Realist vs Xenophobe
From my perspective, there are intrinsic issues with the Xenophobe-Xenophile axis that hold it, and the Stellaris ethics system, back from being as good as it could be.
1. Xenophobe is the only ethic that essentially says "we are evil". All other ethic axes are ambiguous on which side is morally/rationally superior, as anyone could proudly and justifiably call themselves Egalitarian, Militarist, Pacifist, Materialist, Spiritualist or even Authoritarian when describing themselves. By contrast, it is just strange to consider the idea of someone proclaiming "I am a proud xenophobe who proudly supports fear/hate/shunning of xenos". It is overly overtly moustache-twirling caricature evil. There is no credible, realistic way to spin the ethic's name into an argument that ends with "and therefore we are good guys pursuing a good cause", since the name "Xenophobe" itself already proclaims that "we are the baddies".
2. The name "Xenophobe" defines its ethic by what it fights against, rather than what it fights for. This makes it harder to rationally justify any bonuses given by the ethic, since bonuses typically are pro-something rather than anti-something. Fearing and hating xenos does not mean by itself that an empire would be good at claiming more territory, or growing/assembling population, or being more internally united; the outcome could, logically, just as easily swing in the opposite direction through internal fragmentation over petty differences that other empires could have handled. The implications of the name also break down if we imagine a galaxy with only same-species empires, or just one empire remaining; xenophobia cannot credibly exist if there is no xeno to be phobic about. While the name Oikophilia has previously been suggested as an alternative, it is an obscure and very recent term that has multiple different definitions (including environmental aspects).
3. Xenophobia should have a place in Stellaris, but it could be handled on a more situational basis, and with a better gradient. Currently, the very worst sides of the ethic are already unlocked in the moderate version of the ethic: whole-species slavery, livestock xenophagia, and genocidal purging. The fanatic version of the ethic, and even the Fanatic Purifiers civic, are not particularly extreme in comparison to that. While this lack of a gradient could be addressed somewhat via tweaks, the step from non-Xenophobe to moderate Xenophobe would still remain very steep as an empire can go straight from free, unenslavable xeno citizens (which arguably is an oxymoron since a citizen, per definition, is not a xeno) to enslaved xeno citizens without hope of ever becoming citizens. The name "Xenophobe" also makes it difficult to justify the design changes needed in this regard, as the necessary changes would make it a poorly fitting term.
4. The Stellaris ethics are designed/supposed to be idealised versions of themselves, but there is no such thing as idealised xenophobia. At least, this is if I remember correctly from when I read the first, pre-launch Stellaris developer diaries (any resident archaeologist can feel free to dig into this). Essentially, while it is possible to list bad historical experiences for each ethic dimension (except perhaps Gestalt Consciousness), the ethics should all be given the benefit of the doubt and be considered well-meaning with good sides (until proven otherwise by the player). But what does that even look like with Xenophobe? If there is such a thing as an idealised version of the xenophobia dimension, it would be so different that the name loses its accuracy, because the current name is centered on the negative extremes.
There is, however, a school of thought in political science that matches the foreign policy positions of Xenophobe very well: Realism. It can even be considered a missed opportunity - it is not just strange, but even weird, that Realism lacks a clear representation in a game about geopolitics and international (interstellar) power struggles.
While Realism does not say much about domestic policies and internal relations, we could however derive domestic/internal from what the state represents: the collective will of the citizens, or at least those belonging the governing ethics.
In regards to the issues with Xenophobe that were outlined above, Realist seems to offer a much better alternative. The name Realist is not one-sidedly evil, it is crystal clear what Realist would actually stand for (not just against) and why it would get and deserve its bonuses & principles, and Realist would allow more and better gradients and nuances than Xenophobe - which makes for a richer and more varied gameplay experience. Realist would also fit better with Stellaris' overall design/presentation principles for ethics, as Realist's bonuses and principles would be rooted in arguments that are understandable and relatable (even if one disagrees with them), and Realist empires/players would have much greater room to tell themselves that they are fundamentally good guys - as opposed to Xenophobe empires. Finally, the Realist ethic would be a perfect fit for this game about international (interstellar) power struggles and geopolitics, and its inclusion as an ethic axis would elevate Stellaris.
