Just wanted to share it in the modding section. Give it a try if you fancy some of the changes mentioned:
steamcommunity.com
About
I like tinkering in games like this, it's part of the fun for me. Thus, the mod is a work in progress. When making this mod my intent is:
1) To give more flavour and viability to various aspects of the game, mostly civics, increasing the number of sidegrades that can compete for one of the three civic slots.
2) At all times, avoid overwriting entries used in startech/net AI mod or causing any incompatiblities with it.
3) Avoid excessively deviating from vanilla by making civics that are too bloated in functions.
AUTHORITIES
Democratic: Added +2% amenities/level
Oligarchic: +5->2% Councillor XP, -2% Leader upkeep.
Dictatorial: Ruler can be dismissed for unity cost. Gives +0.4 leader cap/level.
Imperial: +5->10 edict cap/level. +0.25->0.4 power projection/level. -2% Empire size from pops/level. Heir can be dismissed for unity cost.
Corporate: Added +2% trade from living standards/level.
CIVICS:
Regular bio:
Masterful Crafters Now requires pacifist.
Artisans 6->7 CG and Mineral maint. 6->7. Artificers remain at 7 CG for 6 minerals.
If I didn't do anything about this civic, I would've had to bloat up all others to be able to compete for the slot, because this one is a must and effectively puts any bio empire at 1 free civic slot at start. Without the the extra CG this civic gives, a normal empire simply can't compete with gestalts in science or alloys. My approach was to buff regular artisans and leave this civic to pacifist ethic.
You can revert to vanilla in this change by deleting crafters.txt from mod's civics folder and artisan.txt from pop_jobs
Shadow Council -90% election cost. +2 encryption. +1 monthly influence. +1 vassal loyalty and no penalty for multiple. Can enact Information Quarantine and Peace Festivals regardless of ethics. Dem. only. Grand Master: +0.4 leader cap/lvl.
Imperial cult +100 edict fund, as usual. Totalitarian faction forms at game start and produces double unity + influence at 0.01 value. Requirement changed to fanatic authoritarian, no longer needs spiritualist. Can't be materialist. Councillor: +10% authoritarian ethics attraction.
Philosopher King Ruler generates 10 unity, 0.25 influence/level. Council xp>all leader XP 20->30% councillor 3>2%
Feudal Realm Governors 2 U. + 0.05 infl. / skill. -50% emp. size from planets. No -50% leader cost. Now requires authoritarian. Can be Oligarchic. Councillor: +0.4 leader cap/level
Aristocratic elite Nobles now also give ethics based culture worker outputs. Stab +2->+5. Govs start at level 3. Compatible with dictatorial. Incompatible with Meritocracy. Requires authoritarian. Councillor: +3% agenda speed.
Corvee system Now gives -75% pop demotion time and -50% resettlement cost.
Beacon of liberty Added +900% automatic resettlement chance ( total: 50%). Ideology CB even with Unrestricted War.
Idealistic Foundation +50% gov ethics attraction +100% ethic shift chance.
Shared burden Egalitarian faction now generates CG at 0.05 base value.
Warrior Culture Duelist buff. Compatible with Pleasure Seekers.
Barbaric Despoilers -50% slave political power. Criminals +2 unity +4 nav cap. Slaves on Basic Subsistence: +1 unity. Lifted game start restriction. Councillor: +3% slave resources.
Reanimators Nercomancers buffed. Now requires non-materialist.
Death Cult Removed prohibition for being necrophage.
Nationalistic Zeal Now requires either militarist or xenophobe.
Exalted Priesthood Non-slave Priests +1% resources from jobs from bio pops . Death Priests, Necromancers +2%, High Priests +3%. The bonuses are increased by amenities traits. Compatible with Imperial and Democratic. Tier 3 temples give high priest jobs, does not stack with holy fed. Councillor: +3% pop growth.
Byzantine Bureaucracy Bureaucrats now also give +1 amenity
Police State Incompatible with moderate egalitarian. Incompatible with Idealistic Foundation. Removed bonus to telepaths. Enforcer unity bonus 1->3. Now gives +50% government ethics attraction.
Citizen Service Militarist or Xenophobe. Can be Imperial.
