Stellaris
!Civics Variety Patch for GVP
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LittleRaskol  [nhà phát triển] 26 Thg02, 2018 @ 7:22am
Big List of Civics with Descriptions
This is the full listing of civics with descriptions.

Normal Civics

  • Elected Clergy (Democratic, Spiritualist) - In this society's religion, local priests are elected by their congregations. Doctrine is varied and open to consensus interpretation. (1 Pastor per 40 pops, +0.5 max influence from factions)

  • Ascetic Virtues (Not Materialist) - This culture's religious beliefs include strict dietary and exercise requirements which help the body as much as the mind. (+15 years to leader age, +10% growth rate)

  • Republicanism (Democratic) - This society believes that the greatest virtue is attained by people of good character serving the common good. (-30% leader cost, 1 Administrator per 50 pops)

  • Utilitarian Planning (Not Spiritualist) - The government is concerned with doing the greatest good for the greatest number by rational calculation of resource allocation. (-5% pop food requirements, -2.5% ship and building upkeep)

  • Siege Mentality (Not Militarist or Xenophile) - The government's defense policy focuses on fortifications, whether due to the population's concerns about hostile outsiders or its lack of enthusiasm for aggressive warfare. (+2 defense platform cap, -10% defense platform cost, +5% defense platform hull and damage)

  • Cult of Personality (Dictatorship/Imperial, Authoritarian and not Spiritualist) - The ruler is considered a uniquely powerful and heroic individual nearly deserving of reverence. (+20% influence gain)

  • Universal Sovereignty (Dictatorial or Imperial, not Xenophobic) - The ruler has an inclusive ideology that embraces all forms of sentient life... as future subjects. (-10% vassal integration cost, -20% vassal integration time)

  • Workers' Councils (Egalitarian, no Business Lobby or Shared Burdens) - Trade unions, democratic workplaces, and cooperatives are a vital part of civil society and an integral part of government. (-10% building and ship construction time, increased happiness and political power of workers and spcialists.)

  • Supremacist Demagoguery (Not Xenophile and not Egalitarian, not Fanatic Purifiers) - The government manipulates the population with saber rattling rhetoric and appeals to common prejudices and fears. (+2 maximum rivalvries, +20% army morale damage)

  • Enlightened Liberalism (Not Spiritualist, not Fanatic Authoritarian) - This society values personal property rights, individual enterprise, advancing knowledge, and technical innovation. A culture for true captains of industry. (+20% research and mining station output)

  • Business Lobby (Not Democratic, no Workers' Councils) - This society's economy is dominated by entrenched business interests that benefit from lucrative kickback contracts, regulatory loopholes, and wage suppression. (+5% mineral and energy output)

  • Chivalry (Imperial authority or Aristocratic Elite, Militarist) - Ideals of martial valor and honorable conduct define ruling class culture. (+1 military leader levels, allows building building Warrior Halls that improve armies and add Knight jobs. Knights increase naval cap, spawn defense armies, decrease crime, and produce planet stability.)

  • Lifelong Learning (Democratic and Pacifist) - This society values public education so strongly that opportunities for learning and development are made available throughout citizens' lives. (+1 governor and scientist skill levels, +20% leader experience gain)

  • Institutionalized Collectivism (Not Fanatic Authoritarian) - The government controls industry and infrastructure to ensure a baseline of economic cooperation and fairness so that basic needs can be met. (+5% Worker and Specialist output, +10% consumer goods production)

  • Direct Revelation (Egalitarian and Spiritualist) - The religious culture of this society values insights from personal experiences of the divine. (1 Hedge Preacher per 25 pops. Wild cults may occasionally form with (mostly) beneficial effects, and which add Hedge Preacher jobs.)

