All ethics and their modifiers/policies patch 1.5 complete list.

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I am Sovereign

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Foreword:Stats are taken from various streams were the mouse hovered over the ethics icons.

I would like to start a discussion to see what do you think off the bonuses by the rebalanced ethics in 1.5 and their balance.

We dont know yet how exactly how powerful all of the ethis exclusive civics are which we didnt knew about or how powerful those numbers turn out to be but it still can give us a raw overlook for what purposes those "new" ethic bonuses are best suited for.

Also we can assume that the fanatic version of each ethic doubles the empire modifier as it was seen in some streams with some ethics.

Edit: For some intresting Q&A and a small list of known civics I recommend you this thread made by the user Cri11e: https://forum.paradoxplaza.com/forum/index.php?threads/stream-q-a-2017-02-23.1001224/

Authoritarian:
Allows caste system species policy.
Cannot use democratic government forms.
Can displace aliens.

Empire Modifier:
Slave Unrest : - 10%
Resettlement costs: -25%

Egalitarian:
Cannot use autocratic government forms.
Allows Utopian living standards.

Empire Modifier:
Migration attraction: +25%
Consumer goods cost: -10%

Xenophobe:

Can purge aliens.
Can displace aliens.
Can enslave aliens.
Decreased opinion of other species.
Cannot give aliens full citizenship.
Cannot allow aliens full military service.
Cannot use refugees welcome species policy.

Empire Modifier:
Rivalry influence gain: +15%
Border range: +15%

Xenophile:

Can always give aliens full citizenship.
Increased opinion to other species.
Cannot use full native interference policy.
Cannot use the no refugees species policy.

Empire Modifier:
Trust Growth: +25%
Diplomatic Influence cost: -25%


Militarist:
Can use full orbital bombardment policy.
Has reduced war demands costs.

Empire Modifier:
Army Damage: +10%
Weapons damage: +10%


Pacifists:
Cannot use unrestriced wars policy (Fanatical form is forced to use the defensive wars policy)

Empire Modifier:
Monthly Unity: +20%
Core Sector Systems: +2*

*(Instead of a Core Sector Systems: +2 bonus there was a Happiness: +5% in an older stream but we can assume that this could have been moved to a civic)

Materialist:
Can use full AI rights policy.

Empire Modifier:
Robot maintenance cost : - 10%
Research speed: +5%


Spiritualist:
Can research psyionic technologies. (In Utopia DLC makes the psyionic ascension perks pickable)
Can build temple* buildings.

*"The Spiritualists' temple produces two Unity and increases local empire ethics attraction by 10%".
-GC13

Empire Modifier:
Unrest: - 10%
Empire ethics attraction: +15%


And I quote Wiz here : "Not final numbers are not final".
C4O2_e8XUAEnx_P.jpg:large





So what do you guys think of it?


My personal thoughts:

First:
Army Damage bonus for militarists? Realy?
I thought the Devs would have acknowledged by now that army damage is a complete useless modifier. We can just hope that army damage might increase Unrest Supression. Would be only logical.

Second:
I hope that xenophiles to get some hidden happiness stats for living with xenos wich are not to bee seen obviously atm (for example giving them full citizenship could be a strong thing and hard to pull off for other ethics or powerful exclusive civics)


Just because of the simple fact that diplomacy in stellaris is weak and we would need an own DLC to fix it.
So specificaly diplomatic boni seem rather weak at first glance and I hope xenophiles open up also other ways to play them. Me for example like to play a aggressive empire which doesnt have to believe in racism/slavery/religion to keep it pops together.
 
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GC13

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The Spiritualists' temple produces two Unity and increases local empire ethics attraction by 10%.

You also wrote that the Xenophile bonus is +25% diplomatic influence cost. We all know what you mean, but a - would be better. :p
 

Kayden_II

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It looks solidly so Far ...

As a minor Issue: It's always a little Bit tricky to have a Boost in an Area, Which "forces" You to play in a particular Style ...
Example: Materialist-Ethos: To have -10% Robot-Maintenance-Costs is (only) useful in the Case, that You have Robots, whereas to have +5% Research-Speed is always useful ...

But in the Past, There were far worse Cases, in Which You haven't really a Boost at All ...
Example: Xenophobical Ethos: +3 Max-Rivalries:
Sure, You get more Political-Influence (Advantage), but to have more Rivalries aka Cold-War-Enemies isn't It (Dis-Advanatge), so that We have in the Sum a neutral One ...
Pacifists:
*(Instead of a happiness bonus there was a core Sector Systems: +2 in an older stream but we can assume that was moved to a civic or sadly abandoned)
That's a similar Case:
Sure, You get +2 Core-Systems ("Advantage"), but since these 2 additional Systems would (otherwise) still are a Part of your Empire (via Sectors), It isn't really an Advantage - Anymore. so that We have a neutral One, too.
 

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Another consideration is that different ethics will unlock or restrict different civics as well, so even the ethos stats and descriptions alone don't give the full potential picture.
 

CarbrBard

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So, if I'm understanding this right: You gotta be a xenophobe to purge - wheres an Authoritarian can only displace/expel?
 

Caspoi

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So, if I'm understanding this right: You gotta be a xenophobe to purge - wheres an Authoritarian can only displace/expel?

That is correct.
 

Tavior

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It is only fair to ask this question since it is missing from the list.

What are restriction and bonus of Hive Mind Government? I am only asking because it is in effective a ethic pick on it's own that disallow all other ethic picks.
 

Caspoi

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It is only fair to ask this question since it is missing from the list.