Idealist vs Xenophile
If Xenophobe was replaced with Realist, it would make sense to also consider replacing Xenophile with something that works better as an opposite. It can also be argued that Xenophile has a similar issue as Xenophobe, as there are conceivable game states where the implied meaning of the ethic would break down - such as in a galaxy consisting only of same-species empires, or in a galaxy-spanning empire where there no longer exist any true aliens, just a diverse mix of citizens (i.e. once aliens are no longer alien, but have become familiar, they are no longer "xeno" and should logically be ignored by both the -phile and -phobe perspectives.) The two main schools of thought that oppose Realism are Liberalism and Idealism, which are similar and related.
It would be problematic to use "Liberalism" as the opposite, for several reasons:
Having survived the walls of text above, what are your thoughts on the topic?
Agree, disagree, alternate suggestions, better ideas?
From my perspective, there are intrinsic issues with the Xenophobe-Xenophile axis that hold it, and the Stellaris ethics system, back from being as good as it could be.
1. Xenophobe is the only ethic that essentially says "we are evil". All other ethic axes are ambiguous on which side is morally/rationally superior, as anyone could proudly and justifiably call themselves Egalitarian, Militarist, Pacifist, Materialist, Spiritualist or even Authoritarian when describing themselves. By contrast, it is just strange to consider the idea of someone proclaiming "I am a proud xenophobe who proudly supports fear/hate/shunning of xenos". It is overly overtly moustache-twirling caricature evil. There is no credible, realistic way to spin the ethic's name into an argument that ends with "and therefore we are good guys pursuing a good cause", since the name "Xenophobe" itself already proclaims that "we are the baddies".
2. The name "Xenophobe" defines its ethic by what it fights against, rather than what it fights for. This makes it harder to rationally justify any bonuses given by the ethic, since bonuses typically are pro-something rather than anti-something. Fearing and hating xenos does not mean by itself that an empire would be good at claiming more territory, or growing/assembling population, or being more internally united; the outcome could, logically, just as easily swing in the opposite direction through internal fragmentation over petty differences that other empires could have handled. The implications of the name also break down if we imagine a galaxy with only same-species empires, or just one empire remaining; xenophobia cannot credibly exist if there is no xeno to be phobic about. While the name Oikophilia has previously been suggested as an alternative, it is an obscure and very recent term that has multiple different definitions (including environmental aspects).
3. Xenophobia should have a place in Stellaris, but it could be handled on a more situational basis, and with a better gradient. Currently, the very worst sides of the ethic are already unlocked in the moderate version of the ethic: whole-species slavery, livestock xenophagia, and genocidal purging. The fanatic version of the ethic, and even the Fanatic Purifiers civic, are not particularly extreme in comparison to that. While this lack of a gradient could be addressed somewhat via tweaks, the step from non-Xenophobe to moderate Xenophobe would still remain very steep as an empire can go straight from free, unenslavable xeno citizens (which arguably is an oxymoron since a citizen, per definition, is not a xeno) to enslaved xeno citizens without hope of ever becoming citizens. The name "Xenophobe" also makes it difficult to justify the design changes needed in this regard, as the necessary changes would make it a poorly fitting term.
4. The Stellaris ethics are designed/supposed to be idealised versions of themselves, but there is no such thing as idealised xenophobia. At least, this is if I remember correctly from when I read the first, pre-launch Stellaris developer diaries (any resident archaeologist can feel free to dig into this). Essentially, while it is possible to list bad historical experiences for each ethic dimension (except perhaps Gestalt Consciousness), the ethics should all be given the benefit of the doubt and be considered well-meaning with good sides (until proven otherwise by the player). But what does that even look like with Xenophobe? If there is such a thing as an idealised version of the xenophobia dimension, it would be so different that the name loses its accuracy, because the current name is centered on the negative extremes.
There is, however, a school of thought in political science that matches the foreign policy positions of Xenophobe very well: Realism. It can even be considered a missed opportunity - it is not just strange, but even weird, that Realism lacks a clear representation in a game about geopolitics and international (interstellar) power struggles.
- "Realism [...] views world politics as an enduring competition among self-interested states vying for power and positioning within an anarchic global system devoid of a centralized authority. It centers on states as rational primary actors navigating a system shaped by power politics, national interest, and a pursuit of security and self-preservation."
- "Unlike idealism or liberalism, realism underscores the competitive and conflictual nature of global politics. In contrast to liberalism, which champions cooperation, realism asserts that the dynamics of the international arena revolve around states actively advancing national interests and prioritizing security. While idealism leans towards cooperation and ethical considerations, realism argues that states operate in a realm devoid of inherent justice, where ethical norms may not apply."
