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Stellaris Dev Diary #85: Decadence and Ascension Path Changes

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is the last dev diary for the 1.8 'Čapek' update, and will be going over the introduction of Awakened Empire Decadence and some changes coming to the three Ascension Paths and Megastructures. Decadence is a free feature in the 1.8 update, while the Ascension Path and Megastructure changes require the Utopia expansion.

Awakened Empire Decadence
Awakened Empires were added to the game as a way of throwing a new challenge at the player in the late-game. They are intended to be formidable foes, and only the absolutely most powerful player empires are meant to be able to take them on alone. However, this could lead to an unintended game state where the Awakened Empire had conquered or subjugated all regular empires and effectively 'won', with the player being stuck as an AE subject until the end of time. In order to address this, we've added a new mechanic called Decadence for Awakened Empires. Decadence is effectively a meter, going from 0 to 100, that starts filling up for Awakened Empires once a certain amount of time has passed since awakening. The larger they are (both in terms of owned planets and subjugated empires), the faster it builds up. Decadence reduces Awakened Empire resource income and fleet power, and also increases the rebelliousness of their subjects, and has very large penalties at high levels of Decadence. What this means it that while an Awakened Empire might start very strong, and grow even stronger as they expand, that very expansion will eventually turn into decline, until they're weakened to the point where the rest of the galaxy can rebel and overthrow them - if you end up their subject, you just have to be patient, build up your forces, and wait for the right moment to take back your freedom. Awakened Empires have also been changed so that they prefer to subjugate other empires (though still taking some planets as well) to conquering them outright, so there should always be a collection of subjects chafing under the precursor yoke and biding their time.
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Ascension Path Changes
One of the most loved features in Utopia is the Ascension Paths - the ability to choose an 'end goal' for your empire and species in the form of Psionic, Synthetic or Biological Ascension. However, the decision to restrict the Psionic and Synthetic paths based on ethics was less popular, and though I think the reasoning for it is sound (making ethics more diverse), this is a case where I think there is a valid case to say that balance should take a step back in favor of letting the player decide the path or their own empire. For this reason, we've lifted the Spiritualist-only restriction on psionics and have opened up for Spiritualists to research robotics and synthetically ascend. We have also removed the Materialist-only restriction on AI Citizen Rights.

To compensate for this loss, Spiritualists have received a buff in the form of stronger Temples, and Materialists have been given a new living standard called 'Academic Privilege' that boosts happiness and research output at the cost of more consumer goods. However, though we've lifted the hard restriction, the impact of the ascension paths on ethics attraction and faction happiness remain. This means that, for example, a Spiritualist empire that decides to Synthetically Ascend will have significant troubles with unhappy factions and materialist ethics drift, and similarly, the pursuit of Psionics will cause increased Spiritualist attraction and the likely creation of a strong Spiritualist faction.

In addition to these more general changes, there's a few more path-specific changes and additions:
Psionic: Buffed traits and Psi Corps building, and added an alert to tell you when the Shroud is ready for use. Additionally, psionically awakening other species in your empire now happens more often.
Synthetic: Added the ability to assimilate new biological pops into synthetic bodies, and the addition of robomodding significantly buffs this path. Synthetic and Cyborg leader traits were nerfed a bit to compensate.
Biological: Increased the total trait points by 1, and reduced the cost of advanced traits such as Robust.
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Megastructure Changes
The headline feature of Utopia was the Megastructures, massive constructions requiring tens of thousands of minerals and decades to construct. A frequent criticism we have received for the Megastructures is that they simply do not feel significant enough, with comments on how the Dyson Sphere should realistically be producing millions of energy, and so on. We've made some changes in 1.8 that we hope will address some of these complaints, though I want to preface this by saying that Megastructures are not and will never be 'realistic', nor is Stellaris meant to be a realistic game in the first place. However, they are meant to feel impressive and special, and when a handful of Habitats with solar power processors can match a Dyson Sphere in output, that impressiveness tends to fade, no matter whether it's actually balanced or not.

For this reason, we have decided to make a change to the Dyson Sphere and Science Nexus. Both of these Megastructures have been majorly buffed, with a finished Dyson Sphere now producing 1000 energy and a fully upgraded Science Nexus outputting a total of ~750 science. However, they have been changed so that each empire can now only build one of each, similar to the Sentry Array. This means that they can be very powerful without having to massively increase the build time or cost to prevent them from simply being spammed. Ringworlds have not been changed, and can be built in any number you want, indirectly buffing the effectiveness of the Circle of Life perk.

