Stellaris

Stellaris

[3.14] Empires Expanded: Balance Submod
 This topic has been pinned, so it's probably important
MadeinCanada  [developer] 15 Jan, 2022 @ 11:54am
Suggestions and Improvements
Do you have an idea for a new civic? An origin? Edict? Policy? Ascension perk? Something else?

If you do, leave a comment about your ideas. But try to keep them reasonable if you can. That being said, if you're not sure if it can be implemented, by all means, write a comment!
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Showing 1-15 of 32 comments
Journeyman Prime 5 Feb, 2022 @ 6:14am 
Police State should encourage you to build more enforcer buildings and constantly expand your police force. The current version doesn't do this, hence:

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
MadeinCanada  [developer] 5 Feb, 2022 @ 6:48am 
Originally posted by MayhemX8:
Police State should encourage you to build more enforcer buildings and constantly expand your police force. The current version doesn't do this, hence:

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
Very good, I have been wondering about ways to buff/change base game civics so this is definitely helpful
Derik 22 Apr, 2022 @ 7:19am 
I personally prefer 3.3 feudal society with no unity upkeep for leaders in return for not being able to dismiss them and the additional unity from governors.
Journeyman Prime 11 May, 2022 @ 5:53pm 
Ascension Perk: Eternal Vigilance

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)
MadeinCanada  [developer] 11 May, 2022 @ 11:28pm 
I'll be busy today, but hopefully some time tomorrow I'll be able to get some more changes done for this mod, both for civics and starting to do so for some APs and maybe other stuff too. Thanks!
Dr. Nolegs 18 May, 2022 @ 10:34am 
Could you remove exalted Priesthood's Authority restrictions? I like the idea of High priests as a democracy or to serve the god emperor!
MadeinCanada  [developer] 18 May, 2022 @ 11:02am 
Sounds good. Will do
Dr. Nolegs 19 May, 2022 @ 6:25pm 
Not a bug, but you should possibly update the description of 3.4 Strength of Legions and Warbots which give the start at level 3 for admirals and generals, since it happens even with your mod enabled.
Last edited by Dr. Nolegs; 19 May, 2022 @ 6:30pm
MadeinCanada  [developer] 20 May, 2022 @ 12:25am 
Yep, plan is to do all the things reported so far today
Dr. Nolegs 20 May, 2022 @ 12:31am 
Originally posted by MadeinCanada10:
Yep, plan is to do all the things reported so far today
Now this is epic
Journeyman Prime 21 May, 2022 @ 11:53am 
Civic: Evangelical Fanaticism

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.
Last edited by Journeyman Prime; 21 May, 2022 @ 11:54am
MadeinCanada  [developer] 21 May, 2022 @ 12:09pm 
Originally posted by MayhemX8:
Civic: Evangelical Fanaticism

Desc: This Megachurch has an ingrained policy of reinvesting the majority of its profits back into the continued expansion of the faith...

Love that one, adding it to the list for sure!
Journeyman Prime 21 May, 2022 @ 12:31pm 
Another one that came to me just now,

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
Last edited by Journeyman Prime; 21 May, 2022 @ 12:33pm
Journeyman Prime 26 May, 2022 @ 2:58pm 
only realized just now that my past two posts were better suited to being posted in the suggestion thread for the other mod, my apologies. Those suggestions were meant for the empires expanded mod
MadeinCanada  [developer] 26 May, 2022 @ 10:32pm 
Yeah I figured that was the case, no problem though, I see them all the same
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