Slaver Guilds Authoritarian or Xenophobe. Livestock +4 trade, modified by Charismatic, not Thrifty. Councillor: +5% slave happiness +0.2 Livestock trade. Compatible with Pleasure Seekers, Warrior Culture
Mutagenic Spas Reworked. Attendants +5 amenities, +2 unity, +2.5% habitability. +1 amenity, +0.1 unity, +1.5% hab. -0.005% pop growth per urban or industrial district.
Parliamentary System +2 effective councillor level.
Cutthroat Politics +1 leader cap.
Environmentalist Reworked. Rangers are now specialists, give enforcer outputs + 3 amenities + 4 soc. research + 5% resources from jobs to organic pops on Gaia Worlds. Councillor: +1% increased bonus to rangers gaia world bonus, +0.5 unity per blocker / level. Compatible with oppressive autocracy
Idyllic Bloom Removed plantoid/fungoid requirement. Seeder buildings rebalanced: maintenance 20->2 e. No exotic gases costs. Does not need upgraded capital to build. Removed cost increases due to planet type. Progressive 10/15/20% pop growth bonus per tier. Councillor: -1% pop amenities -1% empire size from pops / level.
Oppressive Autocracy Removed gamestart restriction. Buffs to the living standard. +2 councillor skill. Removed +1 leader cap (base fanatic authoritarian now) and -20% leader upkeep.
Ascensionists Spiritualist or Pacifist. Councillor: +4% ascension effect/level
Corporate:
Gospel of the Masses Preachers buffed, provide +50% spiritualist ethics. Traditionalists form at game start, generate 2x Unity and 0.5 energy.
Media Conglomerate +900% pop resettlement chance.
Brand Loyalty -15% empire size from pops.
Private Military Companies Army upkeep -20%->-90%.
Private Prospectors -50% empire size from colonies instead of systems.
Ruthless Competition Now requires fanatic xenophobe and either authoritarian or egalitarian. Incompatible with Free Traders. Nonslave clerks +1% resources from jobs. Managers +0.5%. Merchants +2%. Level cap->Leader Pool
Permanent employment zombies buffed. Now compatible with necrophages.
Machine Civics:
Unitary Cohesion coordinators +2 unity.
Delegated Functions Same effects as Feudal Realm. Can release own sectors as vasals. -50% empire size from planets.
Factory Overclock +2 unity and 1 amenities from replicators. +1 leader pool and +25% leader xp.
Zero Waste Protocols -10% amenities usage.
Warbots +10% ship fire rate. Incompatible with Rogue Servitor.
Lubrication Basin Reworked. Lubricators +4 amenties, 1 e. upkeep. +1% assembly per urban or industrial district. Incompatible with RS.
Telepath psionic pop outputs only->all organics output. thought enforcement edict crime -30->-70.
High Priest Amenities 5->6
Death Priest Amenities 2->3
Priest Amenities 2->3
Coordinator +2 amenities, +2% complex drone output with Adaptive Programming . +2% pop assembly with Self Preservation.
Evaluator Maintenance 2e->6e
Cyberdrone Pop assembly 1.5->1. Added +2 food or minerals maintenance.
Necrophyte 1.5->2.5 unity
Necromancer nav cap 2->4.
Archaeo-engineer/drone Research 2/5/2->4/8/4.
Duelist Alloy upkeep 1->0.25. nav cap 2>4
Preacher +50% spiritualist ethics attraction.
Medical Worker +5 amenities with genetic resequencing tradition.
Enforcer Can be worked by indentured slaves.
Batteries: +2 unity. Political power 0.25->0.05. -25% empire size from pops
Livestock: +1 unity. Political power 0.15->0.05. -25% empire size from pops. Slavery type can be used by authoritarians too now, cannot be used by xenophiles.
Biotrophy Happiness 90->55. Unity 3->2
Necrophage Incompatible with lithoid. Replaced resources from jobs modifiers with a flat +5% resources from jobs.
Necropurge escape chance 25%->10%. Purge speed 20->25. Purged pop happiness -50%->-30%
Clone army
-Fleet upkeep reduction replaced with evasion: 5/10/15%, fire rate 5/10/15 for descendant, normal and ascendant.
-Ascendant now grants immortality.
-Debated Origin imposes a global unity loss and -15 stab.
-Meaningful Origin/Honorable Leadership modifiers halved.
-New event that fires shortly after the Cipher discovery, explains the two choices and imposes a "Crossroads Turmoil" modifier: -30% unity and -15 stab.