Additionally, we've made a tweak to the Master Builders perk. This perk, when taken, will now give you the Mega-Engineering technology if you do not already have it, similar to how World Shaper gives Atmospheric Manipulation and Mastery of Nature gives blocker techs. This allows for reliable access to Mega-Engineering for empires that want to focus on Megastructure construction.
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That's all for today! Next week we'll post the full patch notes for 1.8 and Synthetic Dawn. See you then!
 
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Spiritualism isn't about being religious, it's the belief the universe is made of mind and spirit rather than atoms and nothing has value except as physical materials.
So how is psionics NOT a fundamentally spiritualist thing since it's using mind and spirit to manipulate physical reality?

Well I appreciate and respect your viewpoint, yet that's actually not how they present Spiritualist at all. All four of the "basic" spiritualist governments specifically mention how the "state religion", "religious council", "religious factions", etc. are in charge. Take the spiritualist civics like Imperial Cult or Exalted Priesthood and they make it glaringly obvious "Everything is shaped by the official state religion", "The Emperor is worshiped as a living deity","A divinely inspired council of clergy controls the state". They talk about worshiping deities in events, and even clergy members responding to actions. Should it be renamed "religious"? Maybe.

I think they picked "spiritualist" because it is the go-to phrase for believing in religious beliefs without directly associating with any one religious institute. Pretty much every religion except Atheism, Agnosticism, certain Judaism, a handful of Christian heresies, and likely a few other beliefs I can't think of off the top of my head include the existence of the spirit/soul/consciousness. It's something more or less universally agreed upon. Plus there are a lot of people (especially in Russia and Japan) who practice and admit belief in a certain religion, but deny any association with any religion, including the very one they practice. They believe in something, but if they refuse to call it "religion", then what?

But obviously their descriptions mean they no longer fear offending people that way, so I'm curious if they do in fact plan to change the name of the ethos.

Now you are entirely correct: this in no way dictates that only spiritualists should be capable of being psionic. Obviously for the sake of logic we have to assume that spirits exist in this universe, or otherwise that psionics do not require a spirit, even if it's locked to spiritualists. We know for a fact that it doesn't care about ethics because your own psionic pops will awaken even in other empires if you take the perk. In fact there's an event to stop the awakening of other species if you know it'll give your enemies an advantage! This being restrictive to spiritualists being able to do this makes little logical sense. Any empire should be capable-in fact materialists don't care what they do as long as they get results, so experimenting with faith to try and get results still makes sense. Obviously, though, presuming it is tied to souls, it (like the devs said) would....encourage religious tendencies in the pops.

Robots are where this gets confusing. Putting aside influence from a certain popular FPS, they so far have introduced robots as being "soulless automatons". Presuming psionics require a spirit, this could, in lore, mean they are incapable of psionics.

I'd personally (as stated above) like to see a proper religion mechanic, and have "robot souls" be a belief you can take, or something along those lines. Unless the devs want to push real hard that bios have souls and synths do not, the fact that spiritualists are no longer locked in this manner opens up many questions.

Oh and yeah there'll always be mods.
 
He stated in the stream that you could or build one make a vassal control it then make another
Holy sh*t, that's easy as hell to bypass this limitation then! You can make a vassal out of quite literally any system (with a colonized location) that you control! All you have to do everytime you want another is to just release all current systems with these things as vassals, build another, and re-integrate! Hell if that's too slow, release the vassals as independent nations and conquer all of them at once after the ten year truce. Even pacifists (normal) can do that since it's their same species/you owned it originally! (presuming, of course, those locations DO have your species, and was originally yours).

True the integration cost would be nasty for a large enough number of vassals, and atm you can only integrate one vassal at a time. But this at least means it's far from impossible to get multiples of these.

(I'm mostly refering to Dysonspheres and Science Nexus. Unless you lose wars a lot, you only need one sensor array).
 
Holy sh*t, that's easy as hell to bypass this limitation then! You can make a vassal out of quite literally any system (with a colonized location) that you control! All you have to do everytime you want another is to just release all current systems with these things as vassals, build another, and re-integrate! Hell if that's too slow, release the vassals as independent nations and conquer all of them at once after the ten year truce. Even pacifists (normal) can do that since it's their same species/you owned it originally! (presuming, of course, those locations DO have your species, and was originally yours).

