Ethic and Government Rebuild
Здравия, дорогие камрады.
Представляю очень интересный мод, найденный мною на просторах Скаймодс.
Мод добавляет большое количество новых форм правления и этик, делая фракции максимально разнообразными.
Подробное описание на английском (Раскрыть)
into mine.
So, now the "Embassies" are back to the game. It does NOT affect current "Trust" mechanic at all, just gives you a little more options in Diplomacy. You can maintain max 5 embassies, which will generate 0.05 opinion per month (down from 1) to a maximum of 25 (down from 100). I find it really useful and complementary to the current diplomatic system.
II. ETHICS
1. New ethical axis added - ELITARIAN/EGALITARIAN
At first, this axis may seem just a slightly different interpretation of the existing AUTHORITARIAN/LIBERTARIAN duality. But I gave it a thought and actually it's quite all-sufficient and useful. For example, it helps to distinguish classic monarchies, which are most likely Elitarian, from military or communistic dictatorship, which are absolutely not. If you have a hard time imagining Elitarian democracy, you can think of modern Great Britain, for example.
ELITARIANS got
+1 leader skill level
+20% leader infuence cost
EGALITARIANS got
+2 leader pool size
-20% leader infuence cost
2. Some of the existing ethoses have been reformed
Mostly I'm talking about AUTHORITARIAN/LIBERTARIAN and CAPITALISM/SOCIALISM dualities.
The thing is, I didn't quite like my own interpretation of CAPITALISM, which provided reduced prices for buildings and ships. At some point this makes sense, but the problem is that most prices in Stellaris are nominated in minerals, so basically, when you chose CAPITALISM you got bonus in minerals. But obviously CAPITALISM must provide some energy-bonus in the first place, as energy is a direct equivalent of money here. But the problem was that energy-bonus was already assigned to LIBERTARIANS to reflect the efficiency of democratic government opposing to an autocracy.
So, I re-worked this. As I cannot think of a single unique modifier to describe every single ethos,I can try and make up unique COMBINATIONS of different bonuses. Here is what I came up with:
LIBERTARIAN stands for Efficiency and Freedom
+3/10% energy
+5/10% hapiness
+10/30% migration speed
-33/100% slavery
AUTHORITARIAN stands for Unification and Big Bureaucracy
-5/15% ethic divergence
+10/20% influence
+33/100% slavery
CAPITALISM stand for material Wealth
+5/15 energy
+5/15% minerals
SOCIALISM stands for Wellfare (no radical changes here though)
+15/30% growth rate
III. TRADITIONS
I fundamentally reformed the inner blue ring, which represents Traditions. Now there are 10 of them, and they are much more bountiful and interesting, I believe.
As you have already noticed, I created a bunch of new governments, some of which are specialized: on agriculture, mining, exploration and etc. The idea was to take these "specialized" sets of bonuses and make Traditions out of them. So, now, customizing your empire, you can choose to have, for example, "Military Republic" government and take "Mining" tradition, which gives you the set of mining-related bonuses, just the same as "Mining League" government gets. You may ask, what is the purpose of choosing "Mining League" government now, if you can pick any other government and just get their bonuses through Traditions? Well, if you choose "specialized" government and move it to an advanced form, you get all it's bonuses doubled. And if you also happened to pick "specialized" tradition, you are going to have all the bonuses TRIPLED. It's important to note that you are NOT obligated to pick, for example, "Mining" tradition in order to pick "Mining League" government form. Though it's an option, which can be quite bountiful.
In general the idea was to make the Empire customization process even more interesting and diversified.
Currently there are 10 Traditions:
1. Bureaucracy
2. Cybernetic
3. Energy Management
4. Pioneering
5. Exploration
6. Waste Recycling
7. Mining
8. Agriculture
9. Biotechnology
10. Military Industry
8 of these Traditions have related government forms, which are implicitly "based" on the them. Each of this governments has access to special techs of the corresponding Tradition without the need to pick it.
