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    Real Strategy Requires Cunning

Methone

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Recently, Warrior Culture got a facelift from the most boring, forgettable civic into the one that replaces Entertainers with Duelists who - judging by their alloy cost - primarily duel in giant mech battles. The actual min-max usefulness of Warrior Culture might be up for debate, but what isn't up for debate is that Warrior Culture is now an interesting civic.

So... I went through all the civics I think still need the 'Warrior Culture' treatment and envisioned what they'd look like. While I do believe having some 'boring' civics is good for the game, I did still try to imagine an enhancement for every civic, both standard, corporate, and gestalt, still in the game. This isn't about balance, but rather interesting-ness, so I've left most numbers as placeholders.

As follows:
This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.

CURRENT: +15% Monthly Unity

PROPOSED: Replaces Culture Worker jobs with Rights Lawyers jobs, who convert Consumer Goods into Unity (X More than Culture Workers) and X Amenities.
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.

CURRENT: Soldiers produce an additional 2 Unity. +15% Naval Capacity.

PROPOSED: +X% Naval Capacity. Pops working Soldier Jobs have +X% Political Power.
This society considers it the absolute right of the state to decide where its citizens live and work.

CURRENT: +15% Pop Growth from Immigration. -25% Resettlement Cost.

PROPOSED: -X% Resettlement Cost. Unlocks the Empire Redistribution Edict, which for an Influence cost, instantly goes through all worlds with Unemployment and shoves those pops to where there are free jobs of their strata or better.
The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.

CURRENT: -20% Edict Cost

PROPOSED: -X% Edict Cost. Dismissing a Leader refunds X% of their initial Energy Cost. "You are no longer of any use to me, Corrupt Drug Abuser!"
The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.

CURRENT: +10% Ship Fire Rate, +1 Admiral Level Cap, +10 Fleet Command Limit

PROPOSED: +X% Ship Fire Rate. +X Admiral Starting Level
This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined.

CURRENT: +20 Administrative Capacity

PROPOSED: -X% Empire Sprawl Penalty
This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.

CURRENT: -15% Pop Consumer Goods Upkeep

PROPOSED: -X% Pop Consumer Goods Upkeep. -X% Artisan Upkeep
This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy.

CURRENT: -50% Subject Power Opinion Penalty, Subjects are allowed to Expand

PROPOSED: Subjects are allowed to Expand. Empire Population no longer influences acceptance to Subjugation.
This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin.

CURRENT: +15% Pop Growth from Immigration. +50% Immigration Pull.

PROPOSED: +X% Immigration Pull. Favored to receive Refugees, regardless of Distance.
This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.

CURRENT: -10% Build Cost and Upkeep for all Buildings and Districts

PROPOSED: +X Housing from City Districts and Capitol Buildings. -X% District and Building Upkeep
This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.

CURRENT: +5% Citizen Pop Happiness

PROPOSED: +X% Pop Happiness from Faction Approval. And yes, this CAN result in a bigger penalty from unhappy factions.
This society has a dominant state religion where the ruler is worshiped as a living deity.

CURRENT: +25% Edict Duration, +10% Governing Ethics Attraction

PROPOSED: +X% Governing Ethics Attraction. Most Edicts and Planetary Decisions instead cost resources over time and are permanent. The God Emperor's will is eternal! (Effects that increase edict duration instead reduce cost-per-month by appropriate amounts)
An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent.

CURRENT: +1 Leader Level Cap. +10% Specialist Output.

PROPOSED: +X% Specialist and Ruler Output. Leaders are far less likely to receive Negative Traits.
Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.

CURRENT: +1 Minerals from Miners

PROPOSED: +X Minerals from Miners. Free Miners have +X% Happiness and +X% Political Power.
A strong sense of nationalistic pride permeates all layers of this society.

CURRENT: -10% Claim Influence Cost. -10% War Exhaustion Gain.

PROPOSE: -X% Claim Influence Cost. +X% Influence from Rivalries.
The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous.

CURRENT: +25% Influence Gain from Factions

PROPOSED: +X% Influence Gain from Factions. Very happy factions also produce X Energy Credits monthly, scaling.
It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true.

CURRENT: +2 Ruler Level Cap

PROPOSED: Your initial ruler starts with 1 more Positive Trait. Rulers gain Positive Traits rapidly, and without limit. (Save for some exclusive ones, like Corvette-Destroyer Focus)
To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force.