True the integration cost would be nasty for a large enough number of vassals, and atm you can only integrate one vassal at a time. But this at least means it's far from impossible to get multiples of these.

(I'm mostly refering to Dysonspheres and Science Nexus. Unless you lose wars a lot, you only need one sensor array).
Which is why it's not a good idea in the first place, it's supposed to prevent the structures being abused, but it will be the people using gamey tactics and exploits who do this, not the rest of the players who like to play casually or roleplay.
 
Holy sh*t, that's easy as hell to bypass this limitation then! You can make a vassal out of quite literally any system (with a colonized location) that you control! All you have to do everytime you want another is to just release all current systems with these things as vassals, build another, and re-integrate! Hell if that's too slow, release the vassals as independent nations and conquer all of them at once after the ten year truce. Even pacifists (normal) can do that since it's their same species/you owned it originally! (presuming, of course, those locations DO have your species, and was originally yours).

True the integration cost would be nasty for a large enough number of vassals, and atm you can only integrate one vassal at a time. But this at least means it's far from impossible to get multiples of these.

(I'm mostly refering to Dysonspheres and Science Nexus. Unless you lose wars a lot, you only need one sensor array).
Yup, that's how it goes.

Of course, this means that you'll have no dyson spheres at all until you integrate your vassals, and the whole process is going to take many, many decades - or even centuries - so it's a huge mineral investment for something that's going to pay for itself only after a very long time.

There are probably much, much better ways to spend those minerals in the vast majority of circumstances.
 
So you never lose the game, regular AI empires are a joke, AEs now are just a "accept vassalization and wait for your innevitable win", internal revolts and problems are pratically inexistent, and crisis are easily defeated after you learn the basics about fleet design.
Currently, Stellaris is just a game where is impossible lose if you dont is actively restraining yourself or dont is a new player and this is a very bad desgin.
Yes if you do everything correctly and act using total foreknowledge and minmax to hell, it's pretty likely that you'll win and there won't be some frustrating thing that happens and screws over your whole game even though you did nothing wrong. Nice catch.

This is a strategy game. If you deliberately give yourself a meta advantage over your opponents you'll probably win. That is the nature of the game, there's no test of twitch skills or combo mashing or whatever here, things that AI is good at. Bullshit things that are designed to come out of nowhere and blindside a player who has given himself a meta advantage would not be fun for the majority of players who are content to be immersed in the game and RP it. The endgame crises do this to some extent, but those too are designed to be defeatable by the normal player. Perhaps you could argue that hard difficulty needs to be harder. That on hard difficulty advanced AI starts need to be more advanced. But the fundamental game mechanics should not be designed to cater to you or your ilk.
 
Yes if you do everything correctly and act using total foreknowledge and minmax to hell, it's pretty likely that you'll win and there won't be some frustrating thing that happens and screws over your whole game even though you did nothing wrong. Nice catch.

This is a strategy game. If you deliberately give yourself a meta advantage over your opponents you'll probably win. That is the nature of the game, there's no test of twitch skills or combo mashing or whatever here, things that AI is good at. Bullshit things that are designed to come out of nowhere and blindside a player who has given himself a meta advantage would not be fun for the majority of players who are content to be immersed in the game and RP it. The endgame crises do this to some extent, but those too are designed to be defeatable by the normal player. Perhaps you could argue that hard difficulty needs to be harder. That on hard difficulty advanced AI starts need to be more advanced. But the fundamental game mechanics should not be designed to cater to you or your ilk.
Things can still be challenging with foreknowledge if designed properly.
 
Well I appreciate and respect your viewpoint, yet that's actually not how they present Spiritualist at all. All four of the "basic" spiritualist governments specifically mention how the "state religion", "religious council", "religious factions", etc. are in charge. Take the spiritualist civics like Imperial Cult or Exalted Priesthood and they make it glaringly obvious "Everything is shaped by the official state religion", "The Emperor is worshiped as a living deity","A divinely inspired council of clergy controls the state". They talk about worshiping deities in events, and even clergy members responding to actions. Should it be renamed "religious"? Maybe.