-Completing either Ascendant or Descendant path removes the penalty and imposes a smaller one that depends on the path, and lasts 20 years.
-Negative event modifiers apply immediately, not on popup accept.
-Dig Site difficulty on first stage increased 4->6
-You can delete the event changes this by removing the clone related files from events and static_modifiers mod folders.
Zombie Resources from jobs -25%->+5%. -50% empire size from pops.
Incubators Cost 2->1. Incompatible with Hive Mind, Aquatic. Changed icon to a mouse. Altered description.
Subterranean Min hab. 50>70%. Pop growth penalty -20>-10%
Syncretic. Serviles trait point cost 1>0
Unruly +10% leader upkeep
Docile -10% leader upkeep
Venerable +80->100 leader age, +25% pop political power (multiplier)
New species trait:
Extravagant: - 2 trait point cost (adds points) -25% trade from jobs, -25% envoy improve relations, +25% envoy harm relations, 1.25 multiplier for pop xenophobe attraction, 0.5 multiplier for pop xenophile attraction. Incompatible with Thrifty, Conservationist, Hive Mind
Global cap on discounts increased from -90% to -50% You can override this change by deleting nerfdiscounts.txt from common/defines folder in the mod.
Military buildup and impenetrable border nerfed. You can revert to vanilla by deleting 01_nerfnerfnerf.txt file from common/static_modifiers in the mod folder
Supremacy tradition ship discounts halved.
Fanatic Authoritarian no longer gives -1 leader pool. Gives +1 leader cap.
Request vassalage and demand subjugation AI acceptance -50->-500
Subjugator AI's have much higher chance to wage subjugation wars.
Regular bio empires start with Expand the Council agenda at 4000 progress, instead of Infinite Opportuniies at 6000.
Ruler XP gain 5->7.5
Psionic Theory changed to tier 2 tech, like Integrated Cybernetics is. Research cost 8000->6000. Tech Weight 65->50 (rarer). Spiritualists get 2x tech weight. Fanatics get 2->4x weight.
Living standards changes:
Stratified economy specialists power +125->250%
Decadent: Rulers +700->800, Specialists +200->250, Workers +150%
Social Welfare rulers political power +400->500%
Social Welfare workers political power +200->175%
Social welfare living standards no longer encourages egalitarian nor penalizes authoritarian.
Academic Privilege changes:
Rulers political power: +600->500%
Specialists consumer goods upkeep: 1->0.5
Rulers and Specialists have the decent conditions living standard +10/5% happiness.
Head Researchers +300% extra power, researchers and archaeoengineers +150% extra, 0.5 more consumer goods upkeep and +10% happiness. Knight Commanders, Knights, event researchers are affected too.
Slave researchers, archaeoengineers now have a 0.15 cg upkeep
Dystopian standards changes:
Rulers political power +1000->+1100%
Enforcers, Telepaths, Colonists, Rangers political power +50%->350% CG upkeep 1.62->0.75
Specialists CG upkeep 0.125->0.15
Enslaved enforcers, telepaths, colonists won't benefit from increased political power
Specialists demote 90% faster
Specialists, Workers happiness -200%->-40%
New living standard: "Theocratic Order" for spiritualists.
+500% rulers political power
+250% specialists political power
+50% workers political power
High Priests +300% extra Priests, Death Priests, Necromancers +150% extra. +0.5 consumer goods upkeep. +10% happiness unless CG deficit. High Priests, Necromancers, Death Priests +2 unity, Priests +1, unless there is CG deficit.
Slave priests, death priests, necromancers have 0.15 CG maintenance.
Supressing a faction approval penalty increased to -100%. Pops belonging to supressed factions have -75% ethic shift chance.
The attacker in a war will suffer a drastic increase in pacifist ethic attraction upon hitting 100% WE.
Unrestricted Warfare no longer has a multiplier against pacifist attraction.
Mercenary enclave resolutions from the galactic community are now hated by the AI
Traditionalist faction approval from having a consecrated gaia world +5->+30
Consecrated Worlds AP removed. Spiritualists can Consecrate without the perk now.
Chosen One event can always trigger for Imperial. If Chosen one is already an Imperial Ruler, event will still trigger but cannot be rejected.
Chosen One civic gives +1 leader pool, 25->50 ethics attraction. After getting the civic, can only reform between Dictatorial or Imperial.
