NOTA BENE: a new, updated and expanded draft has been posted.
It features many and major changes from the first draft that was posted below.
Click here to go directly to draft 4.0
Click here to go directly to draft 3.0
Click here to go directly to draft 2.2
Click here to go directly to draft 2.1
It features many and major changes from the first draft that was posted below.
Click here to go directly to draft 4.0
Click here to go directly to draft 3.0
Click here to go directly to draft 2.2
Click here to go directly to draft 2.1
SUMMARY
The 3.3 Unity rework is a big step forward, but there is now a bigger need to review the bonuses from ethics and governments. The main issues are that Authoritarian has gone from top- to bottom-tier in regards to edicts, that several ethics offer direct or near-direct Unity benefits, that the ethic with the Monthly Unity bonus is not the strongest alternative for Unity, and that the roles and uses of both Influence and Unity have changed significantly since they were originally assigned bonuses from the Authoritarian and Spiritualist ethics. This is the most appropriate time in years to consider the bigger picture of the ethics system, with a focus on design consistency, ethics distinctiveness, game balance and gameplay enjoyment. Through discussion we can more surely identify how ethics may be improved, and as a starting point I have listed a number of ideas further down in this post. If you are impatient, feel free to skip forward to the TLDR summary.
ISSUES IN NEED OF SPECIAL CONSIDERATION
The 3.3 Unity rework goes a long way towards making Unity a more important resource. While the changes create a number of balance and design issues that need to be addressed in further patches, it is a big step forward towards a potential state where the Stellaris gameplay experience may be far richer and more diverse than it ever has been. Ethics design, balancing and distinction has been a subject of debate since the release of the game, but as of the 3.3 Unity rework the ethics system needs attention more than it has in a very long time.
At the heart of the matter are three core issues:
Essentially, the bonuses of several ethics need to be re-evaluated. As all ethics are part of a greater whole, now may also be the most appropriate time in years to consider the big picture of the ethics system, how the different ethics compare to each other, and how their respective designs contribute to gameplay value. Or, put differently: design consistency, ethics distinctiveness, game balance and gameplay enjoyment. My hope is that, through discussion, we can more surely identify what roles and what bonuses different ethics should have. As a starting point, I have listed a number of ideas below. Some of these may seem familiar from previous threads; they are now all brought together here, in a single thread, along with some new observations and ideas. If you are impatient, feel free to skip forward to the TLDR summary.
A COLLECTION OF IDEAS
Influence no longer represents internal domination. As of 3.3, Influence is solely about external affairs. Authoritarian is no longer a strong fit for the Influence bonus. Xenophile is the new natural ethic for an Influence bonus, as Influence will mainly be used for diplomatic actions, diplomatic treaties, making others recognise your claims, and pushing Galactic Community resolutions. The Influence bonus offers great synergy with the Envoy bonus, and together they can solidify Xenophile as the main ethic for diplomatic power and diplomatic gameplay.
Stability is not an illogical bonus for Pacifist, but Authoritarian is a stronger fit. Maintaining order and stability is THE primary goal of any Authoritarian government. Stability and order is THE one promise to the people that most (if not all) Authoritarian regimes have in common and base their legitimacy upon. ”Say what you like about the dictatorship, at least it makes the space trains run on time.” It can also be noted that the ethic-specific edict, Information Quarantine, specifically boosts Stability.
(It should further be noted that Stability does not protect planets from Crime as it is caused by unhappiness, and Stratified Economy has more unhappy pops than any other living standard. Authoritarian empires could expect significantly higher Crime levels for any given Stability value, when compared to less unequal empires with more Happiness-based Stability.)
Trade Value is not an illogical bonus for Xenophile, but if Xenophile is to receive the Influence bonus it will need to drop either the Envoy bonus or the Trade Value bonus. As noted above, the Envoy bonus offers synergy with the Influence bonus. Meanwhile, Pacifist has always been a strong(er) fit for the Trade Value bonus, when considering that the Prosperity faction is even more concerned with material prosperity than it is with peace. Passing the Trade Value bonus to Pacifist would also contribute to it being the main ethic for economic power and economic gameplay.
Empire Size from pops reduction should be removed not just from Pacifist but from ethics altogether since it is mostly a cost reduction to Unity, especially Edicts, and to a lesser extent also a cost reduction to Research. A cost reduction is essentially a bonus, and this bonus reduces the distinctiveness and competitiveness of the Monthly Unity bonus. At the same time, a peaceful society is not a more united society; it just handles its internal disputes via other means, such as frivolous lawsuits and malicious gossip. It can also be argued that this bonus supports neither domestic peace nor prosperity, which are the things Pacifist bonuses should affect if we go by the Prosperity faction.