CURRENT: +5 Stability. Enforcers produce 1 More Unity

PROPOSED: +X Stability. Starts the game with the ability to build Deep Space Black Sites. (The starbase modules that gives +Stability, +Unity, and +Governing Ethics Attraction in the system)
Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?

CURRENT: -75% Influence Election Cost

PROPOSED: Unlocks new Edicts depending on Authority.

Democracy: Rig Election. For an Energy Cost, choose the winner of your next election. No refunds if they die.

Oligarchy: Issue Priorities. For an Energy Cost, randomly(Or not?) change your Ruler's agenda.

Dictatorship: Cement Loyalty. For an Energy Cost, gain massive +Governing Ethics Attraction and +Ethics Shift Chance for a few years.
Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave.

CURRENT: +10% Slave Output. 40% Enslaved Pop Ratio

PROPOSED: +10% Slave Output. 40% Enslaved Pop Ratio, except pops have a chance to promote to higher strata jobs first before being forever enslaved
This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.

CURRENT: Too many to list.

PROPOSED: Similar, but the Plunder CB also gives/reduces enemy Alloys and CG, scales indefinitely with enemy planet count, you also steal X-Y pops from occupied planets upon Surrender, and steal Relics if their capitol was also Occupied.
This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone.

CURRENT: +15% Monthly Unity

PROPOSED: +X Trade Value from pops who share your Governing Ethics
This megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands.

CURRENT: -33% Subject Power Opinion Penalty. -25% Branch Office Empire Sprawl

PROPOSED: +X% Energy Credits from Subsidiaries. Empire Population no longer affects Subjugation Acceptance.
The trading fleets of this megacorporation are bolstered by semi-independent free traders operating under license.

CURRENT: +10% Trade Value. +10% Branch Office Value.

PROPOSED: +X% Branch Office Value. +X Starbase Collection Range.
This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely.

CURRENT: +10% Slave Output. 40% Enslaved Pop Ratio.

PROPOSED: +10% Slave Output. 40% Enslaved Pop Ratio, except pops have a chance to promote to higher strata jobs first before being forever enslaved.
Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way.

CURRENT: +5% Citizen Pop Happiness. -5% War Exhaustion Gain.

PROPOSED: +X% Governing Ethics Attraction. +X% Citizen Pop Happiness per Rivalry.
This Megacorporation relies on several semi-independant navy contractors to increase its fleet size. Competing for bids, the contractors are always struggling to outperform one another.

CURRENT: +15% Naval Capacity.

PROPOSED: +X% Naval Capacity. X% chance, on building a ship, to get another ship of the same type for free.
This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.

CURRENT: +20% Army Damage. -20% Army Upkeep

PROPOSED: +X% Army Damage. Soldier jobs replaced with Mercenary Jobs. Mercenary Jobs produce Defense Armies, Naval Capacity, and Trade Value.
All level of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.

CURRENT: +1 Leader Level Cap. +10% Leader Experience Gain.

PROPOSED: Whenever a Leader gains a positive trait, so do other Leaders of the same type.
Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade.

CURRENT: +4 Starbase Capacity.

PROPOSED: +X Starbase Capacity. Starbases increase planet trade value by X%.
The Hive Mind cares little for material comforts.

CURRENT: -15% Pop Amenities Usage

Proposed: -X% Pop Upkeep of all Types: Food, Housing, Amenities, etc.
The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.

CURRENT: +20 Administrative Capacity

PROPOSED: +X Administrative Capacity. -X% Diplomatic Influence Cost.
The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences.

CURRENT: +1 Research Alternatives

PROPOSED: Synapse Drones also produce Physics and Engineering Research
The Hive Mind takes care to not let its drones diverge.

CURRENT: +15% Monthly Unity

PROPOSED: +X% Deviancy Reduction from Hunter-Killer Drones. Hunter-Killer Drones also produce +X Food.
The Hive Minds' autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.

CURRENT: +1 Leader Level Cap. +1 Leader Pool Size.

PROPOSED: Whenever a Leader gains Experience, so do other Leaders of the same type.
When you do not have to educate the mind, the building of muscle becomes that much easier.

CURRENT: +20% Army Damage. -20% Army Upkeep.

PROPOSED: +X% Army Damage. Gestalt Generals start with +X Levels and cannot die in Battle.
The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones.

CURRENT: +15% Naval Capacity.