Generals no longer will die in battle. They lead combat virtually now.
Technocracy base chance of scientist with psionics expertise increased from 0.8% to 1.7%
Replaced militarist faction demands for fleet capacity use with a different demand "Great Power/Lesser Power" that acts like technologists Dull edge/Bleeding edge demand but for fleet power.
Composer of Strands: Replaced Consecrated Worlds AP for raising patron favor with World Shaper OR Mastery of Nature.
Whisperers from the Void changes:
Confirming the Pact will set spiritualist attraction to 0 and multiply materialist attraction by 2. Spiritualist faction will get -20 approval, Materialist +10.
Chosen One event has a different variation for Whisperers: will shift ethics towards authoritarian/fanatic materialist instead.
Egalitarian Faction Approval:
Forced pop resettlement -10->-5.
Population controls -20->-10.
Approval penalty (-10) from being part of a hegemony removed. Being part of non hegemony 0.001->5
Academic Privilege and the new Theocratic Order now angers egalitarian faction (anti stratification issue).
Slaves can be force resettled regardless of resettlement policy, like robots can.
Clerk jobs now get depriorized if planet unemployment < 3. Crime automation must be enabled for this.
Slaves and robots can auto resettle without hubs/processing building
Gaia worlds +10% pop growth.
World Shaper now requires Ecological Adaptation instead of Climate Restoration.
Mastery of Nature grants AP current tier of Terraforming tech as a researchable, once.
Lord of War AP now grants current available tier of ship hulls as guaranteed option, once
Slave Processing building: Renamed To Labor Processing Center. +5% resources from slaves->from all jobs. -50%->+200% auto resettlement. Given a new description.
Appropiation and Operational Proxies traditions now give +100% auto resettlement instead.
Spatial Optimization tradition now also gives -25% orbital bombardment damage.
Cannibals are now playable. Non species wide livestock slavery works properly (slaver guilds).
Noble Republic: oligarchy + aristocratic elite + feudal realm. Governors have priority in election.
Fluff adjustments to oligarchic election descriptions. Now they differ between oligarchic and dictatorial.
Changes to descriptions of some cybernetic traits. For example Durable -> VR implants.
Stability Alert notification 25->40
Steam Workshop::Vanilla flavoured tweaks
About
I like tinkering in games like this, it's part of the fun for me. Thus, the mod is a work in progress. When making this mod my intent is:
1) To give more flavour and viability to various aspects of the game, mostly civics, increasing the number of sidegrades that can compete for one of the three civic slots.
2) At all times, avoid overwriting entries used in startech/net AI mod or causing any incompatiblities with it.
3) Avoid excessively deviating from vanilla by making civics that are too bloated in functions.
AUTHORITIES
Democratic: Added +2% amenities/level
Oligarchic: +5->2% Councillor XP, -2% Leader upkeep.
Dictatorial: Ruler can be dismissed for unity cost. Gives +0.4 leader cap/level.
Imperial: +5->10 edict cap/level. +0.25->0.4 power projection/level. -2% Empire size from pops/level. Heir can be dismissed for unity cost.
Corporate: Added +2% trade from living standards/level.
CIVICS:
Regular bio:
Masterful Crafters Now requires pacifist.
Artisans 6->7 CG and Mineral maint. 6->7. Artificers remain at 7 CG for 6 minerals.
If I didn't do anything about this civic, I would've had to bloat up all others to be able to compete for the slot, because this one is a must and effectively puts any bio empire at 1 free civic slot at start. Without the the extra CG this civic gives, a normal empire simply can't compete with gestalts in science or alloys. My approach was to buff regular artisans and leave this civic to pacifist ethic.
You can revert to vanilla in this change by deleting crafters.txt from mod's civics folder and artisan.txt from pop_jobs
Shadow Council -90% election cost. +2 encryption. +1 monthly influence. +1 vassal loyalty and no penalty for multiple. Can enact Information Quarantine and Peace Festivals regardless of ethics. Dem. only. Grand Master: +0.4 leader cap/lvl.
Imperial cult +100 edict fund, as usual. Totalitarian faction forms at game start and produces double unity + influence at 0.01 value. Requirement changed to fanatic authoritarian, no longer needs spiritualist. Can't be materialist. Councillor: +10% authoritarian ethics attraction.