Each tradition cost 2 ethic points. You may pick any number of traditions at a time.
You may notice that the bonuses provided by Traditions not always 100% match the bonuses of corresponding Government form. A couple of notes here:
1) For some reason, bonuses for infrastructure build costs, such as Mining Network, Power Plant and Hydroponic Farm, being assigned to an Ethos DO NOT show up in the footnote. But it's important to know that the modifiers are actually there and they WORK. I've already checked it, you are free to do it yourself.
2) For some reason, bonuses for domain Research, such as "Industry" or "Statecraft" DO NOT work being assigned to an Ethos. I suppose it's just a bug as they work normally, being assigned to a Trait or a Government. So, in case of Traditions I had to remove these bonuses and assign small bonuses in general research areas, such as Engineering or Society.
IV. GOVERNMENTS
1. I introduce 7 new government types, which brings total number of governments to 39:
1) State Capitalism
2) Technocratic Republic
3) Police State
4) Parliamentary Monarchy
5) Environmentalist Bureau
6) The Hierarchy
7) The Coalescence
2. I modified some of the existing Governments. Updated list may be found in the related topic
Для просмотра ссылки Зарегистрируйтесь
V. STRATEGIC RESOURCES
I introduce a couple of new Strategic Resources, which are only available if you have picked certain combination of Ethoses.
1. If you have Industrialist/Materialist ethos, you can learn tech, allowing you to mine "Hyperium" - very rare, unique and radioactive metal, which can be used to build spaceport module "Hyperium Refinery" and building "Industrial Capital".
2. If you have Ecologist/Spiritualist ethos, you can learn tech, allowing you to mine "Sacred Plant" - very special kind of plants, known for their ability to induce altered state of consciousness. It is used to construct "Recreational Site" and "Sacred Grove" buildings.
VII. TRAITS
Two new special Traits:
"Slave Gene" - need to be able to pick "The Hierarchy" type of Collective
"Braichip" - need to be able to pick "The Coalescence" type of Collective
VI. OTHER CHANGES
1. Building "Hyper Entertainment Forum" got back it's name and planetary status.
2. Edict "Grassroots Administration" provides
+20% energy
+20% minerals
(still available only for combined Libertarian/Capitalism ethos)
3. Building "Symbol of Unity" provides
+5% happiness
-5% ethic divergence
4. A vanilla-bug related to Personalities was fixed. Apparently, it was possible for Xenophobes to pick "Democratic Crusaders" personality. It's kinda hard to imagine a xenophobe willing to die in order to bring democracy to some different species. Special thanks goes to @Syme for uncovering that.
5. "Socialism" got new special building - "Wellfare Center" (+10% food, +5% habitability, planetary)
6. Building "Research Coordination Facility" (planet research +10%, research bonus to adj: +3 physics, +3 engineering, +3 society, planetary unique) is now available for everybody, not only to specific Governments or Traditions.
So, now the "Embassies" are back to the game. It does NOT affect current "Trust" mechanic at all, just gives you a little more options in Diplomacy. You can maintain max 5 embassies, which will generate 0.05 opinion per month (down from 1) to a maximum of 25 (down from 100). I find it really useful and complementary to the current diplomatic system.
II. ETHICS
1. New ethical axis added - ELITARIAN/EGALITARIAN
At first, this axis may seem just a slightly different interpretation of the existing AUTHORITARIAN/LIBERTARIAN duality. But I gave it a thought and actually it's quite all-sufficient and useful. For example, it helps to distinguish classic monarchies, which are most likely Elitarian, from military or communistic dictatorship, which are absolutely not. If you have a hard time imagining Elitarian democracy, you can think of modern Great Britain, for example.
ELITARIANS got
+1 leader skill level
+20% leader infuence cost
EGALITARIANS got
+2 leader pool size
-20% leader infuence cost
2. Some of the existing ethoses have been reformed
Mostly I'm talking about AUTHORITARIAN/LIBERTARIAN and CAPITALISM/SOCIALISM dualities.