What are restriction and bonus of Hive Mind Government? I am only asking because it is in effective a ethic pick on it's own that disallow all other ethic picks.

There are now multiple civics that determine the government and it's effects and we don't know all of them so it is too early to tell.
 

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2- What will replace Negative Ethics Divergence?
Every ethic will have an attraction value, which results in your overall population drifting to represent that ratio. Your empire's ethics add a big weighting to those ethos, as do some buildings or courses of action.

Ethos attraction can also be affected by the way you intact with that ethos' internal factions. So there's no such thing as ethics divergence, but by politically promoting or suppressing a faction's ethic you can boost or reduce the number of pops with that ethic.

Example:

Faction attraction are egalitarian 5, authoritarian 2, militarist 1, materialist 1, spiritualist 1 and the others 0. Eventually a 10 pop planet would reach a resting state where their pop's ethics would represent those numbers. If Egalitarian fell to 1 and authoritarian rose to 6 by suppressing and promoting their factions, the pops would shift over time to represent the new weightings.
 
Last edited:

Foefaller

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Every ethic will have an attraction value, which results in your overall population drifting to represent that ratio. Your empire's ethics add a big weighting to those ethos, as do some buildings or courses of action.

Ethos attraction can also be affected by the way you intact with that ethos' internal factions. So there's no such thing as ethics divergence, but by politically promoting or suppressing a faction's ethic you can boost or reduce the number of pops with that ethic.

Example:

Faction attraction are egalitarian 5, authoritarian 2, militarist 1, materialist 1, spiritualist 1 and the others 0. Eventually a 10 pop planet would reach a resting state where their pop's ethics would represent those numbers. If Egalitarian fell to 1 and authoritarian rose to 6 by suppressing and promoting their factions, the pops would shift over time to represent the new weightings.

Slight correction: the % attractions given on the new faction screen are the Empire-Wide numbers.

Depending on several factors, the actual attraction of ethics can be different from planet to planet, or even pop to pop: One the examples given in the stream was slavery, slaves themselves get a large personal attraction to egalitarian, while those that benefit from slavery get an attraction bonus to authoritarian. cosmopolitan worlds tend to be more xenophile, single-pop worlds (or worlds were all the aliens are enslaved) will be more xenophobic, and so on.

And ethics divergence still exists, though it's gone through a THAC0 -> To Hit change and is now the positive-is-good Empire Ethics Attraction Modifier. It is basically a bonus to your own ethics attraction to pops on that world regardless of the circumstance, modified in many of the same ways ethics divergence is now (including distance to capital).

So in short, if your attractions are 50% egalitarian, 20% Authoritarian, 10% Militarist, 10% Materialist and 10% Spiritualist, rather than every 10 pop world having a spread of 5/2/1/1/1 of those ethics, your empires pops are going to be divided in those amounts, with most of the pops with your Empire's ethics (in this case, probably Egalitarian and Militarist) living on planets closer to your home world.
 

Tavior

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There are now multiple civics that determine the government and it's effects and we don't know all of them so it is too early to tell.

I am aware of that. I am not talking about the new Utopia civic choices. But rather what Hive Mind can/can't do because of the ethic choice. Furthermore there are 7 ethic choices in Utopia like the screenshot below shows.

index.php


You can clearly see Hive Mind pop are not affected by happiness, no faction internal-wise, AI is completely outlaw (feel out of place but ok), and can't follow PSI or Synthetic ascension paths.

My question is about what bonus does Hive Mind actually offer to you as a player? Unique Civics aside.
 

GC13

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My question is about what bonus does Hive Mind actually offer to you as a player? Unique Civics aside.
... It offers you the ability to play as a hive mind. It's something people have been asking for since before the game launched. Well here you go: a civ where the Pops have no ethics or happiness because all of the Pops are you.
 

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Effectively hive mind is for people who dislike the new internal management and ethos systems for 1.5 in general. Presumably the meat and bones of unique hive mind play styles will come from hive mind specific civics instead.
 

Tavior

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... It offers you the ability to play as a hive mind. It's something people have been asking for since before the game launched. Well here you go: a civ where the Pops have no ethics or happiness because all of the Pops are you.

With most ethic choices you have drawback and pro like militarist can use full orbital bombardment policy in additional to army/weapon bonus damage at a cost of one or two ethic choice somewhere else.

If taking away happiness of your pop is worthwhile for a 3 ethic choice is something that will certainly generate some debate of it's own. My question is what bonus you get by going Hive Mind beside not having to deal with internal faction/rebellion attitude from your pop?
 

Tavior

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Effectively hive mind is for people who dislike the new internal management and ethos systems for 1.5 in general. Presumably the meat and bones of unique hive mind play styles will come from hive mind specific civics instead.

I disagree with you. Primarily because there has been example of a Hive Mind in sci-fi that actually tried to incorporate more ethic under their umbrella.

If anything it would allow you to create more variety by having a Hive Mind struggling with internal vs Hive Mind having no internal faction.
 

GC13

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With most ethic choices you have drawback and pro like militarist can use full orbital bombardment policy in additional to army/weapon bonus damage at a cost of one or two ethic choice somewhere else.

If taking away happiness of your pop is worthwhile for a 3 ethic choice is something that will certainly generate some debate of it's own. My question is what bonus you get by going Hive Mind beside not having to deal with internal faction/rebellion attitude from your pop?
Hive mind was never about mechanical benefit, it's about roleplaying: the mechanical benefit only exists because having unhappy hive mind Pops doesn't make any sense at all. Either the civics will make it competitive or they won't. Either way, it's a new way to play if you so desire, but nobody's forcing you to if you decide it's mechanically weak.