Happiness is currently not directly affected by any ethic, but this does not have to be the case. It would be a natural fit for the Pacifist ethic – more so than the current reduction to Empire Size from pops. Happiness and Trade Value bonuses would together cover both aspects of the Pacifist ethic and the Prosperity faction: domestic peace and prosperity. A +10% bonus to Happines (at Fanatic Pacifist) would translate to +6% Stability, -0.2 crime, and +10% Governing Ethics Attraction (and the indirect +6% Stability bonus would in turn translate to +3.6% Trade Value, +3.6% Resources from jobs, and +2.4 immigration pull). While Happiness bonuses may seem less impressive than equally sized Stability bonuses when viewed at a glance, the increased Governing Ethics Attraction ultimately translates to a greater population share for the government ethics, which in turn means not just more overall Happiness and Stability but also more Faction Unity. Simply put, a Happiness bonus may ultimately be better than a Stability bonus, and will always produce a society with less internal conflict (Crime) for every given Stability level than a direct Stability bonus would. It can also be noted that the ethic-specific edict, Peace Festivals, specifically boosts Happiness.
Edict Cost reduction is not illogical for Spiritualist, but Authoritarian is the natural fit for this bonus. The Authoritarian ethic represent centralized power, centralized authority, and edicts are almost by definition an exercise in authority. Moving the Edict Cost reduction to Authoritarian would restore Authoritarian as the main ethic for centralized power and gameplay where exerting control over your empire is a strategic cornerstone.
Worker Output has always been an uncertain fit for Authoritarian, and Egalitarian would be a strong candidate to usurp it. Productive workers are valuable workers, and valuable workers are powerful workers, at least if the societal fallout of the Black Death is anything to go by. And if there is any ethic that matches ”productive, valuable and powerful workers”, it is the Egalitarian ethic. Egalitarian empires can additionally be expected to have more skilled, educated and motivated workers than other empires, and this would most accurately be represented with a bonus to Worker Output. With both Worker and Specialist Output bonuses sharing an ethic, it would not be a far stretch to just combine them into a single Job Output bonus that includes Ruler Output as well, which would be justifiable as an expression of the same meritocratic processes that justify the bonuses to Specialist and Worker Output. Egalitarian would become more consistent in regards to what it is supposed to represent.
Faction Unity should be removed not just from Egalitarian but from ethics altogether, since it reduces the distinctiveness and competitiveness of the Monthly Unity bonus. It currently also reduces the distinctiveness of the Oligarchic and Democratic governments for Egalitarians; Fanatic Egalitarian democracies get +50% Faction Unity (and Mandate Unity, and more automatic resettlement) while Egalitarian oligarchies get +40% Faction Unity. It can also be noted that the Faction Unity bonus essentially rewards maximizing cultural and ideological purity and homogeneity, and eliminating any foreign ideological influences. Does that feel like a core value and primary objective of the freedom-loving Egalitarian ethic? While this bonus would fit nicely with both Xenophobe archetypes, particularly the Isolationist Xenophobes who fear contamination with foreign values and strive for unification around its approved (governmental) factions more than any other ethic, it would still be better for ethic distinction if Faction Unity was not part of the ethics system.
Ethics Shift Chance is currently not directly affected by any ethic, but (as with Happiness) this does not have to be the case. It would be a natural fit for the Egalitarian ethic, as Egalitarian societies allow more (political) freedoms than other societies. While this would be something of a two-edged sword, it would synergize nicely with the election/ruler mechanics of Democratic governments and most of the time it would give Egalitarian empires an easier time assimilating migrants, refugees and ”liberated” pops with foreign ideologies, as well as helping them recover more quickly from the various events that promote non-government ethics. If Egalitarian loses its Faction Unity bonus and has a single Job Output bonus, it will have room for one more bonus and it is difficult to find one more fitting than Ethics Shift Chance. It can also be noted that the ethic-specific edict, Encourage Political Thought, specifically boosts Ethics Shift Chance.
Utopian Abundance could be moved from Egalitarian to Pacifist. From a balance perspective, it could be an equalizer between the two ethics. Pacifists cannot start wars to expand and have a greater need for getting the most out of the pops they do have. This would not only align better with what the ethics represent (Egalitarian is about freedom and equality, Pacifist is abound prosperity and civilian abundance), but also with game mechanics such as the rather pacifist Civilian Economy option in Economic Policy. This would also align better with sci-fi tropes, where utopian abundance societies mostly are portrayed as Pacifist and vice versa (also consider the Federation in Star Trek) while Militarist regimes are usually portrayed as having a well-funded military but neglecting civilian needs.