The thing is, I didn't quite like my own interpretation of CAPITALISM, which provided reduced prices for buildings and ships. At some point this makes sense, but the problem is that most prices in Stellaris are nominated in minerals, so basically, when you chose CAPITALISM you got bonus in minerals. But obviously CAPITALISM must provide some energy-bonus in the first place, as energy is a direct equivalent of money here. But the problem was that energy-bonus was already assigned to LIBERTARIANS to reflect the efficiency of democratic government opposing to an autocracy.
So, I re-worked this. As I cannot think of a single unique modifier to describe every single ethos,I can try and make up unique COMBINATIONS of different bonuses. Here is what I came up with:
LIBERTARIAN stands for Efficiency and Freedom
+3/10% energy
+5/10% hapiness
+10/30% migration speed
-33/100% slavery
AUTHORITARIAN stands for Unification and Big Bureaucracy
-5/15% ethic divergence
+10/20% influence
+33/100% slavery
CAPITALISM stand for material Wealth
+5/15 energy
+5/15% minerals
SOCIALISM stands for Wellfare (no radical changes here though)
+15/30% growth rate
III. TRADITIONS
I fundamentally reformed the inner blue ring, which represents Traditions. Now there are 10 of them, and they are much more bountiful and interesting, I believe.
As you have already noticed, I created a bunch of new governments, some of which are specialized: on agriculture, mining, exploration and etc. The idea was to take these "specialized" sets of bonuses and make Traditions out of them. So, now, customizing your empire, you can choose to have, for example, "Military Republic" government and take "Mining" tradition, which gives you the set of mining-related bonuses, just the same as "Mining League" government gets. You may ask, what is the purpose of choosing "Mining League" government now, if you can pick any other government and just get their bonuses through Traditions? Well, if you choose "specialized" government and move it to an advanced form, you get all it's bonuses doubled. And if you also happened to pick "specialized" tradition, you are going to have all the bonuses TRIPLED. It's important to note that you are NOT obligated to pick, for example, "Mining" tradition in order to pick "Mining League" government form. Though it's an option, which can be quite bountiful.
In general the idea was to make the Empire customization process even more interesting and diversified.
Currently there are 10 Traditions:
1. Bureaucracy
2. Cybernetic
3. Energy Management
4. Pioneering
5. Exploration
6. Waste Recycling
7. Mining
8. Agriculture
9. Biotechnology
10. Military Industry
8 of these Traditions have related government forms, which are implicitly "based" on the them. Each of this governments has access to special techs of the corresponding Tradition without the need to pick it.
Each tradition cost 2 ethic points. You may pick any number of traditions at a time.
You may notice that the bonuses provided by Traditions not always 100% match the bonuses of corresponding Government form. A couple of notes here:
1) For some reason, bonuses for infrastructure build costs, such as Mining Network, Power Plant and Hydroponic Farm, being assigned to an Ethos DO NOT show up in the footnote. But it's important to know that the modifiers are actually there and they WORK. I've already checked it, you are free to do it yourself.
2) For some reason, bonuses for domain Research, such as "Industry" or "Statecraft" DO NOT work being assigned to an Ethos. I suppose it's just a bug as they work normally, being assigned to a Trait or a Government. So, in case of Traditions I had to remove these bonuses and assign small bonuses in general research areas, such as Engineering or Society.
IV. GOVERNMENTS
1. I introduce 7 new government types, which brings total number of governments to 39:
1) State Capitalism
2) Technocratic Republic
3) Police State
4) Parliamentary Monarchy
5) Environmentalist Bureau
6) The Hierarchy
7) The Coalescence
2. I modified some of the existing Governments. Updated list may be found in the related topic
Для просмотра ссылки Зарегистрируйтесь
V. STRATEGIC RESOURCES
I introduce a couple of new Strategic Resources, which are only available if you have picked certain combination of Ethoses.