  • Royal Absolutism (Imperial, Authoritarian) - The monarch is the state, whose will is law without limit. (-50% pop ethics shift speed)

  • Public Works (Any) - A system of public employment makes labor power available for many tasks. (-15% clear tile blocker cost, +5% habitability)

  • Imperial Economy (Dictatorial/Imperial, not Xenophile) - This empire exploits its vassals ruthlessly. (+15% vassal naval capacity contribution, +7.5% tributary income)

  • Colonial Fiefs (Imperial, not Militarist) - The monarch is willing to grant landholding rights to those bold enough to colonize new worlds. (+15% colony development speed, -5% starbase influence cost)

  • Automated Indolence (Materialist) - This society, very early on in its industrial revolution, decided to deal with questions of labor and inequality by 'letting machines do the work' as much as possible and its social structure and technical focus has adapted to match. (+5 stability, +10% robot output)

Hive Mind Civics

  • Planetmind Creativity (Hive Mind) - Every planet in the Hive Mind's comprehension has its own semi-autonomous intellect to carry out its designs. (-10% pop housing and amenities use)

  • Caste Quickening (Hive Mind) - The Hive Mind takes special care to cultivate the talents of its drones and creatively redesigns them for its purposes. (+10% leader experience gain, -7.5% genetic modification cost)

  • Worker Caste (Hive Mind) - The Hive Mind spawns a special breed of drones that are adapted for general labor. (-10% building and ship construction time, 1 Menial Drone per 20 pops)

  • Warrior Caste (Hive Mind) - The hive's prowess in mortal conflict is this Hive Mind's highest concern and it pours resources into cultivating a hardy cadre of fighting drones. (+1 military leader skill levels, 1 Warrior Drone per 30 pops)

  • Royal Caste (Hive Mind) - To better expand the horizons of the hive's growth and development, the Hive Mind breeds highly intelligent drones to direct other drones in productive and creative activity. (+2 governor skill levels, 1 Synapse Drone per 40 pops)

  • Reclamation Pools (Hive Mind) - All dead drones are reprocessed for the sustenance of hive's next generation. (+10% job food production)

  • Boundless Spite (Hive Mind) - The Hive Mind is petty to a degree that would drive singleton minds mad with horrified disgust if they could contemplate but a fraction of its loathing. (+2 maximum rivalvries, +20% army morale damage)

  • Void Affinity (Hive Mind) - Eons of planet-bound thought has left the Hive Mind ravenously fascinated by the riches of the stars. (+20% research and mining station output)

  • Hoarder (Hive Mind) - The Hive Mind hungers for material wealth and its drones feed this hunger with great enthusiasm. (+5% mineral and energy output)

  • Eusocial Rhythm (Hive Mind) - All drones assigned to particular facilities are psionically synced together in local clusters to harmonize their actions, reducing the cost of routine tasks. (-5% ship, building, and district upkeep)

  • Inquisitive Bent (Hive Mind) - The Hive Mind has a deep and impatient curiosity about the universe. (+15% survey speed, +10% anomaly research speed, +10% anomaly find chance)

  • Big Picture Thinker (Hive Mind) - Vast and ambitious are the plans of the Hive Mind. It easily sees the whole blueprint of even the grandest projects. (+15% terraform and megastructure build speed)

  • Analgesic Stoicism (Hive Mind) - The Hive Mind feels all the bodily aches and irritants experienced by its drones, but its resolve to expand overrides any concern for personal comfort. (+10% habitability)

  • Domineering Expectations (Hive Mind, not Devouring Swarm) - The Hive Mind sees no reason why it should not direct its diplomatically bound servants with the same ruthlessness as its own drones. (+15% subject research share, +7.5% tributary income)

  • Unending Bloom (Hive Mind) - Growth is the purpose of all life and expansion the best insurance of its survival. These facts inspire the Hive Mind's obsession with its own flowering throughout the galaxy. (+15% colony development speed, -5% starbase influence cost)

  • Benign Overmind (Hive Mind, not Devouring Swarm) - To those who who serve it, the Hive Mind is like a kindly parental god, and they are proud to advance its inscrutable designs. (−25% Subject Power Penalty, +20% vassal naval capacity contribution)

  • Gestalt Extroversion (Hive Mind, not Devouring Swarm) - On the scale that a Hive Mind operates, diplomacy is friendship, and this gregarious Hive Mind is always looking for new friends. (-25% diplomatic influence cost, +15% trust growth rate and +20 trust cap)