PROPOSED: -X% Empire Sprawl Penalty. +X% Naval Capacity.
The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones.

CURRENT: -20% Edict Cost.

PROPOSED: -X% Leader Upkeep. You can Assimilate +X Pops per year per planet.
Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects.

CURRENT: -10% Build Cost and Upkeep for all Buildings and Districts

PROPOSED: Creating new Buildings and Districts also provides a small amount of Unity.
The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.

CURRENT: -25% Leader Upkeep. +1 Leader Pool Size.

PROPOSED: -X% Leader Upkeep. Whenever a Leader gains Experience, so does your Ruler.
The Machine Intelligence takes care to maintain its production facilities, regularly updating existing templates and tuning individual units on the assembly line.

CURRENT: +1 Leader Level Cap. +10% Leader Experience Gain.

PROPOSED: +X% Leader Experience Gain. Leaders start with your Ruler's level.
A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences.

CURRENT: +20% Engineering Research Speed

PROPOSED: +X% Engineering Research Speed. Completing Engineering research provides a small (Scaling) amount of Unity.
Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time.

CURRENT: -20% Edict Cost.

PROPOSED: -X% Edict Cost. Changing Species Rights, Policies, and Civics has no cooldown.
The Units that constitute the Machine Intelligence were originally designed for rapid proliferation. The Machine Intelligence retains many of these early production pipeline optimizations.

CURRENT: +20% Pop Assembly Speed

PROPOSED: -X% Pop Assembly Upkeep. Unemployed Drones also produce a small amount of Pop Assembly.
One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production.

CURRENT: +1 Minerals from... Miners? Not Mining Drones? Okay. Also while we're on it, a LOT of Corporate and Machine civics read as "The original function/business of this empire was XYZ", which makes little sense if you adopt the civic partway into the game...

PROPOSED: +X Minerals from MINING DRONES. +X Max Mining Districts per Planet.
The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies.

CURRENT: +1 Research Alternatives

PROPOSED: Once per finished Technology, changing your Research generates new options.
Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency.

CURRENT: +15% Monthly Unity.

PROPOSED: All Leaders can perform each others' roles, gaining appropriate traits when swapped. (Think of how a Scientist may have Maniacal as a scientist, but gain Champion of the People if elected Ruler)
With a significant number of its corpus originally designed for warfare, the Machine Intelligence retains the ability to field powerful and reliable combat drones.

CURRENT: +20% Army Damage. -20% Army Upkeep.

PROPOSED: +X% Army Damage. Coordinators also produce Defense Armies.
This Machine Intelligence has configured its manufacturing systems to minimize waste, utilizing long-lived materials and standardized, replaceable parts in all products.

CURRENT: -10% Robot Upkeep.

PROPOSED: -X% Leader Malfunction Chance. -X% Robot Upkeep.
 
Last edited:

Spaceception

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This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.

CURRENT: +20% Army Damage. -20% Army Upkeep

PROPOSED: +X% Army Damage. Soldier jobs replaced with Mercenary Jobs. Mercenary Jobs produce Defense Armies, Naval Capacity, and Trade Value.
This seems like a pretty cool one for flavor.

All level of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.

CURRENT: +1 Leader Level Cap. +10% Leader Experience Gain.

PROPOSED: Whenever a Leader gains a positive trait, so do other Leaders of the same type.
The Hive Minds' autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.

CURRENT: +1 Leader Level Cap. +1 Leader Pool Size.

PROPOSED: Whenever a Leader gains Experience, so do other Leaders of the same type.
The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.

CURRENT: -25% Leader Upkeep. +1 Leader Pool Size.

PROPOSED: -X% Leader Upkeep. Whenever a Leader gains Experience, so does your Ruler.
These sound pretty powerful to be honest. It does make sense thinking about it, but I don't know how it would work in practice, so I can't say for sure.

This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.

CURRENT: -10% Build Cost and Upkeep for all Buildings and Districts

PROPOSED: +X Housing from City Districts and Capitol Buildings. -X% District and Building Upkeep
This is a good one too.
 

Methone

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These sound pretty powerful to be honest. It does make sense thinking about it, but I don't know how it would work in practice, so I can't say for sure.
It sounds powerful, but at the same time, how powerful really are Leaders?

Glad you liked the Mercenary one! Though I do feel I could've done better with Functional Architecture. But then, how much can you do with a civic whose central premise is "Their building style is boring"?
 