1. If you have Industrialist/Materialist ethos, you can learn tech, allowing you to mine "Hyperium" - very rare, unique and radioactive metal, which can be used to build spaceport module "Hyperium Refinery" and building "Industrial Capital".
2. If you have Ecologist/Spiritualist ethos, you can learn tech, allowing you to mine "Sacred Plant" - very special kind of plants, known for their ability to induce altered state of consciousness. It is used to construct "Recreational Site" and "Sacred Grove" buildings.
VII. TRAITS
Two new special Traits:
"Slave Gene" - need to be able to pick "The Hierarchy" type of Collective
"Braichip" - need to be able to pick "The Coalescence" type of Collective
VI. OTHER CHANGES
1. Building "Hyper Entertainment Forum" got back it's name and planetary status.
2. Edict "Grassroots Administration" provides
+20% energy
+20% minerals
(still available only for combined Libertarian/Capitalism ethos)
3. Building "Symbol of Unity" provides
+5% happiness
-5% ethic divergence
4. A vanilla-bug related to Personalities was fixed. Apparently, it was possible for Xenophobes to pick "Democratic Crusaders" personality. It's kinda hard to imagine a xenophobe willing to die in order to bring democracy to some different species. Special thanks goes to @Syme for uncovering that.
5. "Socialism" got new special building - "Wellfare Center" (+10% food, +5% habitability, planetary)
6. Building "Research Coordination Facility" (planet research +10%, research bonus to adj: +3 physics, +3 engineering, +3 society, planetary unique) is now available for everybody, not only to specific Governments or Traditions.
Описание (Раскрыть)
Этот мод делает следующее
1. Полностью измененное колесо этик
Существующая концепция "Коллективист-индивидуалист" была разделена на
Авторитаристы-либертарианцы(соц. ценности)
Индивидуалисты-коллективисты(эконом.ценности)
2) Новые параллели этик
Экологи-Индустриалисты
Изоляционисты-Экспансионисты
Элитисты-Эгалитарианцы
Количество доступных очков этик стало равно 5
Также, были сделаны небольшие изменения в ванильных этиках
3) 9 новых ветвей политики: Экономика, Окружающая среда, Национальная политика, внешняя политика, Социальные ценности, Бюрократия, Идеология, Промышленный фокус,Культурное вдохновение.
4) 3 новых персоналии ИИ: "Строители Утопии", "Агрессивные экспансионисты", "Параноидальные Изоляционисты"
5) 21 новая форма правления + передел старых.
6) 3 трейта, позволяющих выбрать особую форму правления
7)Новые стратегические ресурсы
8)Новые технологии, постройки, эдикты.
1. Полностью измененное колесо этик
Существующая концепция "Коллективист-индивидуалист" была разделена на
Авторитаристы-либертарианцы(соц. ценности)
Индивидуалисты-коллективисты(эконом.ценности)
2) Новые параллели этик
Экологи-Индустриалисты
Изоляционисты-Экспансионисты
Элитисты-Эгалитарианцы
Количество доступных очков этик стало равно 5
Также, были сделаны небольшие изменения в ванильных этиках
3) 9 новых ветвей политики: Экономика, Окружающая среда, Национальная политика, внешняя политика, Социальные ценности, Бюрократия, Идеология, Промышленный фокус,Культурное вдохновение.
4) 3 новых персоналии ИИ: "Строители Утопии", "Агрессивные экспансионисты", "Параноидальные Изоляционисты"
5) 21 новая форма правления + передел старых.
6) 3 трейта, позволяющих выбрать особую форму правления
7)Новые стратегические ресурсы
8)Новые технологии, постройки, эдикты.
Установка:
1. Папки из архива перемещаем в папку C:\Users\*****\Documents\Paradox Interactive\Stellaris
2. Открываем лаунчер игры и активируем мод: Название мода
инструкция на английском в архиве
Ссылки:
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