Última edición por Kiyosan; 4 JUN 2019 a las 10:14