I think they picked "spiritualist" because it is the go-to phrase for believing in religious beliefs without directly associating with any one religious institute. Pretty much every religion except Atheism, Agnosticism, certain Judaism, a handful of Christian heresies, and likely a few other beliefs I can't think of off the top of my head include the existence of the spirit/soul/consciousness. It's something more or less universally agreed upon. Plus there are a lot of people (especially in Russia and Japan) who practice and admit belief in a certain religion, but deny any association with any religion, including the very one they practice. They believe in something, but if they refuse to call it "religion", then what?

But obviously their descriptions mean they no longer fear offending people that way, so I'm curious if they do in fact plan to change the name of the ethos.

Now you are entirely correct: this in no way dictates that only spiritualists should be capable of being psionic. Obviously for the sake of logic we have to assume that spirits exist in this universe, or otherwise that psionics do not require a spirit, even if it's locked to spiritualists. We know for a fact that it doesn't care about ethics because your own psionic pops will awaken even in other empires if you take the perk. In fact there's an event to stop the awakening of other species if you know it'll give your enemies an advantage! This being restrictive to spiritualists being able to do this makes little logical sense. Any empire should be capable-in fact materialists don't care what they do as long as they get results, so experimenting with faith to try and get results still makes sense. Obviously, though, presuming it is tied to souls, it (like the devs said) would....encourage religious tendencies in the pops.

Robots are where this gets confusing. Putting aside influence from a certain popular FPS, they so far have introduced robots as being "soulless automatons". Presuming psionics require a spirit, this could, in lore, mean they are incapable of psionics.

I'd personally (as stated above) like to see a proper religion mechanic, and have "robot souls" be a belief you can take, or something along those lines. Unless the devs want to push real hard that bios have souls and synths do not, the fact that spiritualists are no longer locked in this manner opens up many questions.

Oh and yeah there'll always be mods.

I think that the obvious solution is having civics to further define ethics. Sweeping categorizations like "materialist" don't mean a lot. Even in the limited experience of our own skeptic and rationalist movement, there is a fundamental difference between guys like Marcello Truzzi (the founder of CSICOP) and Michael Shermer (the Scientific American columnist) about how to consider fringe sciences. In Stellaris a materialist empire can be anything from zealots of marxist science to down-to-earth "show me the evidence" pragmatists, and this could be easily reflected by different civics.
 
I'd like to add my voice to the people asking for the restriction on number of megastructures to be removed. Even with the changes, the only reason to really build dyson spheres and science nexuses is if you're trying to make a truly tall empire (very low pop). I'd also like to request a megastructure that increases naval capacity for those of us that want to play one of those tall empires, since currently the main ways of increasing naval capacity are counter to a idea of a tall empire (more colonies/pops).

Also, given the recent changes to ethics-locked techs and ascensions, and the adding of machine empires, is there a logical reason other than 'specialness' that hive-minds can't do synthetic evolution (become a machine empire) or transcendence? The lack of hive-mind psionics has bugged me since they were introduced, since virtually every hive-mind in sci-fi is some form of telepath/psionic.
 
Well I appreciate and respect your viewpoint, yet that's actually not how they present Spiritualist at all. All four of the "basic" spiritualist governments specifically mention how the "state religion", "religious council", "religious factions", etc. are in charge. Take the spiritualist civics like Imperial Cult or Exalted Priesthood and they make it glaringly obvious "Everything is shaped by the official state religion", "The Emperor is worshiped as a living deity","A divinely inspired council of clergy controls the state". They talk about worshiping deities in events, and even clergy members responding to actions. Should it be renamed "religious"? Maybe.

The flavor text more has to do with spirit and mind creating the universe.
Also being religious has nothing to do with being the opposite ethic of materialism.

On the other hand would a spiritualist government be a church? yeah duh, probably.
Just like a government that runs on materialism treats it's people as nothing but expendable resources.
You've added "Goverment" to the ethos.

This being restrictive to spiritualists being able to do this makes little logical sense. Any empire should be capable-in fact materialists don't care what they do as long as they get results, so experimenting with faith to try and get results still makes sense.

The moment you believe in non-material pheononma is the moment you definitionally aren't a materialist.
Materialists believe the mind is nothing but atoms and life has no value.
Spiritualists believe the mind is a divine spark and life has a purpose.
Both can at the very least disprove the other's theory of mind wrong and that makes the game more interesting.

Robots are where this gets confusing. Putting aside influence from a certain popular FPS, they so far have introduced robots as being "soulless automatons". Presuming psionics require a spirit, this could, in lore, mean they are incapable of psionics.

