Stellaris

Stellaris

Ethics, Civics and Traditions Classic
petruxa  [developer] 24 Nov, 2019 @ 6:50am
FULL INTRODUCTION
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Cultural Overhaul 2.3 [ Ethics-Civics ]
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Дата создания: 13 сен. 2017 в 17:31
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Stellaris 2.2 - mod ideas, suggestions, bugs
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Force Spawn Default Empires with Cultural Overhaul
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Тема закреплена. Скорее всего, здесь есть важная информация.

FULL DESCRIPTION

INTRODUCTION

Mod is named "Cultural Overhaul" because it mostly covers Culture-related aspects of the Empire creation and development, such as Ethics, Authorities, Civics, Traditions, Governments, Policies and Society Research. Idea was to allow players more precise tuning of their Empire's culture, by significantly increasing diversity of available options to do so.


1. ETHICS - 3 new ethical scales, number of Ethic points is set to 5

Elitist-Egalitarian - defines how people in he society are valued in relationship to their achievements. Elitists value succsessful people (anything could be considered as success: wealth, nobility, intellectual abilities), while Egalitarians do not care much about it.

*It's important to note, that Egalitarians does not implicitly pursue equality, they do not enforce it in any possible way - this is a Collectivist issue.

Individualist-Collectivist - defines the state of the economy. Individualist societies relies on the power of private ownership and development of market economy, while in Collectivism the whole society benefits from the means of production.

Industrialist-Ecologist - defines society attitude towards environmental issues.

The most common question regarding new set of Ethics is this: "What is Egalitarian-Individualist society looks like? Is it some sort of a castrated capitalism?"

Well, not exactly. Like it's been clarified above, Egalitarians are those who value people regardless of their achievements, opposing to Elitist who believe that achivers ARE better people. Individualist society is by definition a society of winners and losers, in terms of wealth. So, Individualist-Elitist are those who believe that the most wealthy people are also the most decent members of society and thus they deserve to hold Leadership positions - hence "Corporatocracy" civic, which allows Moguls to Ruler strata. Egalitarians, on the other hand, does not care about you being a winner or loser, though it's not that they will prohibit anybody to be a winner, or enforce equality for losers.

The existing Authoritarian-Egalitarian scale is transformed into Authoritarian-Libertarian, and now only defines the amount of power and authority, which is delegated to State apparatus. It does not reflect social mobility anymore, for which now there is a separate Elitist-Egalitarian scale.

For the purposes of Slavery now there is not 1, but 3 separate civics. All of them require Fanatic Elitist ethos:

1. Slaver Guilds (non-collectivist) - classic pro-capitalist approach, with private entrprises relying on slave labor. Gains bonus to Slaver Market costs.

2. Labour Camps (non-individualist, non libertarian/democratic) - a pro-collectivist approach to slavery, where convicts are put into labor camps to work for common good. Slaves are the most productive.

None of these Civic have pre-defined Enslavement ratio, but now allows to set a new policy "Enslavement Rate", from 10 to 20% for "Labour Camps" and from 25 to 40% for "Slaver Guilds" .

Higher levels of slvery for both Civics provide, on one hand, some relevant additional bonus (for example, increased Stability for "Labour Camps"), but also some themed malus (like reduced Unity for "Slaver Guilds").

3. Divine Order (Authoritarian, Spiritualist, Fanatic Elitist) - society organaized in a form of rigid Caste system.

Things with Living Standards are a bit more complicated now:

Stratified Economy is only available for Elitist ethos.

Combination of Fanatic Elitist/Individualist with basic inidividualist/Elitist would force you to have Stratified Economy.

Utopian Abundance changed to Socialistic Utopia and only available for both Collectivist and Egalitarian.

Social Welfare living standard only available for basic Individualist in case he also is Fanatic Egalitarian.

Combination of Fanatic Collectivist/Egalitarian with basic Egalitarian/Collectivist would force you to have Social Equality.