Philosopher King Ruler generates 10 unity, 0.25 influence/level. Council xp>all leader XP 20->30% councillor 3>2%
Feudal Realm Governors 2 U. + 0.05 infl. / skill. -50% emp. size from planets. No -50% leader cost. Now requires authoritarian. Can be Oligarchic. Councillor: +0.4 leader cap/level
Aristocratic elite Nobles now also give ethics based culture worker outputs. Stab +2->+5. Govs start at level 3. Compatible with dictatorial. Incompatible with Meritocracy. Requires authoritarian. Councillor: +3% agenda speed.
Corvee system Now gives -75% pop demotion time and -50% resettlement cost.
Beacon of liberty Added +900% automatic resettlement chance ( total: 50%). Ideology CB even with Unrestricted War.
Idealistic Foundation +50% gov ethics attraction +100% ethic shift chance.
Shared burden Egalitarian faction now generates CG at 0.05 base value.
Warrior Culture Duelist buff. Compatible with Pleasure Seekers.
Barbaric Despoilers -50% slave political power. Criminals +2 unity +4 nav cap. Slaves on Basic Subsistence: +1 unity. Lifted game start restriction. Councillor: +3% slave resources.
Reanimators Nercomancers buffed. Now requires non-materialist.
Death Cult Removed prohibition for being necrophage.
Nationalistic Zeal Now requires either militarist or xenophobe.
Exalted Priesthood Non-slave Priests +1% resources from jobs from bio pops . Death Priests, Necromancers +2%, High Priests +3%. The bonuses are increased by amenities traits. Compatible with Imperial and Democratic. Tier 3 temples give high priest jobs, does not stack with holy fed. Councillor: +3% pop growth.
Byzantine Bureaucracy Bureaucrats now also give +1 amenity
Police State Incompatible with moderate egalitarian. Incompatible with Idealistic Foundation. Removed bonus to telepaths. Enforcer unity bonus 1->3. Now gives +50% government ethics attraction.
Citizen Service Militarist or Xenophobe. Can be Imperial.
Slaver Guilds Authoritarian or Xenophobe. Livestock +4 trade, modified by Charismatic, not Thrifty. Councillor: +5% slave happiness +0.2 Livestock trade. Compatible with Pleasure Seekers, Warrior Culture
Mutagenic Spas Reworked. Attendants +5 amenities, +2 unity, +2.5% habitability. +1 amenity, +0.1 unity, +1.5% hab. -0.005% pop growth per urban or industrial district.
Parliamentary System +2 effective councillor level.
Cutthroat Politics +1 leader cap.
Environmentalist Reworked. Rangers are now specialists, give enforcer outputs + 3 amenities + 4 soc. research + 5% resources from jobs to organic pops on Gaia Worlds. Councillor: +1% increased bonus to rangers gaia world bonus, +0.5 unity per blocker / level. Compatible with oppressive autocracy
Idyllic Bloom Removed plantoid/fungoid requirement. Seeder buildings rebalanced: maintenance 20->2 e. No exotic gases costs. Does not need upgraded capital to build. Removed cost increases due to planet type. Progressive 10/15/20% pop growth bonus per tier. Councillor: -1% pop amenities -1% empire size from pops / level.
Oppressive Autocracy Removed gamestart restriction. Buffs to the living standard. +2 councillor skill. Removed +1 leader cap (base fanatic authoritarian now) and -20% leader upkeep.
Ascensionists Spiritualist or Pacifist. Councillor: +4% ascension effect/level
Corporate:
Gospel of the Masses Preachers buffed, provide +50% spiritualist ethics. Traditionalists form at game start, generate 2x Unity and 0.5 energy.
Media Conglomerate +900% pop resettlement chance.
Brand Loyalty -15% empire size from pops.
Private Military Companies Army upkeep -20%->-90%.
Private Prospectors -50% empire size from colonies instead of systems.
Ruthless Competition Now requires fanatic xenophobe and either authoritarian or egalitarian. Incompatible with Free Traders. Nonslave clerks +1% resources from jobs. Managers +0.5%. Merchants +2%. Level cap->Leader Pool
Permanent employment zombies buffed. Now compatible with necrophages.
Machine Civics:
Unitary Cohesion coordinators +2 unity.
Delegated Functions Same effects as Feudal Realm. Can release own sectors as vasals. -50% empire size from planets.
