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_MikeS_

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Hi
I have an idea for a new dlc. This dls would add city-states. City-states they give you bonuses if they have a deal with you or they are with you in the federation.
City-states have only one fanatic ethic (two variants) , they don't develop systems, they have one system and they give passive and active bonuses.
City-state will always specialize in something.

List of city-states :

Fanatic Xenophile

Variant 1
Have all tradition tree Diplomacy

Specialization:
- Trade. There are many buildings in the world, which productive commercial value.
Pasive bonus:
+ 5% trade value.
Active bonus:
+ 10 Intel for others empire

Variant 2
Have all tradition tree Prosperity

Specialization:
- Amenities. There are many buildings in the world, which productive amenities.
Pasive bonus:
+ 5% production amenities.
Active bonus:
+ 35 opinion for others empire

Fanatic Xenophobe

Variant 1
Have all tradition tree Expansion

Specialization:
- Pop. There are many buildings in the world, which productive pops growth speed.
Pasive bonus:
+ 5% pop growth speed.
Active bonus:
Faster build spy networks.

Variant 2
Have all tradition tree Domination

Specialization:
- Habitability. There are many buildings in the world, which increase habitability.
Pasive bonus:
+ 5% Habitability on the planets
Active bonus:
You get more influence.

Fanatic Egalitarian

Variant 1
Have all tradition tree Prosperity.

Specialization:
-Consumer goods. There are many buildings in the world, which productive consumer goods.
Pasive bonus:
+ 5% production Consumer goods.
Active bonus:
Unique planetary decision: Habitat Civilian Industries Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 4 job Artisan. Upkeep job Artisan reduced by -5% ).

Variant 2
Have all tradition tree Prosperity.

Specialization:
-Alloys. There are many buildings in the world, which productive Alloys.
Pasive bonus:
+ 5% production Alloys.
Active bonus:
Unique planetary decision: Habitat Alloy Foundries Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 4 job Metallurgist . Upkeep job Metallurgist reduced by -5% ).

Fanatic Authoritarian

Variant 1
Have all tradition tree Domination.

Specialization:
- Energy. There are many buildings in the world, which productive Energy.
Pasive bonus:
+ 5% production Energy
Active bonus:
Unique planetary decision: Habitat Energy Grid Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 5 job Technician. Upkeep job Technician reduced by -5% ).

Variant 2
Have all tradition tree Domination.

Specialization:
- Minerals. There are many buildings in the world, which productive Minerals.
Pasive bonus:
+ 5% production minerals
Active bonus:
Unique planetary decision: Habitat Mineral Purification Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 5 job Miner. Upkeep job Miner reduced by -5% ).

Fanatic Militarist

Variant 1
Have all tradition tree Supremacy. Uses a special appearance corvettes.

Specialization:
- Corvette. It owns and only builds corvettes.
Pasive bonus:
+ 5% stronger shields.
Active bonus:
+ Summon corvette fleet. ( Early-game weak fleet power, mid-game average fleet power and end-game strong fleet power )

Variant 2
Have all tradition tree Supremacy. Uses a special appearance cruiser ( appearance cruiser Nomads which they sell ).

Specialization:
- Cruiser. It owns and only builds cruiser.
Pasive bonus:
+ 5% stronger armor.
Active bonus:
+ Summon cruiser fleet. ( Early-game weak fleet power, mid-game average fleet power and end-game strong fleet power )

Fanatic Pacifist

Variant 1
Have all tradition tree Harmony. Has a strong defense station but does not have any ships. ( Cannot build fleet ).

Specialization:
- Food. There are many buildings in the world, which productive food.
Pasive bonus:
+ 5% production food
Active bonus:
Unique planetary decision: Habitat Food Processing Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 5 job Farmer. Upkeep job Farmer reduced by -5% ).

Variant 2
Have all tradition tree Harmony. Has a average defense station, does not have any ships but space friendly monster defend this system. ( Cannot build fleet ).