2. AUTHORITIES

New type of Authority - "Direct Democracy" (election every 5 years, no re-election, num of candidates - 12). I also apply some bonus modifiers to each type of Authority, in order to make them a bit more unique.


3. CIVICS - 33 new Civics, number of Civic points is set to 3

There are 2 types of civics:

1) colored Green, which are attached solely to particular Ethics

2) colored Yellow, which represent different kinds of "themed" governments, so each of them is attached to a particular ethos (materialist/spiritualist/militarist/pacifist) and a particular type of Authority as well.

I also made some adjustments to the existing vanilla set of Civics. I tried to reduce messing with them, but I just had to disable some of them, in order not to have any redundant Civic.

I modified Gestalt and Corporate civics in order to make them more balanced with the others.

The list of disabled/modified vanilla Civics:

Cutthrhoat Politics - disabled, it's just lame and I can't see a way to make it any more interesting
Parliamentary System - disabled, partly covered by new "Political Pluralism" civic
Distinguished Admiralty - changed to "Naval Traditions"
Functional Architecture - disabled, it's bonuses are applied to "Environmental Economy" civic
Beacon of Liberty - changed to "Spirit of Freedom" (libertarian/individualist)
Idealistic Foundation
Citizen Service - changed to "Martial Democracy" (democracy/direct democracy, militarist)
Nationalistic Zeal - changed to "Imperialism"
Merchant Guilds - changed to "Corporatocracy" (individualist/elitist)
Aristocratic Elite - renamed to Patrimonial Arostocracy
Meritocracy - Egalitarian, opposed to Patrimonial Aristocracy
Philosopher King - changed to "King Sage", belongs to Pacifist ethos now (for balance purposes)


The list of new Civics:

Ultimate Collective (authoritarian/collectivist)
Republican Ideals (non authoritarian/fan.elitist)
Trade League (non fan.collectivist)
Drone Brotherhood (collectivist/egalitarian)
Keepers of Harmony (ecologist/non materialist)
Environmental Engineer (ecologist/non spiritualist)
Machine Cult (spiritualist/industrialist)
War Crafter (militarist/industrialist)
Land of Plenty (pacifist)
Tribalism (xenophobe/collectivist)
Universalism (xenophile/pacifist)
Consumerism (individualist/non spiritualist)
Welfare State (non fan.individualist)
Industrial Economy (industrialist)
Globalism (xenophile/individualist)
Secured Domain (xenophobe)
War Lord (military, dictatorial)
Democratic Utopia (pacifist, democracy/direct democracy)
Cyber Democracy (materialist, democracy/direct democracy)
Divine Circle (spiritualist, oligarchy)
Military Council (militarist, oligarchy)
Science Directorate (materialist, oligarchy)
Executive Committee (pacifist, oligarchy)
Cyber Dictatorship (materialist, dictatorial)
Moral Democracy (spiritualist, democracy/direct democracy)
Philisopher Rulers (pacifist)
Ordered Stratocracy (militarist)
Divine Order (authoritarian, fan.elitist, spiritualist, +slavery)
Evolutionary Architects (ecologist, xenophile, materalist)
Labor Camps (non-individualist, fan.elitist, non libertarian/democratic +slavery)
Master Engineers (industrialist, pacifist)
Personalistic Regime (fan.elitist, non shadow council/imperial cult)
Militant Zealots (militarist/spiritualist)
Peacekeepers (xenophile/militarist)

4. POLICIES - 11 new policies:

Economic Stance: Free Market/Planned
Authority Stance: Centralized/Federalized
Education: Public/Private
Healthcare: Public/Private
Telecommunication: Military/Civilian
Transportation: Military/Civilian
Personal Weapons: Allowed/Banned
Drugs: Allowed/Banned
Mass Media: Free/State
Environmental Regulation: Reduced/Tight
Enslavement Ratio: 10-40% (only available for Authoritarian ethic, Slaver Guilds and Labour Camps civics)