Claim Influence Cost reductions facilitate more sweeping territorial claims, and in modern times sweeping territorial claims have been associated with one ethic more than any other: Xenophobe. Or, more specifically, the Supremacist variant of Xenophobe. The aggressors that made the most exceptionally sweeping territorial claims in World War II had xenophobia and supremacist ideas in common. A reduction to Claim Influence Cost can justifiably be considered a ”Lebensraum” bonus as it encourages empires to conquer vast territories and xeno pops, and as it reflects how Supremacists seemingly have a much lower threshold than others for claiming things as theirs. While it can be argued that conquerors tend to be Militarist, this can be argued to confuse behaviour and ability as Militarists are more likely to win wars than others. Not all Militarists are conquerors; there are also liberators, democratic crusaders, protectors, and defensive survivalists relying on military power to endure in a galaxy that is dark and full of horrors. Stellaris itself acknowledges that Militarist can be about other things than conquest, by letting Militarists fulfill their ”Aggressive Diplomacy” faction approval condition with the ”Liberation Wars” War Philosophy, which cannot even make claims except for the rare occassion when somebody attacks them. There is also the fact that Xenophobe already gets a bonus to claiming empty systems, and it would make some sense that it would get a bonus for claiming occupied systems as well. Ultimately, Xenophobe is a strong fit for a Claim Influence Cost reduction, and Militarist would overall be better off with something else instead. With both claim bonuses sharing the same ethic, it would also be possible to merge the two bonuses to a single bonus that affects both Claim Influence Cost and Starbase Influence Cost. This bonus would be useful to both Supremacists and Isolationists, as the former desires aggressive expansion while the latter needs to grab as much territory as possible in the early land rush. Combining the two claim type bonuses into a single bonus for this ethic (if not throughout the entire game) would also consume one less ”bonus slot”.
War Exhaustion is currently not directly affected by any ethic, but (as with Happiness and Ethics Shift Chance) this does not have to be the case. This is a bonus that would be a natural fit for the Militarist ethic, it is a bonus that every Militarist strategy and playstyle would benefit from, and unlike the passive Claim Influence Cost reduction it would actually increase their military strength and help emphasise the Militarist ethic as the main ethic for military power and military gameplay.
Pop Growth Speed would need to be moved to another ethic than Xenophobe, not just because of the issue of Xenophobe otherwise getting three bonuses but also because the combination of bonuses to Claim Influence Cost and Pop Growth Speed would be too powerful. Xenophobes would be better at acquiring pops both through growth and through conquest, and could too easily snowball out of control. An ethic that would be a better fit for a Pop Growth Speed bonus is Spiritualist. It is not only thematically appropriate, it is also necessary from a balance perspective if Spiritualist is supposed to remain a ”no robot pops” (or perhaps even ”no artificial pops”) ethic. Spiritualist needs this bonus more than any other ethic, while it can also be argued that it is very logical and natural to combine an opposition to artificial pops with a promotion of higher natural birth rates.
Monthly Unity has been a part of the Spiritualist ethic since the dawn of time. We are all used to thinking of Unity, and the more rapid acquisition of new traditions, as part of what this ethic is about. And the conservative approach would be to keep it this way. However, having spent too much time thinking about the ethics of Stellaris, something occurred to me that is difficult to unthink.
Xenophobe is a much more natural fit for a Unity bonus than Spiritualist. From the Supremacist to the Isolationist extremes, all Xenophobes share an emphasis on strong group unity, in purpose and culture, more than any other ethic. It is a defining attribute of Xenophobe. It is even in the name.
It is less easy to associate collective consensus with the Spiritualist ethic, not just when we consider the historical propensity of spiritualist movements to disunite, fracture and diversify, but also when we consider that spiritualism frequently has manifestations that do not easily lend themselves to collectivism and collective consensus on other matters. Also, while in real life spiritualists often are associated with traditions, it is more about preserved traditions than the development of new ones (which is what is taking place in Stellaris, and what Unity is used for).
By contrast, it is difficult to develop new, distinguishing traditions in open societies that embrace foreign diversity but it is easier in closed societies that want to set themselves apart from the rest of the world. With Xenophile getting Influence and Envoys while Xenophobe gets Unity and Claim Cost reductions, their different approaches and ideologies would be front and center of their gameplay and strategies.
Xenophobe has a very strong case for getting the Monthly Unity bonus, while the strongest argument that remains for Spiritualist keeping the Monthly Unity bonus is to rhetorically ask what else the ethic could be a better fit for. The ethic-specific edicts of Spiritualist and Xenophobe offer a clear illustration of the relationship between these ethics. Fear Campaign goes straight for the throat of the issue, directly promoting greater in-group Unity versus the out-groups. Veneration of Saints does not give any direct bonus, but rather increases the output of Priest jobs, whatever that may be, thereby kicking the Spiritualist definition can further down the road.
