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".
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.
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".
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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