Specialization:
- Stability. There are many buildings in the world, which productive Stability .
Pasive bonus:
+ 5% Stability on the planets.
Active bonus:
Better defense against espionage.

Fanatic Spiritualist

Variant 1
Have all tradition tree Domination.

Specialization:
- Unity. There are many buildings in the world, which productive Unity.
Pasive bonus:
+ 5% production Unity
Active bonus:
You can build a unique building Museum. Museum give new job which gives unity, amenities and society research.

Variant 2
Have all tradition tree Harmony.

Specialization:
- Administrative Capacity. There are many buildings in the world, which productive Administrative Capacity.
Pasive bonus:
+ 2 Administrative Capacity from workplaces
Active bonus:
You can improve Administrative Park to the next level of the building.

Fanatic Materialist

Variant 1
Have all tradition tree Discovery.

Specialization:
- Research. There are many buildings in the world, which productive research.
Pasive bonus:
+ 5% production research
Active bonus:
Add a random anomaly in your empire.

Variant 2
Have all tradition tree Discovery. Use Ancient Mining Drones ( build and use ship drones. ) to defence the system.

Specialization:
- Robots. There are many buildings in the world, which productive robots.
Pasive bonus:
Ancient mining drones are neutral.
Active bonus:
Summon Ancient mining drones fleet. ( Early-game weak fleet power, mid-game average fleet power and end-game strong fleet power )

In total, there are them 16. During the war, they will send fleets of up to 5 systems from the home system ( in case of Militarist until 12 ). He will never be president in a federation. They all have a profit Enigmatic Engineering. They have every technology but they won't agree to the Research Agreement. If you feel that something needs to be changed or you would like to add something new, write in the comment.
 
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15JTaylor

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Hi
I have an idea for a new dlc. This dls would add city-states. City-states they give you bonuses if they have a deal with you or they are with you in the federation.
City-states have only one fanatic ethic (two variants) , they don't develop systems, they have one system and they give passive and active bonuses.
City-state will always specialize in something.

List of city-states :

Fanatic Xenophile

Variant 1
Have all tradition tree Diplomacy

Specialization:
- Trade. There are many buildings in the world, which productive commercial value.
Pasive bonus:
+ 5% trade value.
Active bonus:
+ 10 Intel for others empire

Variant 2
Have all tradition tree Prosperity

Specialization:
- Amenities. There are many buildings in the world, which productive amenities.
Pasive bonus:
+ 5% production amenities.
Active bonus:
+ 35 opinion for others empire

Fanatic Xenophobe

Variant 1
Have all tradition tree Expansion

Specialization:
- Pop. There are many buildings in the world, which productive pops growth speed.
Pasive bonus:
+ 5% pop growth speed.
Active bonus:
Faster build spy networks.

Variant 2
Have all tradition tree Domination

Specialization:
- Habitability. There are many buildings in the world, which increase habitability.
Pasive bonus:
+ 5% Habitability on the planets
Active bonus:
You get more influence.

Fanatic Egalitarian

Variant 1
Have all tradition tree Prosperity.

Specialization:
-Consumer goods. There are many buildings in the world, which productive consumer goods.
Pasive bonus:
+ 5% production Consumer goods.
Active bonus:
Unique planetary decision: Habitat Civilian Industries Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 4 job Artisan. Upkeep job Artisan reduced by -5% ).

Variant 2
Have all tradition tree Prosperity.

Specialization:
-Alloys. There are many buildings in the world, which productive Alloys.
Pasive bonus:
+ 5% production Alloys.
Active bonus:
Unique planetary decision: Habitat Alloy Foundries Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 4 job Metallurgist . Upkeep job Metallurgist reduced by -5% ).

Fanatic Authoritarian

Variant 1
Have all tradition tree Domination.

Specialization:
- Energy. There are many buildings in the world, which productive Energy.
Pasive bonus:
+ 5% production Energy
Active bonus:
Unique planetary decision: Habitat Energy Grid Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 5 job Technician. Upkeep job Technician reduced by -5% ).