The biggest challenge in coming up with good bonuses for Spiritualist are rooted in the fact that the differences and variations found among real-life and fictional examples are legion. Furthermore, if we look at history and sci-fi tropes, spiritualist scriptures have a tendency to be used and reinterpreted as befits personal agendas and values. It is almost as if spiritualism in practice is coloured by, and acts as a reinforcement of, other values. Spiritualists exhibit tendencies associated with all other ethics, only with ”spiritual” overtones. And perhaps this is the golden answer to the ages-old question of what bonuses Spiritualist would be a good fit for, and vice versa. The flavour varies from ideological surrounding to ideological surrounding, from person to person. Spiritualist is the Soylent Green of ethics.
So what would happen if we provided a way for the benefits of Spiritualist to be influenced by the other ethics, while simultaneously resolving a long-standing design issue? Currently, excess production of Amenities is worthless and a waste of resources. However, if excess Amenities are instead converted to other abstract outputs appropriate for the empire’s ethics, and if Spiritualist gets an Amenities production bonus, Spiritualist would offer a greater ability to create benefits based on ethics via their Amenities production bonus.
TLDR SUMMARY OF THAT COLLECTION OF IDEAS
Ethic bonuses, per tier:
A more conservative solution would be to keep Monthly Unity with Spiritualist and give Xenophobe something else instead.
Militarist and Materialist should also get ethic-unique edicts.
REVISIONS FOLLOWING FEEDBACK
Removed the suggestion that Utopian Abundance is moved to Pacifist. Utopian Abundance makes the most sense in a society that is both Egalitarian and Pacifist, and that combination already has access to Utopian Abundance.
Added a suggestion that whole-species slavery is removed from Authoritarian. This makes whole-species slavery more of a unique feature for Xenophobe. Serfdom is sufficiently represented by a lack of free movement combined with Stratified Economy. Authoritarians that want slaves can still pick the Slaver Guilds civic (if they don't mind enslaving pops of their main species) or Xenophobe (if they want to enslave xenos, which is a rather xenophobic desire).
Replaced the suggestion of +0.5 Influence for Xenophile with -25% Diplomatic Influence Cost. It makes for a better symmetry versus Xenophobe, and it more accurately captures the intended outcome. This also means that no ethic would have an Influence bonus.
TLDR POST-FEEDBACK
Ethic bonuses per tier (orange = new, yellow = some change, white = no change relative to 3.3.1):
Authoritarian no longer enables whole-species slavery.
Militarist and Materialist get ethic-unique edicts.
Of course, there can be better ideas. There are many different ways in which the ethics could be changed.
What are your thoughts? What changes would you like to see after 3.3, if any?
The 3.3 Unity rework is a big step forward, but there is now a bigger need to review the bonuses from ethics and governments. The main issues are that Authoritarian has gone from top- to bottom-tier in regards to edicts, that several ethics offer direct or near-direct Unity benefits, that the ethic with the Monthly Unity bonus is not the strongest alternative for Unity, and that the roles and uses of both Influence and Unity have changed significantly since they were originally assigned bonuses from the Authoritarian and Spiritualist ethics. This is the most appropriate time in years to consider the bigger picture of the ethics system, with a focus on design consistency, ethics distinctiveness, game balance and gameplay enjoyment. Through discussion we can more surely identify how ethics may be improved, and as a starting point I have listed a number of ideas further down in this post. If you are impatient, feel free to skip forward to the TLDR summary.
ISSUES IN NEED OF SPECIAL CONSIDERATION
The 3.3 Unity rework goes a long way towards making Unity a more important resource. While the changes create a number of balance and design issues that need to be addressed in further patches, it is a big step forward towards a potential state where the Stellaris gameplay experience may be far richer and more diverse than it ever has been. Ethics design, balancing and distinction has been a subject of debate since the release of the game, but as of the 3.3 Unity rework the ethics system needs attention more than it has in a very long time.
At the heart of the matter are three core issues:
- The Authoritarian ethic has become a bottom-tier ethic for edicts. The contrast is dramatic, as it used to be a top-tier ethic for edicts, if not the very best. Not only did the ethic offer a bonus to the currency used to pay for edicts, which used to be Influence, but it also favoured a government type (Imperial) that offered a bonus to Edict Capacity.
