Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
Darky 3 Feb, 2018 @ 3:30pm
Buildings - Ethics Buildings
I feel that while the buildings in this mod are generally nice, there is a lack of focus with some of them not being really relevant to the whole ascension quest. In order to remedy this and to streamline the mod, I would like to suggest the removal of all not tied to ethics. I also feel that any influence gain at all from buildings is overpowered and should be removed. But now to the main point of the post, I think that each ethic should have a building that represents its two related stances. These buildings would have two levels, the first level unlocked by having an ethic and the second by having the fanatical version. A single prerequisite research would unlock them all. Of course, just because you've built them, doesn't mean you can keep them after an ethics shift, buildings will be kept at the appropriate level depending on your ethics and may be demolished entirely if you no longer have the corresponding ethic.


Cultural Monuments: The spirit and guiding principles of an empire must be reflected in all of its creations, lest they be forgotten and its collective spirit torn asunder.

First Level: +3 Unity, +50% Ethics Attraction (planet)
Second Level: +5 Unity, +200% Ethics Attraction (planet)

Egalitarian:

Emergency Services: Here, our citizens have access to the best healthcare and emergency assistance available anywhere in all civilization.

+5% Happiness
+20% Growth Speed

Citizen Centre: This massive complex contains hospitals, living quarters commerce centres and numerous shuttles to act as a hub for civilian traffic. Rapid and efficient transportation is provided for by the state.

+5% Pop Production
+5% Happiness (+10% total)
+10% Growth Speed (+30% total)
+1000% Migration Speed

Militarist:

Monument to the Fallen: A tribute to the warriors past, present and future; to those who gave it all in service of the people, inspiring the generations to come.

+100% Defending Army Health
+100% Defending Army Damage
+10% Unity (planet)

Star Academy: Training the best minds related to all things martial, the Star Academy is the forge to peerless warriors and military engineers.

+1 Admiral/General Level Cap (this is normally very easy to cap out to 10, but this ensures you don't need genetics)
+1 General starting level
+10% General/Admiral Exp. Gain Rate (stacks, universal)
+150% Militarist Ethics Attraction


Materialist

Technolith: This bizarre technological monument emits light in wavelengths that affect Synthetic and Cyborg minds, making them more efficient and docile.
+10% Robot/Cyborg Mineral/Energy Production
+50% Governing Ethics Attraction for Robots/Cyborgs
+50% Materialist Attraction

Planetary Archive: Vast stores of knowledge that hunger for ever faster advancement.

+2 Adjacency bonus for all 3 Sciences
+150% Materialist Ethics Attraction

Authoritarian:

Monument of Order: Our society is kept safe and strong through its principles of obedience and selfless service. This, our subjects must always be reminded of.

-50 Slave Unrest
+10% Happiness (for slave owning free pops)
+50% Authoritarian Attraction

Labor Camp: The weak, the disloyal, the unfit are taken here to toil away in benefit of the state, and to redeem themselves, whether with their labor, or their blood.

+25% Slave Output
+150% Authoritarian Attraction

Pacifist:

Enhanced Gene Farm: Advanced genetic techniques have dramatically increased food production. This marvel of biological engineering ensures a life of plenty may be enjoyed without a need to quarrel.

+10 Food
+6 Food Adjacency Bonus
+50% Pacifist Attraction

Dome of Life: This massive farming complex also houses a nearly impenetrable planet-wide shield generator. Those who would disturb our way of life should know that they will have to work for it.

Does what your big shield generator normally does.
+20 Food (+30 total)
+150% Pacifist Atraction