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 and
minerals output
-2.5%/5% to
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
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":
___________________________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 output
+5%/10% to
research output
+5% to xeno relations
+2.5%/5% to
happiness
+2.5%/5% to
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 and
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.
+1/2 to max embassies
+5%/10% to
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":
I'm think Spiritualists very weak ethic. So was added many new modifiers and new unique building.
+5%/10% to
happiness
-5%/10% to
ethic divergence
+1/2 to
influence
+5%/10% to
food output
+10/20 to leader lifespan
-5%/10% to
energy and
minerals output
-2.5%/5% to
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%/10% to
research speed
+5 to leader lifespan
-5%/10% to
food and
minerals output
+2.5%/5% to
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
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.
+10%/20% to xeno relations
+2.5%/5% to
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":
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.
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


-2.5%/5% to

+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

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
ethic divergence
+10% to
minerals

+10% to

___________________________
+5%/10% to

+5%/10% to

+5% to xeno relations
+2.5%/5% to

+2.5%/5% to

-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


-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

+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
habitability
+5% to
happiness
3. Spiritualists / Materialists
+5% to

I'm think Spiritualists very weak ethic. So was added many new modifiers and new unique building.
+5%/10% to

-5%/10% to

+1/2 to

+5%/10% to

+10/20 to leader lifespan
-5%/10% to


-2.5%/5% to

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
ethic divergence
+5 to
happiness
+1 to
influence

+5 to

+1 to

___________________________
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

+5 to leader lifespan
-5%/10% to


+2.5%/5% to

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

-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

-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
+10% to
happiness

+10% to

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.