Martydi

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I like the mercenary job idea, sort of warrior culture for megacorps. I had an idea to remake this civic too, but in my suggestion it would allow the player to sell or lend out their fleets to someone else, like the marauders do. Currently, this one, warbots and hive mind's strength of legions are just weak.
 

Tamwin5

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While I 100% think that many civics need facelifts, I disagree with some of your suggested changes. For the sake of brevity, I'm only going to mention those civics I disagree with, or am especially a fan of.

  • Beacon of Liberty is fine as a boring civic, your change doesn't really shift gameplay, and doesn't work for spiritualists.
  • Citizen Service is already interesting, your change makes it much less so. +political power for worker level jobs is actually a nerf.
  • Distinguished Admiralty you really don't change much. TBH I like the original interpretation better (although admiral XP gain needs to be fixed).
  • Free Haven is really nice, and facilitates RP very well. +1
  • Functional Architecture is fine as a boring civic. +1 housing from city districts might be an interesting additional civic to add though.
  • Imperial Cult changing game design is weird, and shouldn't be done.
  • Meritocracy is fine as a boring civic.
  • Mining guilds is fine as a boring civic.
  • Nationalist Zeal is another that I really like. Influence is the most valuable resource, so it really encourages the player to be aggressive in making enemies. +1
  • Parliamentary System could use a slight buff/rework, but I don't think energy gain is the way to do it.
  • Police State is currently interesting. Your suggested change removes that.
  • Barbaric Despoilers shouldn't steal relics, but otherwise seems decent. Exact resources/values tuned, of course. They really need a buff.
  • Brand Loyalty idea is excellent. It makes keeping your population indoctrinated an ongoing goal, and shifts the players outlook and playerthqroug because of it. That said, a +unity is a good boring civic to have. So this should be two civics.
  • Free Traders is interesting, but I think it might need to be changed. Maybe a bonus to space collected trade, instead of branch offices? Or a bonus for commercial pacts?
  • Media Conglomerate could use a buff of governing ethics attraction, but it's current bonuses are fine.
  • Naval Contractors opens the potential for exploits, so no. I think a mechanic should be added so ships can be able to be sold/rented out.
  • Private Military Companies is excellent. With how simple the change is, it should just be "+trade value to soldier jobs". No need for an entire new job class. I think enforcers should also produce some trade value, as only soldiers is quite weak.
  • Ruthless Competition is ok as a boring civic, and your change just seems both too powerful and un-interesting. Just hire 12 scientists, and stack every trait imaginable.
  • Natural Neural Network needs a change, but synapse drones already produce all three sciences. So it would be +2 of each science instead.
  • One Mind is an interesting change, but is incredibly weak. It's fine as a boring civic.
  • Pooled Knowledge would have to be a percentage, and again, is open to exploits. Less so than others though.
  • Strength of Legions isn't really interesting. It needs a change like warrior culture or citizen service.
  • Subspace Ephase is good, but there should be a boring naval capacity civic.
  • Subsumed Will I don't like. Assimilation should either be left until genetic mastery, or be a special overhaul civic (like DA).
  • Constructobots is excellent, and makes the potential scenario where the machine intelligence is constantly building, destroying, and rebuilding, all to sate that internal code 'itch'. The current one is a good boring civic, but it should be a different name.
  • Delegated Functions is a good idea, but is completely opposite the flavor. Would be good for a new civic though.
  • Factory overclocking is an interesting idea, but again, opposite the flavor. Also relatively overpowered, would need to be -1 or -2 levels. Another good new civic.
  • Rapid Replicators is a bad idea. It's a fine line between broken OP and completely useless. Robot construction buildings were limited 1 per planet for a reason.
  • Rockbreakers is fine, but the text should be updated.
  • Static Research Analysis doesn't seem like it changes much?
  • Unitary Cohesion is fine as a boring trait, and your proposal seems overly complicated and confusing for the player.
  • Warbots isn't really an intersting change. Like Strength of Legions, should have an overhaul like warrior culture or citizen service.

Some other thoughts:
A +base output is more interesting than a +percentage, for mining guilds and rock breakers.
Flavor texts should be changed to not mention the reasoning for a civic being an origin, when it can be taken mid-game.
Powerful/viable boring civics are fine. Weak boring civics are useless. OP boring civics become must-picks.
A civic is interesting when taking that civic changes the way the player plays or looks at the game. It makes certain jobs worth focusing on, or changes the purpose of the job. Many of your changes don't do that.
 