Variant 2
Have all tradition tree Domination.

Specialization:
- Minerals. There are many buildings in the world, which productive Minerals.
Pasive bonus:
+ 5% production minerals
Active bonus:
Unique planetary decision: Habitat Mineral Purification Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 5 job Miner. Upkeep job Miner reduced by -5% ).

Fanatic Militarist

Variant 1
Have all tradition tree Supremacy. Uses a special appearance corvettes.

Specialization:
- Corvette. It owns and only builds corvettes.
Pasive bonus:
+ 5% stronger shields.
Active bonus:
+ Summon corvette fleet. ( Early-game weak fleet power, mid-game average fleet power and end-game strong fleet power )

Variant 2
Have all tradition tree Supremacy. Uses a special appearance cruiser ( appearance cruiser Nomads which they sell ).

Specialization:
- Cruiser. It owns and only builds cruiser.
Pasive bonus:
+ 5% stronger armor.
Active bonus:
+ Summon cruiser fleet. ( Early-game weak fleet power, mid-game average fleet power and end-game strong fleet power )

Fanatic Pacifist

Variant 1
Have all tradition tree Harmony. Has a strong defense station but does not have any ships. ( Cannot build fleet ).

Specialization:
- Food. There are many buildings in the world, which productive food.
Pasive bonus:
+ 5% production food
Active bonus:
Unique planetary decision: Habitat Food Processing Control ( replaces planetary capital. This building gives 2 job Administrator, 1 job Enforcer and 5 job Farmer. Upkeep job Farmer reduced by -5% ).

Variant 2
Have all tradition tree Harmony. Has a average defense station, does not have any ships but space friendly monster defend this system. ( Cannot build fleet ).

Specialization:
- Stability. There are many buildings in the world, which productive Stability .
Pasive bonus:
+ 5% Stability on the planets.
Active bonus:
Better defense against espionage.

Fanatic Spiritualist

Variant 1
Have all tradition tree Domination.

Specialization:
- Unity. There are many buildings in the world, which productive Unity.
Pasive bonus:
+ 5% production Unity
Active bonus:
You can build a unique building Museum. Museum give new job which gives unity, amenities and society research.

Variant 2
Have all tradition tree Harmony.

Specialization:
- Administrative Capacity. There are many buildings in the world, which productive Administrative Capacity.
Pasive bonus:
+ 2 Administrative Capacity from workplaces
Active bonus:
You can improve Administrative Park to the next level of the building.

Fanatic Materialist

Variant 1
Have all tradition tree Discovery.

Specialization:
- Research. There are many buildings in the world, which productive research.
Pasive bonus:
+ 5% production research
Active bonus:
Add a random anomaly in your empire.

Variant 2
Have all tradition tree Discovery. Use Ancient Mining Drones ( build and use ship drones. ) to defence the system.

Specialization:
- Robots. There are many buildings in the world, which productive robots.
Pasive bonus:
Ancient mining drones are neutral.
Active bonus:
Summon Ancient mining drones fleet. ( Early-game weak fleet power, mid-game average fleet power and end-game strong fleet power )

In total, there are them 16. During the war, they will send fleets of up to 5 systems from the home system ( in case of Militarist until 12 ). He will never be president in a federation. They all have a profit Enigmatic Engineering. They have every technology but they won't agree to the Research Agreement. If you feel that something needs to be changed or you would like to add something new, write in the comment.
I actually like this idea. Similar to city states in civ 5. I think it'd make the galaxy feel more alive
 

HFY

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eagletrekkie

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I mean we already sort of have these in enclaves - I'd rather see enclaves improved than straight porting city states from civ 5. I hated them there, I'd rather they not come to stellaris.
 
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Kemosabe73

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Jun 26, 2020
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I'm not specifically opposed to something like this, but we already have enclaves, marauders, and primitives - all of which kind of fill that role. I'd rather see new mechanics regarding these, instead of borrowing something from another game.
 
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Colonizor48

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It would be more of a planet state or habitat state with stellaris but okay.