Factory Overclock +2 unity and 1 amenities from replicators. +1 leader pool and +25% leader xp.
Zero Waste Protocols -10% amenities usage.
Warbots +10% ship fire rate. Incompatible with Rogue Servitor.
Lubrication Basin Reworked. Lubricators +4 amenties, 1 e. upkeep. +1% assembly per urban or industrial district. Incompatible with RS.
Telepath psionic pop outputs only->all organics output. thought enforcement edict crime -30->-70.
High Priest Amenities 5->6
Death Priest Amenities 2->3
Priest Amenities 2->3
Coordinator +2 amenities, +2% complex drone output with Adaptive Programming . +2% pop assembly with Self Preservation.
Evaluator Maintenance 2e->6e
Cyberdrone Pop assembly 1.5->1. Added +2 food or minerals maintenance.
Necrophyte 1.5->2.5 unity
Necromancer nav cap 2->4.
Archaeo-engineer/drone Research 2/5/2->4/8/4.
Duelist Alloy upkeep 1->0.25. nav cap 2>4
Preacher +50% spiritualist ethics attraction.
Medical Worker +5 amenities with genetic resequencing tradition.
Enforcer Can be worked by indentured slaves.
Batteries: +2 unity. Political power 0.25->0.05. -25% empire size from pops
Livestock: +1 unity. Political power 0.15->0.05. -25% empire size from pops. Slavery type can be used by authoritarians too now, cannot be used by xenophiles.
Biotrophy Happiness 90->55. Unity 3->2
Necrophage Incompatible with lithoid. Replaced resources from jobs modifiers with a flat +5% resources from jobs.
Necropurge escape chance 25%->10%. Purge speed 20->25. Purged pop happiness -50%->-30%
Clone army
-Fleet upkeep reduction replaced with evasion: 5/10/15%, fire rate 5/10/15 for descendant, normal and ascendant.
-Ascendant now grants immortality.
-Debated Origin imposes a global unity loss and -15 stab.
-Meaningful Origin/Honorable Leadership modifiers halved.
-New event that fires shortly after the Cipher discovery, explains the two choices and imposes a "Crossroads Turmoil" modifier: -30% unity and -15 stab.
-Completing either Ascendant or Descendant path removes the penalty and imposes a smaller one that depends on the path, and lasts 20 years.
-Negative event modifiers apply immediately, not on popup accept.
-Dig Site difficulty on first stage increased 4->6
-You can delete the event changes this by removing the clone related files from events and static_modifiers mod folders.
Zombie Resources from jobs -25%->+5%. -50% empire size from pops.
Incubators Cost 2->1. Incompatible with Hive Mind, Aquatic. Changed icon to a mouse. Altered description.
Subterranean Min hab. 50>70%. Pop growth penalty -20>-10%
Syncretic. Serviles trait point cost 1>0
Unruly +10% leader upkeep
Docile -10% leader upkeep
Venerable +80->100 leader age, +25% pop political power (multiplier)
New species trait:
Extravagant: - 2 trait point cost (adds points) -25% trade from jobs, -25% envoy improve relations, +25% envoy harm relations, 1.25 multiplier for pop xenophobe attraction, 0.5 multiplier for pop xenophile attraction. Incompatible with Thrifty, Conservationist, Hive Mind
Global cap on discounts increased from -90% to -50% You can override this change by deleting nerfdiscounts.txt from common/defines folder in the mod.
Military buildup and impenetrable border nerfed. You can revert to vanilla by deleting 01_nerfnerfnerf.txt file from common/static_modifiers in the mod folder
Supremacy tradition ship discounts halved.
Fanatic Authoritarian no longer gives -1 leader pool. Gives +1 leader cap.
Request vassalage and demand subjugation AI acceptance -50->-500
Subjugator AI's have much higher chance to wage subjugation wars.
Regular bio empires start with Expand the Council agenda at 4000 progress, instead of Infinite Opportuniies at 6000.
Ruler XP gain 5->7.5
Psionic Theory changed to tier 2 tech, like Integrated Cybernetics is. Research cost 8000->6000. Tech Weight 65->50 (rarer). Spiritualists get 2x tech weight. Fanatics get 2->4x weight.
Living standards changes:
Stratified economy specialists power +125->250%
Decadent: Rulers +700->800, Specialists +200->250, Workers +150%
Social Welfare rulers political power +400->500%
Social Welfare workers political power +200->175%
Social welfare living standards no longer encourages egalitarian nor penalizes authoritarian.
