Relytor’s Empire Governance

If you liked this item, please rate it up on Steam Workshop page.

Author: relytor

Last revision: 28 May, 2020 at 20:41 UTC (9)

File size: 953.34 KB

On Steam Workshop

Description:

An Administrative Rework

Building on the foundation of Ethics and Civics Alternative

Concept

In vanilla Stellaris, the Exalted Priesthood civic replaces some Administrator jobs with High Priests, Technocracy with Head Researchers, and Aristocratic Elite with Nobles. Ethics and Civics Alt introduces several new alternative Administrators: Moguls, Commanders, and Thinkers (renamed Philosophers here), as well as several powerful new and reworked civics granting these to you. I found that I pretty much always wanted to choose one of these Administrative civics, to get access to the alternative Administrators, an Origin type civic, and then I’d only have one choice of "regular" civic. With the upcoming Federation expansion, Origin type civics will now be a separate mechanic, freeing up one those slots. But I really wanted to free up the Administrative slot as well.

New Mechanic: Government-based Administrative Types

The alternative administrators you get, if any, are determined by your Government Type and Ethics, rather than a civic. Government type previously meant very little; it mostly determined who the election candidates would be, and affected some of the AI’s decisions. Now the Government Type you receive from your choice of Ethics and Civics is of greater importance.

  • Fanatic Spiritualists with a theocratic government type will get High Priests
  • Fanatic Militarists with a stratocratic government will get Commanders
  • Fanatic Materialists with a technocratic government will get Head Researchers
  • Fanatic Pacifists with irenic governments will get Philosophers
  • Aristocratic governments will get Nobles
  • Plutocratic governments will get Moguls
  • Megacorps still get Executives, though with the right Ethics and Civics, may get Mogul or High Priest alternatives.
  • All other government types will get Administrators only.
UI Tweak

During Empire creation, when choosing Ethics and Civics, the Government type is shown. It will now be larger and highlighted, making it much more apparent. If you mouse over the government, a tooltip will popup describing the government type, and its effects, if any.

Modified Mechanic: Government-type Civics

Certain civics will now guarantee you get an alternative administrative government type, and so are mutually exclusive:

  • Patrimonial Aristocracy will ensure an Aristocratic government, as well as being able to build Noble Estate buildings
  • Corporate Hegemony will ensure a Plutocratic government, as well as extra Moguls, increased Specialist power, and reduced Worker political power
  • Theocracy will ensure a Theocratic government, extra High Priest job from Citadel of Faith, Priests produce +1 Unity, and start with the first Temple upgrade unlocked
  • Technocracy will ensure a Technocratic government, +25% Materialist Ethic attraction, and Researchers produce +1 Unity
  • Enlightened Bureaucracy will ensure an Irenic government, +25% Pacifist Ethic attraction, and Culture Workers produce +1 Unity
  • Ordered Stratocracy will ensure a Stratocratic government, +25% Militarist Ethic attraction, and Soldiers produce +1 Unity.
Fewer Mutually-Exclusive Civics

The "yellow" civics from Ethics and Civics Alt that previously granted the alternative administrators will now greatly increase the chance of getting the appropriate government type, but don’t guarantee it. As such, these civics are no longer all mutually exclusive. While I was at it, I eased the restrictions on most other civics that didn’t have a technical reason to be mutually-exclusive. For instance, you can now have Life-Seeded + Slave Race + Slaving Despots, or Theocracy + Sage King + Imperial Cult

New Policy: Enslaved Population Percentage

If you take one of the civics that allows you to enslave your own population (Slaving Despots, Slaver Guilds, or Indentured Servitude) a new policy will be available. You will be able to set the percentage of your population that should be enslaved, from 10% up to 40%, or up to 50% with Slaving Despots. The default is the maximum the civic allows. Note that Caste System is not included, as your not allowed to easily move people in and out of castes.

Modified Mechanic: Megacorps

In Ethic and Civics Alt, you had to be some degree of Competitive to choose Corporate authority. I eased that restriction to either Competitive or Materialistic, but not Cooperative. The Ethic requirements for some of the Megacorp civics were changed slightly as well, such as Labour Unions are not allowed with any degree of Competitive, but only Materialistic Megacorps.

Executives

Moguls will be an alternative for Megacorps with Fanatic Competitive ethic and the following governments:

  • Trade League
    • Not Authoritarian
    • Either Pacifist and/or Libertarian
    • More likely with Free Traders and/or Trade League civics
  • Anarcho-Capitalism
    • Libertarian
    • More likely with Spirit of Freedom and Trade League civics

Compatibility

This should be compatible with most things that are compatible with Ethics and Civics Alt. If it changes Civics or Governments, it will probably need a patch.

Load Order
  1. Ethics and Civics Alternative
  2. Relytor’s Empire Governance
  3. UI Overhaul Dynamic (optional)
  4. UI Overhaul Dynamic + Ethics and Civics Alternative (optional patch)

Relytor’s Mod Collection

Empire Governance, an Ethics and Civics Alternative (alternative Cultural Overhaul) sub-mod
Empire United, a Unity system Overhaul
Biological Proliferation, a Logistic Growth model
Planetary Overhaul, a Planetary Diversity sub-mod
True Raiding, a Barbaric Despoiler/Nihilistic Acquisition mechanic overhaul