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Civic: Police State
Desc: Same as vanilla
Effect: Enforcer jobs produce +2 Unity and +1% Stability
The stability means you need at least 5 Enforcers (an unusually high but not prohibitive amount in the normal game when no syndicates are involved) to mimic the effect of the previous version of the civic. You can of course stack Enforcers on a planet to stack stability, but at some point you'll be losing out on actual production value by putting so many pops into Enforcer jobs. The additional unity makes them an actual culture-builder job rather than something that just adds additional unity on top of regular culture-builders. The end result of this change is that a Police State will benefit from constantly expanding its police force rather than, say, building holo-theatres or even temples. With these changes you can theoretically just forget about amenities all together and just slap down enforcer buildings instead, as the stability boost will help keep your stability above 50% despite your pops being at 20% happiness due to super-low amenities. The current version of Police State, both here and in vanilla, actually makes it more valuable to have LESS enforcers or keep the number of enforcers in your empire the same, since you don't gain any stacking bonuses from having a larger force, with the bonus unity not being worth it currently.
I also have two ideas for alternative versions that would be as follows:
1) Effect: +1 Enforcer job per 15 pops, Enforcers produce +2 Unity
2) Effect: Enforcers produce +2 unity, Tier 1 Enforcer buildings produce +1 additional Enforcer job, Tier 2 Enforcer buildings produce +2 additional Enforcer jobs
Changes: Just add a +3 Encryption to the Perk. The idea is that this perk represents your empire's culture having developed a strong zeitgeist of vigilance and steadfastedness when it comes to protecting their nation and its borders from any form of incursion, both physical and digital/social (such as spies, syndicates, and various other non-military types of invasion or incursion)
Desc: This Megachurch has an ingrained policy of reinvesting the majority of its profits back into the continued expansion of the faith and the strengthening of its hold in those areas where it is allowed to flourish. The results are astounding rates of conversion, which the leadership claims is the true reward.
Effect: Monthly Energy Credits -30%, Branch Office foundation cost -40%, Branch Office building cost -35%, +100% (internal) Spiritualist Ethics attraction, Envoys are twice as effective at currying favor with other nations.
-Replaces the Temple of Prosperity BO building with an identical version that produces 100% Spiritualist attraction instead of only 50%. If the empire also has the "Criminal Heritage" civic and thus access to the Subversive Shrine BO building, the identical replacement will produce 50% spiritualist attraction and also 50% crime instead of 25%.
Requirements: Must have "Gospel of the Masses" civic
Notes: The -30% Monthly Energy Credits should be balanced based on the results of testing. The idea is that this Prosperity Cult (or Subversive Cult) should be poorer than its contemporaries in terms of income but radically effective in converting nations who partner with it (or are targeted by it in the case of an SC) to Spiritualism. Thus this cult will aim to spread literally everywhere with Branch Offices on every conceivable planet they can get access to in order to maintain decent profit margins, while simultaneously being more effective in spreading Spiritualism to the masses, ensuring a Spiritualist galaxy need not be brought about through violence, but through corporate evangelizing, persuasion, and diplomacy.
Love that one, adding it to the list for sure!
Policy Group: Sanctification Selection
Requirements: Must be some form of Spiritualist
Desc: We must decide how the spiritual elite, those who guide and unify our people and minister to our hearts and souls are to be chosen.
Tier 1: Nobility and Virtue
Desc: Only the most chaste and wise among us, chosen from among the higher orders can be allowed to hold the sacred office of priest.
Effect: Auth ethics attr. +30%, Worker happiness -10%, Specialist Happiness -5%, Ruler Happiness +5%
Requirements: Cannot be fanatic Egalitarian
Tier 2: Piety and Devotion
Desc: Those who prove themselves to be suitably devoted and committed to the higher ideals that guide us on our spiritual journey through the universe should not be barred from serving the Divine
Effect: Happiness +5%
Requirements: Default (no restrictions)
Tier 3: Redemption and Repentance
Desc: The one who has been forgiven of much, loves much. None are better suited to ministering to the souls of our people than those who have stared darkness in the face and emerged triumphant through the power of the Divine.
Effect: Egalitarian Ethics attr. +30%, Worker happiness +10%, Specialist happiness +5%, Ruler happiness -5%
Requirements: Cannot be fanatic Authoritarian