- Several ethics offer direct or near-direct Unity benefits. This removes a lot of distinction between the ethics in terms of gameplay experience, and reduces the value of picking the ethic with the direct Monthly Unity bonus as its core feature. Besides the Monthly Unity bonus (Spiritualist), there is the Faction Unity bonus (Egalitarian), the Fear Campaign edict’s Monthly Unity bonus (Xenophobe), and the reduction to Empire Size from pops (Pacifist) which is practically the same as a big bonus to Unity (and a lesser bonus to Research). This all adds up to Spiritualist’s Monthly Unity bonus not being a distinct feature, not being a significant advantage, and in several cases not even being a better option than the alternatives.
(Although the Veneration of Saints edict can be argued to be a de facto Unity bonus for Spiritualist, its bonus to Priest output is comparatively insignificant as most Unity comes from other sources.) - The roles of Unity and Influence have changed. These resources no longer represent the same concepts and abilities they used to, and these new roles need to be taken into consideration by the design of the ethics system.
Essentially, the bonuses of several ethics need to be re-evaluated. As all ethics are part of a greater whole, now may also be the most appropriate time in years to consider the big picture of the ethics system, how the different ethics compare to each other, and how their respective designs contribute to gameplay value. Or, put differently: design consistency, ethics distinctiveness, game balance and gameplay enjoyment. My hope is that, through discussion, we can more surely identify what roles and what bonuses different ethics should have. As a starting point, I have listed a number of ideas below. Some of these may seem familiar from previous threads; they are now all brought together here, in a single thread, along with some new observations and ideas. If you are impatient, feel free to skip forward to the TLDR summary.
A COLLECTION OF IDEAS
Influence no longer represents internal domination. As of 3.3, Influence is solely about external affairs. Authoritarian is no longer a strong fit for the Influence bonus. Xenophile is the new natural ethic for an Influence bonus, as Influence will mainly be used for diplomatic actions, diplomatic treaties, making others recognise your claims, and pushing Galactic Community resolutions. The Influence bonus offers great synergy with the Envoy bonus, and together they can solidify Xenophile as the main ethic for diplomatic power and diplomatic gameplay.
Stability is not an illogical bonus for Pacifist, but Authoritarian is a stronger fit. Maintaining order and stability is THE primary goal of any Authoritarian government. Stability and order is THE one promise to the people that most (if not all) Authoritarian regimes have in common and base their legitimacy upon. ”Say what you like about the dictatorship, at least it makes the space trains run on time.” It can also be noted that the ethic-specific edict, Information Quarantine, specifically boosts Stability.
(It should further be noted that Stability does not protect planets from Crime as it is caused by unhappiness, and Stratified Economy has more unhappy pops than any other living standard. Authoritarian empires could expect significantly higher Crime levels for any given Stability value, when compared to less unequal empires with more Happiness-based Stability.)
Trade Value is not an illogical bonus for Xenophile, but if Xenophile is to receive the Influence bonus it will need to drop either the Envoy bonus or the Trade Value bonus. As noted above, the Envoy bonus offers synergy with the Influence bonus. Meanwhile, Pacifist has always been a strong(er) fit for the Trade Value bonus, when considering that the Prosperity faction is even more concerned with material prosperity than it is with peace. Passing the Trade Value bonus to Pacifist would also contribute to it being the main ethic for economic power and economic gameplay.
Empire Size from pops reduction should be removed not just from Pacifist but from ethics altogether since it is mostly a cost reduction to Unity, especially Edicts, and to a lesser extent also a cost reduction to Research. A cost reduction is essentially a bonus, and this bonus reduces the distinctiveness and competitiveness of the Monthly Unity bonus. At the same time, a peaceful society is not a more united society; it just handles its internal disputes via other means, such as frivolous lawsuits and malicious gossip. It can also be argued that this bonus supports neither domestic peace nor prosperity, which are the things Pacifist bonuses should affect if we go by the Prosperity faction.
Happiness is currently not directly affected by any ethic, but this does not have to be the case. It would be a natural fit for the Pacifist ethic – more so than the current reduction to Empire Size from pops. Happiness and Trade Value bonuses would together cover both aspects of the Pacifist ethic and the Prosperity faction: domestic peace and prosperity. A +10% bonus to Happines (at Fanatic Pacifist) would translate to +6% Stability, -0.2 crime, and +10% Governing Ethics Attraction (and the indirect +6% Stability bonus would in turn translate to +3.6% Trade Value, +3.6% Resources from jobs, and +2.4 immigration pull). While Happiness bonuses may seem less impressive than equally sized Stability bonuses when viewed at a glance, the increased Governing Ethics Attraction ultimately translates to a greater population share for the government ethics, which in turn means not just more overall Happiness and Stability but also more Faction Unity. Simply put, a Happiness bonus may ultimately be better than a Stability bonus, and will always produce a society with less internal conflict (Crime) for every given Stability level than a direct Stability bonus would. It can also be noted that the ethic-specific edict, Peace Festivals, specifically boosts Happiness.