Academic Privilege changes:
Rulers political power: +600->500%
Specialists consumer goods upkeep: 1->0.5
Rulers and Specialists have the decent conditions living standard +10/5% happiness.
Head Researchers +300% extra power, researchers and archaeoengineers +150% extra, 0.5 more consumer goods upkeep and +10% happiness. Knight Commanders, Knights, event researchers are affected too.
Slave researchers, archaeoengineers now have a 0.15 cg upkeep
Dystopian standards changes:
Rulers political power +1000->+1100%
Enforcers, Telepaths, Colonists, Rangers political power +50%->350% CG upkeep 1.62->0.75
Specialists CG upkeep 0.125->0.15
Enslaved enforcers, telepaths, colonists won't benefit from increased political power
Specialists demote 90% faster
Specialists, Workers happiness -200%->-40%
New living standard: "Theocratic Order" for spiritualists.
+500% rulers political power
+250% specialists political power
+50% workers political power
High Priests +300% extra Priests, Death Priests, Necromancers +150% extra. +0.5 consumer goods upkeep. +10% happiness unless CG deficit. High Priests, Necromancers, Death Priests +2 unity, Priests +1, unless there is CG deficit.
Slave priests, death priests, necromancers have 0.15 CG maintenance.
Supressing a faction approval penalty increased to -100%. Pops belonging to supressed factions have -75% ethic shift chance.
The attacker in a war will suffer a drastic increase in pacifist ethic attraction upon hitting 100% WE.
Unrestricted Warfare no longer has a multiplier against pacifist attraction.
Mercenary enclave resolutions from the galactic community are now hated by the AI
Traditionalist faction approval from having a consecrated gaia world +5->+30
Consecrated Worlds AP removed. Spiritualists can Consecrate without the perk now.
Chosen One event can always trigger for Imperial. If Chosen one is already an Imperial Ruler, event will still trigger but cannot be rejected.
Chosen One civic gives +1 leader pool, 25->50 ethics attraction. After getting the civic, can only reform between Dictatorial or Imperial.
Generals no longer will die in battle. They lead combat virtually now.
Technocracy base chance of scientist with psionics expertise increased from 0.8% to 1.7%
Replaced militarist faction demands for fleet capacity use with a different demand "Great Power/Lesser Power" that acts like technologists Dull edge/Bleeding edge demand but for fleet power.
Composer of Strands: Replaced Consecrated Worlds AP for raising patron favor with World Shaper OR Mastery of Nature.
Whisperers from the Void changes:
Confirming the Pact will set spiritualist attraction to 0 and multiply materialist attraction by 2. Spiritualist faction will get -20 approval, Materialist +10.
Chosen One event has a different variation for Whisperers: will shift ethics towards authoritarian/fanatic materialist instead.
Egalitarian Faction Approval:
Forced pop resettlement -10->-5.
Population controls -20->-10.
Approval penalty (-10) from being part of a hegemony removed. Being part of non hegemony 0.001->5
Academic Privilege and the new Theocratic Order now angers egalitarian faction (anti stratification issue).
Slaves can be force resettled regardless of resettlement policy, like robots can.
Clerk jobs now get depriorized if planet unemployment < 3. Crime automation must be enabled for this.
Slaves and robots can auto resettle without hubs/processing building
Gaia worlds +10% pop growth.
World Shaper now requires Ecological Adaptation instead of Climate Restoration.
Mastery of Nature grants AP current tier of Terraforming tech as a researchable, once.
Lord of War AP now grants current available tier of ship hulls as guaranteed option, once
Slave Processing building: Renamed To Labor Processing Center. +5% resources from slaves->from all jobs. -50%->+200% auto resettlement. Given a new description.
Appropiation and Operational Proxies traditions now give +100% auto resettlement instead.
Spatial Optimization tradition now also gives -25% orbital bombardment damage.
Cannibals are now playable. Non species wide livestock slavery works properly (slaver guilds).
Noble Republic: oligarchy + aristocratic elite + feudal realm. Governors have priority in election.
Fluff adjustments to oligarchic election descriptions. Now they differ between oligarchic and dictatorial.
Changes to descriptions of some cybernetic traits. For example Durable -> VR implants.
Stability Alert notification 25->40
Last edited: