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ZoresKS

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Aug 13, 2014
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Hello everybody.

When i'm play some games in Stellaris, i was confused about ethics. Some ethics, for example collectivists and materialists have very useful modifiers but spiritualists don't.
I'm create mod that increase number of modifiers for all ethics and add unique building for spiritualist and pacifist. Because i'm don't have many experience in the game and can't rightly balance ethics was decided create this theme.

1. Collectivists / Individualists

Collectivist must have modifiers to increase manufacturing and production. On first position located community so divergence also need be lower.
Modifiers:
+5%/10% to
Food.png
food and
Minerals.png
minerals output
-
2.5%/5% to
24px-Mod_pop_ethic_shift.png
ethic divergence
+
40%/80% to slave tolerance
-
5%/10% to army upkeep
-
5% to ship build time
-
5%/10% to construction building time
+10% to ship cost
+
5%/10% to building cost
-
2.5%/5% to
24px-Mod_pop_happiness.png
happiness


Collectivists will be fast build ship and building but cost on it will be high. Also their happiness lower and slave tolerance not "cheating" how in original ethic.

Also was changed edict
"Social Engineering":
-10% to
24px-Mod_pop_ethic_shift.png
ethic divergence
+10% to
Minerals.png
minerals​

___________________________​
Individualist have "free" mind, what help in produce energy and science. But they unlike "routine" work and produce minerals and food lowered, as is build time to building.
+5%/10% to
Energy_Credits.png
energy output
+
5%/10% to
24px-Mod_country_all_tech_research_speed.png
research output
+
5% to xeno relations
+
2.5%/5% to
24px-Mod_pop_happiness.png
happiness

+2.5%/5% to
24px-Mod_pop_ethic_shift.png
ethic divergence
-
45%/90% to slave tolerance
-
10%/20% to army upkeep
+
5% to building cost

Most main additional to individualist - science. Collectivists have good modifiers to production and build time, but individualist to science output. This is specialize their on different purpose.

2. Militarists / Pacifists

Militarist must love the war. So their modifiers must be more oriented on war and have limit on "peace" solutions on conflict.

+25%/50% to rivalry influence gain
+
10%/20% to war happiness
+
10%/20% to army damage
+
5%/10% to ship damage
+5%/10% to ship upkeep
+50%/100% to alliance influence cost

-5%/10% to
Food.png
food and
Minerals.png
minerals output
-
1 to max embassies
-
5/10 to leader lifespan

Purpose of changes - create militarists depending from war. Upkeep of ship increased because they need already have ship in ideal condition. Leaders in such condition must live less than in normal so their lifespan was decreased.
___________________________​
Their naturally "enemy" Pacifists specialized of peace, alliances and charity. So their modifiers direct of created alliances, increased embassy and etc.

+1/2 to max embassies
+
5%/10% to
Food.png
food output
+
2.5%/5% to xeno relations
+
10 to leader lifespan
-
25%/50% to alliance influence cost
-5%/10% to ship and army upkeep
-10%/20% to war happiness
-25%/50% to rivalry influence gain
-
10%/20% to ship and army damage

So pacifist gained new modifiers increased food output, leader lifespan and alliance influence costs.But their ship damage was significantly decreased, so if war

Also change building
"Paradise Dome":
+10% to
24px-Mod_habitability.png
habitability
+5% to
24px-Mod_pop_happiness.png
happiness
3. Spiritualists / Materialists

I'm think Spiritualists very weak ethic. So was added many new modifiers and new unique building.
+5%/10% to
24px-Mod_pop_happiness.png
happiness
-
5%/10% to
24px-Mod_pop_ethic_shift.png
ethic divergence
+
1/2 to
Influence.png
influence
+
5%/10% to
Food.png
food output
+
10/20 to leader lifespan
-5%/10% to
Energy_Credits.png
energy and
Minerals.png
minerals output
-
2.5%/5% to
24px-Mod_country_all_tech_research_speed.png
research speed

Spiritualist posed as religious nation. And this is cause their totally change. Firstly, decrease ethic divergence because it's RELIGIOUS. Second increase influence, because... You know. To opposition energy and minerals output decrease and lower research speed.

And new building
"Church of Exaltation":
-5% to
24px-Mod_pop_ethic_shift.png
ethic divergence
+5 to
24px-Mod_pop_happiness.png
happiness
+1 to
Influence.png
influence​
___________________________​
Materialist aka scientist. This is word good describe specialize of ethic. But they was very "powerful" (science - it's all) so i'm small whittle down.
+5%/10% to
24px-Mod_country_all_tech_research_speed.png
research speed
+
5 to leader lifespan
-5%/10% to
Food.png
food and
Minerals.png
minerals output
+
2.5%/5% to
24px-Mod_pop_ethic_shift.png
ethic divergence


Materialists have very useful unique building with good boost on research so i'm lower some possibility. They don't like hand work -> lower food and minerals output.

4. Xenophobes/Xenophiles

Xenophobes don't like everybody except it's. So their modifiers have purpose increase this dislike with limit diplomacy possibilities.

+50%/100% to alien slave tolerance
-
2.5%/5% to
24px-Mod_pop_ethic_shift.png
ethic divergence
-
5%/10% to grow time
-10%/20% to xeno relations
-1 to max embassies
+
10%/20% to alliance influence cost
-
2.5%/5% to alien migration

And this is xenophobes. Disadvantages in xeno relation and max embassies and advantages in alien slaving, divergences and fast growing.

___________________________​
Xenophiles stand out from xenophobes. They like aliens, want to communicate and trade with aliens.

+10%/20% to xeno relations
+
2.5%/5% to
24px-Mod_pop_happiness.png
happiness
-
2.5%/5% to alliance influence cost
-20%/40% to alien slave tolerance

I'm not sure what need add to xenohpiles and it don't became a pacifist, but add new unique building
"Museum of Xenohistory":
+2 to
Influence.png
influence
+10% to
24px-Mod_pop_happiness.png
happiness​



I'm describe all available ethics to make them more different from each other, but this is all need be balanced to make game more interested with more roleplay.
 
Do you have a custom icon for the church of exultation? I cannot figure out for to make custom building icons.
 
Do you have a custom icon for the church of exultation? I cannot figure out for to make custom building icons.
Yep. For two new unique i'm create custom building icons, that was used by original pictures. I'm use one 1-st tier building for basic, and other additional parts from random tier to create more differ pictures. I'm want create vary ethics, with different role-playing and unique buildings.
 
Is there a guide somewhere on how to make icons?