5 new Trade policies:

Innovation & Progress
Growth & Construction
Social Development
Agricultural Development
Industrial Development


5. SOCIETY Research - 12 new techs

The existing "Statecraft" sub-field of Society research is now divided into 2 different sub-fields:

Bureaucracy & Governing
Economics & Trade


6. GOVERNMENTS - 28 new government types:

Genuine Aristocracy (oligarchy, egalitarian, non fan.collectivist/individualist)
People's Commissariat (oligarchy, non elitist, fan.collectivist)
People's Republic (dictatorial, Republican Ideals, non fan.individualist/collectivist)
Jingoistic Regime (dictatorial/oligarchy, xenophobe, militarist, non collectivist/libertarian)
Slaver Republic (democracy, slaver guilds)
Anarcho-Syndicalism (direct democracy, syndicalism)
Military Communism (militarist, fan.collectivist, authoritarian)
Communist Dictatorship (dictatorial, fan.collectivist, non elitist)
Social Democracy (democracy, collectivist)
Anarcho-Capitalism (fan.libertarian, corporate)
Minarchy (fan.individualist, libertarian, not corporate)
National-Socialism (dictatorial, elitist, fan.authoritarian, collectivist, non-pacifist/xenophile)
Parliamentary Monarchy (imperial, Republican Ideals)
Bureaucratic Collectivism (oligarchy, non libertarian, elitist, collectivist)
Enlightened Socialism (imperial, collectivist, non fan.authoritarian)
Dread Brotherhood (direct democracy, fanatic purifiers)
Absolute Monarchy (imperial, fan.authoritarian, non egalitarian/feudal society/patrimonial aristocracy)
Corporate Dictatorship (oligarchy, fan.individualist, elitist)
Oligarchic Republic (oligarchy, libertarian, elitist)
Aristocratic Republic (democracy, fan. elitist)
Congressional Republic (democracy, Republican Ideals)
Democratic Republic (direct democracy)
Noble Aristocracy (patrimonial aristocracy, oligarchy)
Soviet Republic (drone brotherhood, shared burdens, democracy, non fan.libertarian)
Aristocratic Monarchy (imperial, patrimonial aristocracy)
Liberal Democracy (democracy, libertarian, individualist, non fan.elitist)
Republican Dictatorship (dictatorial, Republican Ideals)
Timocracy (democratic, fan. individualist, elitist)

7. JOBS - 7 new Job types

Druid
Geo-physicist
Xeno-biologist
Commander
Suprevisor
Mogul
Techo-priest


8. TRADITIONS and ASCENSION PERKS

Current version of the mod does not cover Traditions. For that there will be a separate version of the mod, which is currently under construction.

So far I've added only 1 new Ascension Perk - "Future Society" (+1 civic slot, req to take minimum 4 other AP first).


9. OTHER

Leader maximum level is set to 20 (I suggest to use the mod Simple Leader Skill Icons).
Policy can be changed every 5 years.

10. COMPATIBILITY

Modified vanilla files:

on_action_events
customize_species_editors
prescripted_countries (almost all of them)
00_diplomacy_economy
00_urban_districts
02_rural_districts
00_ethics
00_governments
00_authorities
00_civics
00_personalities
00_policies - didn't touch this file, but I overwrite some of the vanilla stuff in my own
pop_faction_types (all of them)
01_ruler_jobs
02_specialist_jobs
02_worker_jobs
00_empire_names
00_citizenship_types
01_blocker_deposits
01_planetary_deposits


11. SPECIAL CREDITS

A lot of people helped me alongside the development, here is the list of Steam users, which i'd like to praise:

@Theobald
@Tiitinen
@cliffracer_slayer
@Wolin
@Birdy
@Vaфe!ь
@GorgeousShark
@katznmaus
@Dutch Vader
@Girion
@HAD


12. LOCALISATIONS

English
Russian





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