Citizen Service, the Unity Rework and military administrators

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Nov 22, 2020
967
4.053
I want to raise some concerns about a change mentioned very briefy in Dev Diary #238, and offer a different suggestion.
Citizen Service no longer provides +2 unity to soldier jobs. Instead it grants -25% war exhaustion and +2 starting level to your Admirals and Generals.

Summary

The tentative 3.3 change to Citizen Service would be a dramatic departure from the spirit of the civic, and is not internally consistent as ship crews and armies do not get any starting level bonus. Furthermore, the civic would be made (partially) objectively stronger than two other Militarist civics.

However, the Unity Rework presents an opportunity for Citizen Service to evolve and represent its distinct society better than ever before, and to simultaneously address the conspicuous absence of military "administrator" and ruler jobs. Adding Officer and Commander jobs would both resolve that issue and allow us to update Citizen Service to reflect its Heinleinian inspirations better than ever before, as well as better represent other types of thoroughly militarized societies.

Having added Officer and Commander jobs, Citizen Service could replace some Politicians with Commanders and (some?) Bureaucrats with Officers, and give a +1 Unity bonus to those jobs (in this aspect it would be comparable to the Exalted Priesthood civic). Citizen Service would become incompatible with Aristocratic Elite, Exalted Priesthood, Merchant Guilds and Technocracy, and could instead become available for autocratic regimes (where the civic might have slightly different "lore implications"). Citizen Service would evolve and become the Militarist civic that represents a thoroughly militarized society, organized along military lines, as per the current description of Citizen Stratocracy:
This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.


The spirit of Citizen Service

Citizen Service has been my single most picked civic since I first bought Stellaris. The reason why I have played with this C-tier civic so much is not because of the +15% Naval Capacity bonus but because of what the civic represented, as embodied through the +2 Unity bonus. It was the idea of the society putting duty before power; the idea that every leader and ruler would have gone through the same trials, demonstrated a greater sense of personal responsibility, and proven their ability to put the common good first. The idea of a society where all citizens were united in a more common cause, through their shared experiences and personal efforts in service of all.
Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.

Some quotes from Starship Troopers, the book most associated with the civic:
Both for practical reasons and for mathematically verifiable moral reasons, authority and responsibility must be equal - else a balancing takes place as surely as current flows between points of unequal potential. To permit irresponsible authority is to sow disaster; to hold a man responsible for anything he does not control is to behave with blind idiocy. The unlimited democracies were unstable because their citizens were not responsible for the fashion in which they exerted their sovereign authority... other than through the tragic logic of history... No attempt was made to determine whether a voter was socially responsible to the extent of his literally unlimited authority. If he voted the impossible, the disastrous possible happened instead - and responsibility was then forced on him willy-nilly and destroyed both him and his foundationless temple.
Still another system... and our system works quite well. Many complain but none rebel; personal freedom for all its greatest in history, laws are few, taxes are low, living standards are high as productivity permitis, crime is at its lowest ebb. Why? Not because our voters are smarter than other people; we've disposed of that argument. Under our system, every voter and office-holder is a man who has demonstrated through voluntary and difficult service that he places the welfare of the group ahead of personal advantage, and that is the one practical difference. He may fail in wisdom, he may lapse in civil virtue, but his average performance is enormously better than that of any other class of rulers in history.

And while the civic is somewhat derived from Starship Troopers, it also echoes Sweden's history and the birth of its modern democracy:
En man, ett gevär, en röst.
(One man, one rifle, one vote.)

A Unity bonus was a good fit for what the civic represents, though the implementation was debatable. The old design would only give a Unity bonus if Soldier jobs were present, which would often only happen on dedicated Fortress Worlds. The Unity bonus would have seemed more appropriate in pops with positions of leadership, as it would be their job to decide, lead and unite others while pops with Soldier jobs are busy doing what soldiers do.

Still, the civic was about the unifying effect on society. The tentative 3.3 change makes the civic into something else.


Civic balance and consistency issues

With the tentative 3.3 change, the roles of Nationalistic Zeal and Distinguished Admiralty are diminished. Citizen Service would give more resilience against War Exhaustion than Nationalistic Zeal. Citizen Service would also produce much better admirals (+2 starting levels) than Distinguished Admiralty (+1 level cap, a bonus so common it can be ignored - besides the issue of mortality).