- Realism believes that:
- Sovereign states are the central actors in international politics; not international organizations.
- The international political system is anarchic.
- States act in rational self-interest.
- States desire power to ensure self-preservation.
- States must be pragmatic, rather than ideological, in their actions.
While Realism does not say much about domestic policies and internal relations, we could however derive domestic/internal from what the state represents: the collective will of the citizens, or at least those belonging the governing ethics.
- Focusing on the sovereignty of the state goes hand in hand with defending the collective sovereignty of the citizens, and one obvious representation of this would be a +50%/100% (?) Political Power bonus for pops with Full Citizenship rights.
- This would also align with the policy direction of Xenophobe empires in regards to their non-citizens, but with some important distinctions: slavery and violent purging would not be inherent parts of Realist, as these extremes would rather be handled via civics.
- Furthermore, aliens would not be automatically precluded from possibly gaining Full Citizenship - though the road from "alien and external" to "familiar and integrated" would likely be more difficult than in other empires, and civics could affect the possibility of this happening.
- Realist empires could similarly have no issue with controlled immigration (i.e. Migration Treaty), which would likely come from similar-minded empires, while still opposing uncontrolled immigration (i.e. refugees) that potentially threaten the stability of the state via internal cultural divisions and conflict (moderate Realists could block non-Citizen refugees, and fanatic Realists could block Citizen refugees too). The Realist relationship to refugees and migration could be compared to how Spiritualist empires hate artificial intelligence, but can tolerate non-AI robots.
- Fear Campaign seems to be compatible with this interpretation of Realist, as it could be considered a defence of national sovereignty against alien or destabilizing influences. Similarly, the current Xenophobe ethic descriptions are not too far off from the Realist perspective on international relations (at least, when interpreting their meaning in the context of Realism rather than Xenophobia).
- (In regards to the Supremacist/Isolationist factions, it can be argued that Isolationist should be the default position with broader appeal, while Supremacist is for Militarists, Authoritarians and/or specific civics. Though Militant Isolationist should also be a thing, i.e. the Isolationist faction should leave the pacifism to the Pacifist ethic's faction, and empires with Realist+Spiritualist+Authoritarian ethics may usually fit better with Isolationist than Supremacist, so perhaps it would be best to gate the Supremacist faction behind specific civics like Fanatic Purifiers and Nationalistic Zeal, or the Supremacist diplomatic stance that is unlocked by the Supremacy tradition tree.)
- Furthermore, Realist would also fit much better thematically/conceptually with the paragons an empire may obtain; it is difficult to explain their presence in an overtly xenophobic empire that denies citizenship to other species, perhaps even enslaving or purging them - while it is apparently fine to give these individuals a massive influence over the empire, and even a shot at getting elected as the next ruler.
In regards to the issues with Xenophobe that were outlined above, Realist seems to offer a much better alternative. The name Realist is not one-sidedly evil, it is crystal clear what Realist would actually stand for (not just against) and why it would get and deserve its bonuses & principles, and Realist would allow more and better gradients and nuances than Xenophobe - which makes for a richer and more varied gameplay experience. Realist would also fit better with Stellaris' overall design/presentation principles for ethics, as Realist's bonuses and principles would be rooted in arguments that are understandable and relatable (even if one disagrees with them), and Realist empires/players would have much greater room to tell themselves that they are fundamentally good guys - as opposed to Xenophobe empires. Finally, the Realist ethic would be a perfect fit for this game about international (interstellar) power struggles and geopolitics, and its inclusion as an ethic axis would elevate Stellaris.
Idealist vs Xenophile
If Xenophobe was replaced with Realist, it would make sense to also consider replacing Xenophile with something that works better as an opposite. It can also be argued that Xenophile has a similar issue as Xenophobe, as there are conceivable game states where the implied meaning of the ethic would break down - such as in a galaxy consisting only of same-species empires, or in a galaxy-spanning empire where there no longer exist any true aliens, just a diverse mix of citizens (i.e. once aliens are no longer alien, but have become familiar, they are no longer "xeno" and should logically be ignored by both the -phile and -phobe perspectives.) The two main schools of thought that oppose Realism are Liberalism and Idealism, which are similar and related.
It would be problematic to use "Liberalism" as the opposite, for several reasons:
- The word is too associated with domestic policies, and would be confusing to many players. There would also be a risk of players drawing the mistaken conclusion that Stellaris would be saying that "liberalism is unrealistic" in the common meanings of those words.
- Liberalism (international relations) is pro-democracy, i.e. Stellaris Egalitarian.
- Liberalism (international relations) is pro-trade to promote peace, i.e. Stellaris Pacifist twice over (both the peace part, and the trade part due to Pacifist's Prosperity faction).
- "... realism in the context of foreign affairs is traditionally seen as the opposite of idealism ..."
- Idealism was the progenitor of both Liberalism and Neoconservatism in international relations.
- "Idealism in the foreign policy context holds that a nation-state should make its internal political philosophy the goal of its conduct and rhetoric in international affairs."
- Meaning that international relations should follow ethical principles and pursue moral goals.
- "More generally, academic Michael W. Doyle has described idealism as based on the belief that other nations' stated positive intentions can be relied on, whereas realism holds that said intentions are in the long run subject to the security dilemma described by thinker John H. Herz."
- The word "Idealist" is a clear and intuitive opposite of "Realist", highlighting that the former is more optimistic or high-minded while the latter is more cynical and jaded, without really implying which one is better or morally superior.
- The definition and spirit of Idealism is very close to the role currently held by Xenophile in Stellaris.
- Idealists believe that they can rely on the positive intentions of others.
- If the general spirit of cooperation is not fully expressed by Idealism, it can still be borrowed/claimed from the descendant Liberalism.
- Idealist is, however, a broader concept than Xenophile, which allows a much more nuanced and varied implementation. Idealist would be much easier to use as basis for civics.
- As evidence of this, consider that out of all the civics in Stellaris, Xenophile unlocks ONE: Free Haven.
- A low-hanging fruit / addition to Idealist, that aligns with the name Idealist, would be Idealistic Foundation.
- Another civic, that would be easier to connect conceptually to Idealist than Xenophile, is Diplomatic Corps.
- Crusader Spirit would also be a candidate (hello Neoconservatism, descendant of Idealism).
- Thoughts on some AI personalities:
- The AI personality Honorbound Warriors currently has the Xenophile ethic as one of the alternate trigger conditions. It is not immediately clear why xenophilia should make warriors more concerned with honour, but it would be crystal clear with the Idealist ethic, both in itself but also because it would exist in opposition to Realist. Warriors who pursue an idealised form of warfare would need a ruleset / code of conduct that defines and upholds the ideal and guides them towards it - i.e. a code of honour.
- The AI personality Migratory Flock aligns as well with Idealist as with Xenophile.
- The AI personality Democratic Crusaders could get Idealist as a new condition alternative to Egalitarian.
- The Xenophile ethic descriptions are compatible with the spirit of Idealism.
- The Envoy bonus would fit Idealist just as well as it does Xenophile, conceptually (though perhaps it should instead be replaced with an Influence cost reduction for diplomatic actions/treaties, since that would also affect the Galactic Community, since that arena is THE diplomatic arena for external promotion of the empire's values; this would also better mirror Realist's Influence cost reduction for expansion).
- The other, domestic bonus of Idealist could be derived from projecting Idealist's international attitudes on internal relations, particularly the relation to any non-Citizens or wrong-ethic pops. For instance, Idealist could add +20% / +40% minimum Faction Approval while moderate Idealist blocks suppression of factions and fanatic Idealist blocks support of governing factions (i.e. fanatic Idealist would not get any faction unhappiness).
- This bonus would align well with moderate Idealist blocking No Refugees and fanatic Idealist requiring Refugees Welcome, and could also be particularly useful when conquering worlds from other empires.
- Idealist could swap ethic edicts with Egalitarian; Encourage Political Thought and Land of Opportunity could both fit much better together with the other ethic, i.e. Idealist gets Encourage Political Thought, while Egalitarian gets Land of Opportunity.
- Egalitarian needs LoO to compensate for its inability to forcibly resettle pops, and it would also mirror the great immigration to the contemporarily relatively Egalitarian USA, back when it was known as the land of opportunity.
- Meanwhile, the EPT makes much more sense than LoO for Idealist.
- Idealist's faction could prefer the Liberation Wars War Philosophy (but also settle for Defensive Wars, in case of pacifism).
Having survived the walls of text above, what are your thoughts on the topic?
Agree, disagree, alternate suggestions, better ideas?
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