Edict Cost reduction is not illogical for Spiritualist, but Authoritarian is the natural fit for this bonus. The Authoritarian ethic represent centralized power, centralized authority, and edicts are almost by definition an exercise in authority. Moving the Edict Cost reduction to Authoritarian would restore Authoritarian as the main ethic for centralized power and gameplay where exerting control over your empire is a strategic cornerstone.
Worker Output has always been an uncertain fit for Authoritarian, and Egalitarian would be a strong candidate to usurp it. Productive workers are valuable workers, and valuable workers are powerful workers, at least if the societal fallout of the Black Death is anything to go by. And if there is any ethic that matches ”productive, valuable and powerful workers”, it is the Egalitarian ethic. Egalitarian empires can additionally be expected to have more skilled, educated and motivated workers than other empires, and this would most accurately be represented with a bonus to Worker Output. With both Worker and Specialist Output bonuses sharing an ethic, it would not be a far stretch to just combine them into a single Job Output bonus that includes Ruler Output as well, which would be justifiable as an expression of the same meritocratic processes that justify the bonuses to Specialist and Worker Output. Egalitarian would become more consistent in regards to what it is supposed to represent.
Faction Unity should be removed not just from Egalitarian but from ethics altogether, since it reduces the distinctiveness and competitiveness of the Monthly Unity bonus. It currently also reduces the distinctiveness of the Oligarchic and Democratic governments for Egalitarians; Fanatic Egalitarian democracies get +50% Faction Unity (and Mandate Unity, and more automatic resettlement) while Egalitarian oligarchies get +40% Faction Unity. It can also be noted that the Faction Unity bonus essentially rewards maximizing cultural and ideological purity and homogeneity, and eliminating any foreign ideological influences. Does that feel like a core value and primary objective of the freedom-loving Egalitarian ethic? While this bonus would fit nicely with both Xenophobe archetypes, particularly the Isolationist Xenophobes who fear contamination with foreign values and strive for unification around its approved (governmental) factions more than any other ethic, it would still be better for ethic distinction if Faction Unity was not part of the ethics system.
Ethics Shift Chance is currently not directly affected by any ethic, but (as with Happiness) this does not have to be the case. It would be a natural fit for the Egalitarian ethic, as Egalitarian societies allow more (political) freedoms than other societies. While this would be something of a two-edged sword, it would synergize nicely with the election/ruler mechanics of Democratic governments and most of the time it would give Egalitarian empires an easier time assimilating migrants, refugees and ”liberated” pops with foreign ideologies, as well as helping them recover more quickly from the various events that promote non-government ethics. If Egalitarian loses its Faction Unity bonus and has a single Job Output bonus, it will have room for one more bonus and it is difficult to find one more fitting than Ethics Shift Chance. It can also be noted that the ethic-specific edict, Encourage Political Thought, specifically boosts Ethics Shift Chance.
Utopian Abundance could be moved from Egalitarian to Pacifist. From a balance perspective, it could be an equalizer between the two ethics. Pacifists cannot start wars to expand and have a greater need for getting the most out of the pops they do have. This would not only align better with what the ethics represent (Egalitarian is about freedom and equality, Pacifist is abound prosperity and civilian abundance), but also with game mechanics such as the rather pacifist Civilian Economy option in Economic Policy. This would also align better with sci-fi tropes, where utopian abundance societies mostly are portrayed as Pacifist and vice versa (also consider the Federation in Star Trek) while Militarist regimes are usually portrayed as having a well-funded military but neglecting civilian needs.
Claim Influence Cost reductions facilitate more sweeping territorial claims, and in modern times sweeping territorial claims have been associated with one ethic more than any other: Xenophobe. Or, more specifically, the Supremacist variant of Xenophobe. The aggressors that made the most exceptionally sweeping territorial claims in World War II had xenophobia and supremacist ideas in common. A reduction to Claim Influence Cost can justifiably be considered a ”Lebensraum” bonus as it encourages empires to conquer vast territories and xeno pops, and as it reflects how Supremacists seemingly have a much lower threshold than others for claiming things as theirs. While it can be argued that conquerors tend to be Militarist, this can be argued to confuse behaviour and ability as Militarists are more likely to win wars than others. Not all Militarists are conquerors; there are also liberators, democratic crusaders, protectors, and defensive survivalists relying on military power to endure in a galaxy that is dark and full of horrors. Stellaris itself acknowledges that Militarist can be about other things than conquest, by letting Militarists fulfill their ”Aggressive Diplomacy” faction approval condition with the ”Liberation Wars” War Philosophy, which cannot even make claims except for the rare occassion when somebody attacks them. There is also the fact that Xenophobe already gets a bonus to claiming empty systems, and it would make some sense that it would get a bonus for claiming occupied systems as well. Ultimately, Xenophobe is a strong fit for a Claim Influence Cost reduction, and Militarist would overall be better off with something else instead. With both claim bonuses sharing the same ethic, it would also be possible to merge the two bonuses to a single bonus that affects both Claim Influence Cost and Starbase Influence Cost. This bonus would be useful to both Supremacists and Isolationists, as the former desires aggressive expansion while the latter needs to grab as much territory as possible in the early land rush. Combining the two claim type bonuses into a single bonus for this ethic (if not throughout the entire game) would also consume one less ”bonus slot”.