It is also not immediately apparent why Citizen Service should give leaders more starting xp (levels). Firstly, from a military perspective the concept of requiring military service for citizenship leans more towards getting large quantities of volunteers for military service, rather than producing elite soldiers. Secondly, it is strange (and even further removed from the spirit of the civic) to not give armies and ship crews the same xp (level) bonus that is given to leaders.


The lack of military administrators

Now that we are finally getting a unified approach to a grand Unity system, thinking about Citizen Service made me realize something. We currently do not just lack military jobs above the worker-level Soldier job (not counting the space gladiators provided by Warrior Culture), but we also lack any sort of administrator-type job for the military. This while we have specialist-level jobs for bureaucrats, managers, priests, death priests, death chroniclers, and culture workers (though limited), plus other Unity-generating specialist jobs, and while we have ruler-level jobs for politicians (administrators), priests, scientists, aristocrats, merchants and corporations. That means 2-3 types of Spiritualist "administrators" and 2 types of "business" ruler jobs, while there are 0 types of military leader jobs. In an epic space opera grand strategy game where military conflict and warfare is as unavoidable as in Stellaris, this is something that can be difficult to unsee once you are aware of it, especially when you consider that some of the societies represented in Stellaris are supposed to be rather thoroughly militarized.

Adding such jobs would not just resolve this thematic issue and offer interesting new possibilities, but also facilitate a reimagined Citizen Service that is not just appropriately integrated into the new Unity Rework system, but also more true to its spirit than any previous version of the civic.

"Commander"
  • Ruler job
  • 1 Commander job added by a new building, "Ministry of Defense"
  • Produces Unity, Amenities, Naval Capacity, Defense Armies (possibly also Society Research)
  • Restricted to pops with Full Military Service
"Officer"
  • Specialist job
  • 2 Officer jobs added by the existing building Military Academy (instead of the current 2 Soldier jobs, which can still be added by a Stronghold anyway)
  • Produces Unity, Amenities, Naval Capacity, Defense Armies (possibly also Society Research)
  • Uses 2 alloys rather than the 2 consumer goods used by Priests, Culture Workers et cetera
  • Restricted to pops with Full Military Service


A reimagined Citizen Service
Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.
With the Unity Rework, times are changing and so must Citizen Service. However, rather than losing its unique identity by encroaching on the roles of other Militarist civics, this can be an opportunity for Citizen Service to evolve and represent its spirit, its distinct society, better than ever before.

This would entail the civic giving a Unity bonus to the Officer and Commander jobs (suggested above) and replacing some Politicians with Commanders and some Bureaucrats with Officers, similar to how Exalted Priesthood gives a Unity bonus to the Priest and High Priest jobs and replaces some Politicians with High Priests. As a consequence, this civic would necessarily get new restrictions against other civics. To compensate for that, the current restriction against non-democratic government types can be removed.

Citizen Service would be the Militarist civic that represents a thoroughly militarized society, organized along military lines, as per the current description of Citizen Stratocracy:
This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.
While the civic represents the Heinleinian volunteering ideal in democracies, and possibly also in oligarchies, in autocracies it could rather represent that the government forces all citizens to do their part. The appropriate dictatorship and imperial forms of government could presumably be the regular Military Dictatorship and Star Empire.

The old Citizen Service has these effects:
  • +2 Unity from Soldiers
  • +15% Naval Capacity
  • Full Citizenship pops must have Full Military Service and vice versa
  • Requires Militarist or Fanatic Militarist ethics
  • Requires Democratic or Oligarchic government type
  • Can not be combined with Fanatic Xenophile ethics
  • Can not be combined with Reanimators civic
The reimagined Citizen Service could have these effects:
  • +1 Unity from Officers and Commanders
  • Capital buildings replace some Politician jobs with Commander jobs*
  • Administrative Offices/Parks replace (some?) Bureaucrat jobs with Officer jobs*
  • Full Citizenship pops must have Full Military Service and vice versa**
  • Requires Militarist or Fanatic Militarist ethics
  • Can not be combined with any of the following civics: Reanimators, Aristocratic Elite, Exalted Priesthood, Merchant Guilds, Technocracy
* Hypothetically, some or all of this job-swapping (at least for Officers) could be done by the Militarist ethic itself. This might be a better fit for the (current) descriptions of non-Citizen Service military governments. The Citizen Service civic would then not have quite as dramatic effects, and could perhaps retain a +1 Unity bonus from Soldier pops. In this case the Citizen Service civic would not represent a thoroughly militarized society, "only" the unifying aspect and cultural role of the military.

