Developing Ethics and Origins

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Author: Kiyosan

Last revision: 2 Jul, 2019 at 18:52 UTC (3)

File size: 108.54 KB

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Description:

This is a work-in-progress mod that limits the early game to one origin civic and mostly clears governing ethics for more flexible empire choices by allowing empires to shape themselves as the game progresses. Do you have genocidal empires near you? Maybe you should become militarist. Found some aliens that are good for being slaves? Try xenophobe or authoritarian. Thinking of going the psionic path? Become spiritualist. More depth in this game’s phase where diplomacy would become more prevalent helps the game more IMO.

This mod is best used when creating a new game. Otherwise, you won’t really have the experience of actually thinking about how to develop your empire’s ethics.

Features
  • Your empire will start off not having any ethics (wait 1 in-game day for it to happen), with some exceptions. This will allow empires to adopt ethics as they progress through the game. Over the course of the game, you will gain opportunities to gain ethics as the game progresses. You could also just embrace a faction if you really can’t wait. Note that ethics choices during empire creation DO MATTER for the sake of governing ethics attraction!
  • You will start with only one origin civic of your choice but you’ll gain a civic slot at Colonial Centralization tech to make up for it. However, reforming your government will cost more as civics are supposed to be a big boost to your empire.
  • You CANNOT pick most vanilla civics in the game BUT some of them are made to become origin civics. I also attempted to re-balance the origin civics so that some are actually viable (one notable change being Criminal Heritage branch offices cannot be closed and they have some economic boosts).
  • One standard origin civic (Star Seekers) that gives you a lot of planetary sensor range for early-game scouting knowledge and a standard sub-light speed boost.
  • Vanilla civics are changed in general.
  • Ethics changed in general. (Only ethics attraction for now, only notable ethics change is swapping the modifiers of xenophobe and pacifist)
  • When an empire attempts to war a corporate empire with the Expel Corporation CB, the corporate empire will no longer default to having a subjugation war goal and status quo for this type of war is normalized to being a regular status quo instead of closing all branch offices.

Compatibility

This mod should be compatible with most mods. However, if they change the following, there may be problems:

  • common/ethics/00_ethics.txt
  • common/personalities/00_personalities.txt
  • Pretty much every vanilla file in common/governments/civics (except for special civics)
  • events/anomaly_events_3.txt
  • events/crime_events.txt

For those who are using a civic mod or created one, refer to this.

To-Do

-Have more origin civics that are available to players without any DLC.
-Tweak/balance stuff based on feedback.
-Look into balancing ethics and ethics attraction.
-Make the AI better at utilizing this system.

My Stellaris Mods
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Download
Revisions:

Old revisions of this mod are available below. Click the link to download.