War Exhaustion is currently not directly affected by any ethic, but (as with Happiness and Ethics Shift Chance) this does not have to be the case. This is a bonus that would be a natural fit for the Militarist ethic, it is a bonus that every Militarist strategy and playstyle would benefit from, and unlike the passive Claim Influence Cost reduction it would actually increase their military strength and help emphasise the Militarist ethic as the main ethic for military power and military gameplay.
Pop Growth Speed would need to be moved to another ethic than Xenophobe, not just because of the issue of Xenophobe otherwise getting three bonuses but also because the combination of bonuses to Claim Influence Cost and Pop Growth Speed would be too powerful. Xenophobes would be better at acquiring pops both through growth and through conquest, and could too easily snowball out of control. An ethic that would be a better fit for a Pop Growth Speed bonus is Spiritualist. It is not only thematically appropriate, it is also necessary from a balance perspective if Spiritualist is supposed to remain a ”no robot pops” (or perhaps even ”no artificial pops”) ethic. Spiritualist needs this bonus more than any other ethic, while it can also be argued that it is very logical and natural to combine an opposition to artificial pops with a promotion of higher natural birth rates.
Monthly Unity has been a part of the Spiritualist ethic since the dawn of time. We are all used to thinking of Unity, and the more rapid acquisition of new traditions, as part of what this ethic is about. And the conservative approach would be to keep it this way. However, having spent too much time thinking about the ethics of Stellaris, something occurred to me that is difficult to unthink.
Xenophobe is a much more natural fit for a Unity bonus than Spiritualist. From the Supremacist to the Isolationist extremes, all Xenophobes share an emphasis on strong group unity, in purpose and culture, more than any other ethic. It is a defining attribute of Xenophobe. It is even in the name.
It is less easy to associate collective consensus with the Spiritualist ethic, not just when we consider the historical propensity of spiritualist movements to disunite, fracture and diversify, but also when we consider that spiritualism frequently has manifestations that do not easily lend themselves to collectivism and collective consensus on other matters. Also, while in real life spiritualists often are associated with traditions, it is more about preserved traditions than the development of new ones (which is what is taking place in Stellaris, and what Unity is used for).
By contrast, it is difficult to develop new, distinguishing traditions in open societies that embrace foreign diversity but it is easier in closed societies that want to set themselves apart from the rest of the world. With Xenophile getting Influence and Envoys while Xenophobe gets Unity and Claim Cost reductions, their different approaches and ideologies would be front and center of their gameplay and strategies.
Xenophobe has a very strong case for getting the Monthly Unity bonus, while the strongest argument that remains for Spiritualist keeping the Monthly Unity bonus is to rhetorically ask what else the ethic could be a better fit for. The ethic-specific edicts of Spiritualist and Xenophobe offer a clear illustration of the relationship between these ethics. Fear Campaign goes straight for the throat of the issue, directly promoting greater in-group Unity versus the out-groups. Veneration of Saints does not give any direct bonus, but rather increases the output of Priest jobs, whatever that may be, thereby kicking the Spiritualist definition can further down the road.
The biggest challenge in coming up with good bonuses for Spiritualist are rooted in the fact that the differences and variations found among real-life and fictional examples are legion. Furthermore, if we look at history and sci-fi tropes, spiritualist scriptures have a tendency to be used and reinterpreted as befits personal agendas and values. It is almost as if spiritualism in practice is coloured by, and acts as a reinforcement of, other values. Spiritualists exhibit tendencies associated with all other ethics, only with ”spiritual” overtones. And perhaps this is the golden answer to the ages-old question of what bonuses Spiritualist would be a good fit for, and vice versa. The flavour varies from ideological surrounding to ideological surrounding, from person to person. Spiritualist is the Soylent Green of ethics.
So what would happen if we provided a way for the benefits of Spiritualist to be influenced by the other ethics, while simultaneously resolving a long-standing design issue? Currently, excess production of Amenities is worthless and a waste of resources. However, if excess Amenities are instead converted to other abstract outputs appropriate for the empire’s ethics, and if Spiritualist gets an Amenities production bonus, Spiritualist would offer a greater ability to create benefits based on ethics via their Amenities production bonus.