** It is currently possibe for species to not get Full Citizenship despite doing military service (as "Soldiers Only"), which goes against the description of the civic. There are several ways this could be resolved, such as blocking it in the presence of Egalitarian or Xenophile ethics, or restricting it to Xenophobes, or extending the Full Citizenship requirement to Soldiers Only, or to completely block Soldiers Only for empires with Citizen Service, or to restrict Soldiers Only to enslaved species, or other variants of these. Should Stellaris allow "Space Sparta" (Citizen Service + Warrior Culture + auxiliary slave troops)?
 
Last edited:
  • 23
  • 11Like
  • 1Love
Reactions:
I agree wholeheartedly.

A stratocracy should have miltary ruler and specialist strata representation.

It falls into the civic's concept, and also falls into the latest changes to the game.
 
  • 2
  • 1Like
Reactions:
This is an excellent post. The new version of Citizen Service just... doesn't feel like it has anything to do with citizenship. And the higher starting level for admirals definitely feels like it belongs with Distinguished Admiralty.

I do think the current version of Citizen Service is the only effect that starts leaders at a higher level. I really like that bonus as a concept. I think there are several technologies, traditions, population traits, civics where higher leader cap would very appropriately have its effect swapped out with higher starting level.
 
  • 2Like
  • 2
Reactions:
This is an excellent post. The new version of Citizen Service just... doesn't feel like it has anything to do with citizenship. And the higher starting level for admirals definitely feels like it belongs with Distinguished Admiralty.

I do think the current version of Citizen Service is the only effect that starts leaders at a higher level. I really like that bonus as a concept. I think there are several technologies, traditions, population traits, civics where higher leader cap would very appropriately have its effect swapped out with higher starting level.
Leader level bonuses overall could really use a more comprehensive approach, which should include changing several of the current leader level cap bonuses to starting xp/level bonuses or increased xp gain. A leader level cap bonus is worthless if it never makes a difference.
 
  • 3
  • 1Like
Reactions:
Not big on Heinlein, but aside from that I completely agree with your interpretation of the Civic, your point about historical "citizen service" societies, and all of these changes except for Society Research, which you seem on the fence about. With these Unity changes, I don't think any of these Unity jobs should keep their Society Research; the social change effects of them are already reflected in Traditions and Ascension Perks, and now they pull double duty as the Bureaucracy. I'm not sure they need any research on top of that to justify their existence.

I also feel like maybe, just maybe, a little something is still missing here. Maybe just because I use Anchorages over Soldiers typically? But who knows, maybe that's not the right move anymore since extra ships net more Influence.

Also, compliments to you on another excellent suggestion, too.
 
Last edited:
  • 1
  • 1Like
Reactions:
Glad I'm not alone who thinks new Citizen Service is removed from the spirit of what the civic is suppose to represent. I think whoever ordered/implemented the change hasn't read/understood the book.

My solution would have been to simply reduce the unity from soldier jobs to prevent them from being OP or increasing power projection from fleets.

I like the post over all more than my solution, but I think I would still want soldiers producing (small amounts of [0.25(?)]) unity.
 
  • 2Like
  • 1
Reactions:
I must agree.

You serve as a citizen, for the nation. This should provide unity, it is some of the point.
Just imagine those awesome propaganda segments from Starship Trooper (and Marauder) movies.
 
  • 4Like
  • 1
Reactions:
Honestly, with how useful unity is now I think the removing of incidental unity isn't important. Before, that incidental unity meant you never needed to build unity or even really worry about it. Now, you need a bunch of unity, and having some incidental sources means you only need, say, 2 unity worlds instead of 3. Not to mention that the biggest source of incidental unity, ruler class jobs, still produce it.
 
  • 1Like
Reactions:
I would do what I’ve done in my civics mod - remove the naval cap % bonus and make Citizen Service give free soldier jobs for every 20 pops on a planet.

Thematically fits as you have more military personnel the larger the number of pops - it still comes with a boost to naval cap as you’re getting free naval cap jobs, plus you get free defence armies on large pop planets.
 