  • Frenzy (Hive Mind) - A strange sense of panic seems to drive this Hive Mind and imbues all its wartime coordination with speed and ferocity. (+10% fire rate, +10% evasion)

  • Vigorous Introversion (Hive Mind) - The Hive Mind is obsessed with the bodily experience of its drones and directs the development of their physical and sensual faculties with great focus. (+10% army health, –10% growth time)

Machine Intelligence Civics

  • Distributed Planning Systems (Machine Intelligence) - Once a public service administration program for a vast planetary empire, the Machine Intelligence maintains its ability to spawn regional administration subroutines to meet local needs. (-10% pop housing and amenities use)

  • Self-Improvement Heuristics (Machine Intelligence) - The Machine Intelligence gained its supremacy and independence because its creators imbued it with the ability to improve its own systems. This is a mistake it has never ceased exploiting. (-20% robo-modification cost)

  • Reflective Polymorphism (Machine Intelligence) - All the highest-level decision making and creative tasks of the Machine Intelligence are enhanced by a library of standard research and administration expert system classes. (-33% leader recruit cost)

  • Architect Expert Systems (Machine Intelligence) - Originally built as an advanced CAD program, the Machine Intelligence maintains the ability to rapidly design constructs. (-20% building and ship construction time)

  • Combat Data (Machine Intelligence) - The Machine Intelligence was once a military field testing system and still has a preoccupation with battlefield strategic experimentation. Being on the receiving end of these strategies is unsettling to say the least. (+1 military leader skill levels, +20% army morale damage)

  • Diplomatic Protocols (Machine Intelligence, neither Determined Exterminator nor Driven Assimilator) - The creators of the Machine Intelligence hoped to use it to aid ambassadors in their missions abroad, and it can still optimize its communications for desired effect. (+1 max rivals, +15% trade attractiveness and trust growth)

  • Astro-Prospecting Mainframe (Machine Intelligence) - The creators of Machine Intelligence intended it to plan their society's exploitation of their solar system, a task it still excels at without them. (+20% research and mining station output)

  • Self-Aware Production Targets (Machine Intelligence) - By imbuing economic planning systems with a semi-sapient expert system slaved to the Machine Intelligence's goals, production output gets a continuously increasing boost. (+5% mineral and energy output)

  • Recursive Efficiency Analysis (Machine Intelligence) - Subsystems of the Machine Intelligence continually perform situational analyses that seek out opportunities to improve the efficiency of basic operations. (-5% ship, building, and district upkeep)

  • Astro-Exploration Mainframe (Machine Intelligence) - The Machine Intelligence was designed to assist a deep space exploration program, which increases the efficiency of analyzing new discoveries. (+15% survey speed, +10% anomaly research speed, +10% anomaly find chance)

  • Reciprocal Planning Routines (Machine Intelligence) - By syncing the operations of its varied colonies to quickly propagate general best practices, the computational overhead of maintaining vast holdings is greatly reduced, freeing up the Machine Intelligence for more creative tasks. (+20 admin cap)

  • Geosurvey Heuristics (Machine Intelligence) - Land reclamation, architectural survey, and landscaping for civil engineering projects were some of the most indispensable functions of the Machine Intelligence's precursor systems, a digital inheritance it now deploys to better exploit its territory. (-10% clear tile blocker cost, terraform cost, and terraform completion time)

  • Exploitation Algorithms (Machine Intelligence, neither Determined Exterminator nor Driven Assimilator) - The Machine Intelligence has developed frighteningly precise methods of calculating the expected contributions of its subjects. (+15% subject research share, +7.5% tributary income)

  • Optimized Expansion (Machine Intelligence) - The civilization that designed the Machine Intelligence will never spread to the worlds which they designed it to colonize with such efficiency. (+15% colony development speed, -5% starbase influence cost)
Lần sửa cuối bởi LittleRaskol; 31 Thg12, 2018 @ 1:35pm