- A strong case can be made for Spiritualist getting a bonus to Amenities to begin with, even if we only consider the current non-excess use of Amenities. Historically as well as in modern times, ”spiritualists” tend to provide societal and communal services that go well beyond purely religious ones (masses, ceremonies et cetera). In post-Roman Europe, spiritualists preserved and spread knowledge through the creation of libraries, schools and universities at a time when hardly anyone else bothered with such things. Similarly, spiritualists are often associated with social services, healthcare, welfare, counselling, childcare, personal support and organizing communal projects.
- I would suggest that excess Amenities are split in four shares for conversion. One share for each ethic tier, and one share for a policy choice between the various outputs. This means that Fanatic + policy could use up to three quarters of excess Amenities for one purpose, while the remainder would be used for something else. (Gestalt Consciousnesses could have the advantage that the policy choice would affect their entire conversion of excess Amenities, allowing them to be more singleminded than the many-minded eldritch horror species they share the galaxy with.)
- Examples of what excess Amenities would be converted to could include Pacifists favouring Trade Value (tourism), Militarists Naval Capacity, Xenophobes Unity, Xenophiles Influence (depending on future development directions for this resource), Materialists Research, Spiritualists Pop Growth, Authoritarians Stability (or Edict Fund), Egalitarians Job Output bonus. (Not necessarily at a straight 1:1 conversion rate for all of these, and other outputs may be better choices.)
- Spiritualist would in practice become a many-faced ethic that can dial up a core abstract output for any ethic it is paired with. In the sense that it would amplify the ”spirit” of any other ethic it is paired with, Spiritualist would be the ethic for ”spiritual” power. (You could even say that Spiritualist would put the ”Amen” in ”Amenities”...)
- Excess Amenities being converted to other, useful outputs could also be a boost to the value of Clerk jobs, as well as Agrarian Idyll, Resort Worlds and other sources of Amenities.
Authoritarian: -10% Edict Cost, +5% Stability.Egalitarian: +5% Job Output, +50% Ethics Shift Chance.Pacifist: +5% Happiness, +10% Trade Value, and Utopian Abundance from Egalitarian.Militarist: +20% Ship Fire Rate, -10% War Exhaustion.Xenophile: +1 Envoy, +0.5 Influence.Xenophobe: +10% Monthly Unity, -10% Claim/Starbase Influence Cost.Materialist: +5% Research Speed, -10% Robot Upkeep.Spiritualist: +10% Pop Growth Speed, +10% Amenities.
(Presuming that excess Amenities are converted to other abstract outputs depending on your ethics and a policy choice.)
Militarist and Materialist should also get ethic-unique edicts.
REVISIONS FOLLOWING FEEDBACK
Removed the suggestion that Utopian Abundance is moved to Pacifist. Utopian Abundance makes the most sense in a society that is both Egalitarian and Pacifist, and that combination already has access to Utopian Abundance.
Added a suggestion that whole-species slavery is removed from Authoritarian. This makes whole-species slavery more of a unique feature for Xenophobe. Serfdom is sufficiently represented by a lack of free movement combined with Stratified Economy. Authoritarians that want slaves can still pick the Slaver Guilds civic (if they don't mind enslaving pops of their main species) or Xenophobe (if they want to enslave xenos, which is a rather xenophobic desire).
Replaced the suggestion of +0.5 Influence for Xenophile with -25% Diplomatic Influence Cost. It makes for a better symmetry versus Xenophobe, and it more accurately captures the intended outcome. This also means that no ethic would have an Influence bonus.
TLDR POST-FEEDBACK
Ethic bonuses per tier (orange = new, yellow = some change, white = no change relative to 3.3.1):
- Authoritarian: -10% Edict Cost / Upkeep, +5% Stability.
- Egalitarian: +5% Job Output, +50% Ethics Shift Chance.
- Pacifist: +5% Happiness, +10% Trade Value.
- Militarist: +10% Ship Fire Rate, -10% War Exhaustion.
- Xenophile: -25% Diplomatic Influence Cost, +1 Envoy.
- Xenophobe: -10% Claim / -20% Starbase Influence Cost, +10% Monthly Unity.
- Materialist: +5% Research Speed, -10% Robot Upkeep.
- Spiritualist: +10% Pop Growth Speed, +10% Amenities.
Authoritarian no longer enables whole-species slavery.
Militarist and Materialist get ethic-unique edicts.
Of course, there can be better ideas. There are many different ways in which the ethics could be changed.
What are your thoughts? What changes would you like to see after 3.3, if any?
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