  • 2Like
Reactions:
In Heinlein's novel, military personnel cannot hold important government offices or vote. It's only after a civilian has completed the Federal Service, that they become citizens. The government in Starship Troopers is not a military one though it is comprised of ex-Federal Service veterans, so I'm not sure if it makes sense to rename Politicians to Commanders.
 
  • 2
  • 1
Reactions:
In Heinlein's novel, military personnel cannot hold important government offices or vote. It's only after a civilian has completed the Federal Service, that they become citizens. The government in Starship Troopers is not a military one though it is comprised of ex-Federal Service veterans, so I'm not sure if it makes sense to rename Politicians to Commanders.
It's a good reference for the name of the Civic, but we really just need a "merged government and military administration" civic and this is the obvious candidate. In my opinion, the Officer and Commander thing being a more interesting civic is more important than being accurate to the book it's very lightly referencing. As is adding these new jobs to expand the military infrastructure element.

I would say this should also be combined with Jeffreyteciller's ground army deployment rework. (which I don't know how to turn into a ping or if that would even be correct etiquette here?) The two ideas combined would make ground military buildup much more interesting.
 
  • 2Like
  • 1
Reactions:
Should citizen service be a form of species rights? Citizenship, or living standard perhaps? Rather than adding modifiers on an otherwise normal empire?
Well it does tie Citizen rights to military service, so that part is already covered imo. Adding living standards doesn't really work well since it conflicts with stuff like shared burdens or going full utopian, both of which combo well with citizen service.
 
Well it does tie Citizen rights to military service, so that part is already covered imo. Adding living standards doesn't really work well since it conflicts with stuff like shared burdens or going full utopian, both of which combo well with citizen service.
True, true... hmmm, I still feel that the concept of the civic implies a significant and distinct societal form that warrants some sort of unique gameplay approach
 
Reverted Citizen Service, it now provides unity just like it used to.
Distinguished Admiralty now gain +2 starting level to their Admirals and Generals.
The revert is much appreciated, and I hope the Citizen Service / military administration suggestions in this thread (or something like them) can be considered for a later update.

However, two thoughts regarding the change to Distinguished Admiralty:
  • +2 starting level is a very strong bonus when added on top of the +10% Ship Fire Rate (and +10 Fleet command limit). A +2 starting level bonus is also far ahead of other leader bonuses, and may be too much.
    A +1 starting level bonus would still be a very nice bonus.
  • A starting level bonus for Generals would seem much more appropriate for Warrior Culture, a civic which is arguably much more centered around ground combat than Distinguished Admiralty is. Having the same civic give a bonus to both leader types is a bit like having the civic represent both Athens and Sparta at the same time.
    (And the relatively weak civic Warrior Culture could use the starting level bonus for Generals more than the already relatively strong civic Distinguished Admiralty.)
 
  • 3Like
  • 3
Reactions:
but we really just need a "merged government and military administration" civic
Why would we need a whole new civic for this when military government (Military Commissariat, Military Junta, etc.) already have whole fluff about this and it affect the mechanic too by only having admiral and general as condidate for election.
 
Why would we need a whole new civic for this when military government (Military Commissariat, Military Junta, etc.) already have whole fluff about this and it affect the mechanic too by only having admiral and general as condidate for election.
1.) They're not civics. I don't want fluff or an insignificant candidacy shift, I want a civic that affects my playstyle. Government fluff is not equivalent and doesn't fulfill the same desire.

2.) The arbitrary fluff names and descriptions of certain ethic and authority combinations probably shouldn't have mechanical effects anyways, because those are the domain of civics. But candidacy shifts are insignificant so I don't mind too much.

3.) What "whole new civic?" We're talking about Citizen Service, the civic which already approximates this concept most closely, and could do so better.

If we're going to cut civics on the basis of having government types whose fluff already covers them, that would mean cutting the lions share of civics.
 
3.) What "whole new civic?" We're talking about Citizen Service, the civic which already approximates this concept most closely, and could do so better.
A whole new civic because Citizen Service isn't about and I quoted
"merged government and military administration"
Citizen Service is only about military service will give people citizenship or people can only get citizenship in this empire by going through military service.

No where does it talk about government and military are one and the same.

Meanwhile what tell you that government and military are one and the same is the militarist government.

So it is indeed a whole new civic because it has nothing to do with Citizen Service at all.