Robots don't have souls and it's scientifically provable in the stellarisverse, So creating them is basically a horrible cruelty onto these things your children. It's the only logical reason for spiritualists to be anti-AI since most major religions in the real world believe robots would have souls no questions and have no qualms with AI. (It's secular people who have more qualms with AI.)

I'd personally (as stated above) like to see a proper religion mechanic

I wouldn't, because it's hard to imagine spreading religions to aliens.
Would other empires have a way to defend against conversion? If so it's not just for spirituaists, if not you shoot all spiritualists because they have an undefendable attack. It also places spiritualist empires in direct competition unlike every other ethos and very much against it's own flavor since most spiritualists are super happy to find other "Seekers of Truth/The Divine".
And you mentioned beliefs so religion just becomes a fancy nother set of civics woooo, such an exciting mechanic.

Religion works in CiV where it can be competitive and be forced on others, not so much here.
 
It can - but it will lack erudite and other traits that increase the leader level. It also will obviously have weaker/less traits overall to.

But thats the entire point I am trying to make: Bio ascension gives NO leader Perks. The only leader advatage exclusive to Bio empires is the +1 lvl from Erudite, which is insignificant compared to leader perks Synth and Psi Ascension give:

Thats what Bio Ascension is for. You have the best pops with them. I am done discussing that. And since you recruit your leaders from your pops - the better your pops are/the more relevant traits they have - the better your leaders will be. If it is enough to compete with the Psi/Synth trait? I dunno. But Bio Empires will have the better pops and thus the higher level Leaders.

Synth pops are better overall. I am done discussing that.

IIt really is not hard to understand. I get your point - really!

No.

No you don´t

IThere is exactly one faction - it are xenophobes. You are correct - I stand by my poin though that it isnt that much of a big deal - since being xenophobe as a slaver Bio Empire is a bad choice? Ofc you can intentionally choose bad ethics to make something not work/make it hard on you. But what does that proof exactly besides being stupid?

First, its not the Xenophobe faction. The Militarist one also demands leaders of your primary species. And the Spiritualists oppose Synths as a matter of principle.
This means that, by having Synth leaders, you risk angering 4 factions (Xenophobes have 2 factions: The Xenophobe-Militarist and Xenophobe-Pacifist)

Second, this particular point was when you pointed out that one can still get synth leader as a Bio Empire, so the lack of Bio leader bonuses weren´t a big deal. *I* am retorting that it *is* a big deal, because if you want to have Synth leaders as a Bio Empire, you need to either 1- Tailor your playstyle specifically to accomodate that, or 2- Deal with the penalites.

Neither 1- nor 2- are actually good things.

II never claimed you cannot have slavery as a Synthetic empire. You are making facts up that you now can debunk? Really? Grow up.

First: slow down with the accusations.

Second your point about slavery was, in a nutshell, its use would allow me to stack enough bonuses to compensate or surpass Synth/Psi Empires.

My point is, since you can have slavery as a Synth empire, any leftover bonuses in Minerals or Science (which you need to 1- specifically tailor your strategy, A.K.A, having Proles and Authoritarian Civics with bonuses to slavery; 2-micromanage like hell, which kills a good deal of the fun of the game), are not enough to compensate for the rest of the pop Bonues PLUS Leader bonuses.
 
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This is all good stuff AE decadence is a great mechanic to add for sure! Fantastic idea.... And making megastructures a little more wow is cool too.

No complaints here its aaall good.
 
I wouldn't, because it's hard to imagine spreading religions to aliens.
Would other empires have a way to defend against conversion? If so it's not just for spirituaists, if not you shoot all spiritualists because they have an undefendable attack. It also places spiritualist empires in direct competition unlike every other ethos and very much against it's own flavor since most spiritualists are super happy to find other "Seekers of Truth/The Divine".
And you mentioned beliefs so religion just becomes a fancy nother set of civics woooo, such an exciting mechanic.

Religion works in CiV where it can be competitive and be forced on others, not so much here.

I didn't imagine it so much as something that's spreadable moreso as a specific flavor of spiritualist. One of the quotes another spiritualist empire can give you (if the two of you are on good terms) is how they compared beliefs and have come to the conclusion that the two empires might have the same religion. It gave me the idea. I never saw "beliefs" as civics like in CiV; I usually look more at games like CK2 for belief mechanics-allowing or forbidding entire mechanics based on belief, not just numerical numbers. Yeah, some civics do this already (Citizenship service doesn't let you change xeno citizenship; instead you change it via military service slider instead), but we all know the primary benefit of civics are number bonuses and which government you qualify as (for the sake of spiritualist faction happiness & elections).

I did give a post a while back about how I'd like to see further mechanics for all ethics actually, and I forsee all of them enhancing relationships or ruining them with other empires of even the same ethics. I never really intended this "at odds with their own ethics at times" to be exclusive to spiritualists. Really I can only imagine Xenophobes and Xenophiles would always/never be at odds with their own ethics.

Would they be at odds with other spiritualists? Probably quite frequently. Could it be spreadable? Nomoreso than ethics are spreadable. I don't see it being a "nonviolent warfare" like in CiV, but closer to CK2.

Finally althought it took me a while, I do get you point now. "Spiritualist" does include what you're referring to, yet when it hits the government level, it's as a organized religion. And to be fair it makes sense. Bob Joe in the materialist empire that starts suspecting in a divine spark would probably stay at that level of thought, having no other reference and that train of thought constantly squashed. But on an empire scale, people want more than just generic answers. And it doesn't stop the pop from being religious even without the government being involved (hell given certain religions IRL, it wouldn't even require spiritualist).
 
The moment you believe in non-material pheononma is the moment you definitionally aren't a materialist.
Materialists believe the mind is nothing but atoms and life has no value.
Spiritualists believe the mind is a divine spark and life has a purpose.
Both can at the very least disprove the other's theory of mind wrong and that makes the game more interesting.

That's not how it works. Buddhism is a deeply spiritualist way of life but still centered around the idea that personal identity is just an aggregate of impressions and accidents without intrinsic reality. On the other hand there are lots of parapsychologists who are materialists. They just happen to think that psi is a provable natural phenomenon (which, as far as the game goes, actually is).
 
The moment you believe in non-material pheononma is the moment you definitionally aren't a materialist.
Materialists believe the mind is nothing but atoms and life has no value.
Spiritualists believe the mind is a divine spark and life has a purpose.
Both can at the very least disprove the other's theory of mind wrong and that makes the game more interesting.
Your average evidence: In USSR psi-powers was intensively researched, and USSR was strongly anti-religious party. Did they seek something spiritual? I would say psi-powers are from bio-engineering brunch, not from spiritual. In Azimovs first psychic was a robot, later it was non-religious spiritual oligarchy. Hiveminds should be psychics from the get go, it's their main perk. Also Prethoryns are psychics, too, nothing spiritual about that.

I didn't imagine it so much as something that's spreadable moreso as a specific flavor of spiritualist. One of the quotes another spiritualist empire can give you (if the two of you are on good terms) is how they compared beliefs and have come to the conclusion that the two empires might have the same religion. It gave me the idea. I never saw "beliefs" as civics like in CiV; I usually look more at games like CK2 for belief mechanics-allowing or forbidding entire mechanics based on belief, not just numerical numbers. Yeah, some civics do this already (Citizenship service doesn't let you change xeno citizenship; instead you change it via military service slider instead), but we all know the primary benefit of civics are number bonuses and which government you qualify as (for the sake of spiritualist faction happiness & elections).
I was thinking in the same way, but about xenophobia/filia. I think civics should be more significant.
From my point of view, xenophile and xenophobe ethics don't make much sense. All xenophile things can be redistributed between egalitarism and pacifism. Pacifim shouldn't really mean "non-violence" on government level, I think it should mean preventing violence overall (i.e. pro-piece party, forming coalitions, joining defensive wars, etc). When xenophobia is a natural follower of militaristic activity and non-equality of rights. I think it would be better if xenophilia and xenophobia were civics. Also it would put the end to xenophobe-pacifistic nonsense.
 
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I think that the obvious solution is having civics to further define ethics. Sweeping categorizations like "materialist" don't mean a lot. Even in the limited experience of our own skeptic and rationalist movement, there is a fundamental difference between guys like Marcello Truzzi (the founder of CSICOP) and Michael Shermer (the Scientific American columnist) about how to consider fringe sciences. In Stellaris a materialist empire can be anything from zealots of marxist science to down-to-earth "show me the evidence" pragmatists, and this could be easily reflected by different civics.
Or Xenophobes being genocidal or isolationist.