Methone

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Natural Neural Network needs a change, but synapse drones already produce all three sciences. So it would be +2 of each science instead.
No, you're thinking of Machine Coordinators.
is constantly building, destroying, and rebuilding, all to sate that internal code 'itch'
I specifically tried to word it as 'New' buildings/districts to imply that that wouldn't work, lol.
Factory overclocking is an interesting idea, but again, opposite the flavor. Also relatively overpowered, would need to be -1 or -2 levels. Another good new civi
I don't know, is it? The flavor is 'the machine intelligence actively tunes new units as they come off the lines', so the better it is, the better it can tune them. Ie, leaders start with ruler level.

Thanks for the feedback!
 

Pale Blue

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I really like the change to nationalistic zeal that increases influence gain from rivalries. Maybe add that you can rival any empire regardless of power.
 

Methone

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I really like the change to nationalistic zeal that increases influence gain from rivalries. Maybe add that you can rival any empire regardless of power.
Maybe. But that'd create an incentive to rival tiny, pathetic empires that can't stand against you. Maybe remove the No-Overwhelming part.
 

Tamwin5

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No, you're thinking of Machine Coordinators.

I specifically tried to word it as 'New' buildings/districts to imply that that wouldn't work, lol.

I don't know, is it? The flavor is 'the machine intelligence actively tunes new units as they come off the lines', so the better it is, the better it can tune them. Ie, leaders start with ruler level.

Thanks for the feedback!
Ah, my bad on the synapse drones.

I think it should work, and be a small enough reward so that constantly rebuilding wouldn't be OP. It makes narrative sense. Got to get those paperclip maximizers.

Individually tinkering with machines would mean better learning/growth. For your version, something like "intelligent templating" would be better flavor wise.
 

Ancillary

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Corvée System
This society considers it the absolute right of the state to decide where its citizens live and work.

CURRENT: +15% Pop Growth from Immigration. -25% Resettlement Cost.

PROPOSED: -X% Resettlement Cost. Unlocks the Empire Redistribution Edict, which for an Influence cost, instantly goes through all worlds with Unemployment and shoves those pops to where there are free jobs of their strata or better.
Imperial Cult
This society has a dominant state religion where the ruler is worshiped as a living deity.

CURRENT: +25% Edict Duration, +10% Governing Ethics Attraction

PROPOSED: +X% Governing Ethics Attraction. Most Edicts and Planetary Decisions instead cost resources over time and are permanent. The God Emperor's will is eternal! (Effects that increase edict duration instead reduce cost-per-month by appropriate amounts)
If the game designers were to introduce quality-of-life changes like these, then they should be accessible to all applicable empires, not locked behind a civic. Since the primary purpose is mitigating some annoying aspect of the interface, an AI empire that chooses one of these civics wouldn't benefit.
 

Rodmar18

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Thank you for your job. It looks like an improvement for nearly all civics. I'd comment only upon the little I know, Standard Empires.

  • Corvée System
I don't even understand the Vanilla civic!
I don't understand why this doesn't generate a drop in Happiness. Back to Earth, corvée was a labor-paid tax. It had nothing to do with resettlement.
Likewise, I don't know where the immigration bonus comes from. It should encourage an Emigration Push, and even reduce the pop growth instead, if said corvée is harsh as when during the US-occupation in Haiti.
I'd restrained Corvée to the Worker class and add a -X% Happiness penalty for Workers.
Back in History, some castes were exempted from corvée because their usual job was deemed valuable (clergy, nobles, merchants).
Why not a small +Y% Raw Income bonus, like: "Harvest time? Come on everybody. First here, then there, and there. Doesn't matter if it's not your usual job."
Unemployed pops would generate a small amount of Energy as well, and suffer a greater Happiness drop (this would emulate forced contribution to the infrastructure maintenance).

  • Feudal Society
Having this civic should ease empire-subject relation on both ends.
And if both Empires share the same civic, being subjugated by more powerful than you should only be natural. There was no such nationalism in feodal societies.

  • Imperial Cult:
Or edicts could be automatically renewed at a lesser cost. This would have a drawback, however, when nobody dares suggesting that perhaps it would be too costly at the moment.

  • Nationalistic Zeal:
I'd keep the -10% War Exhaustion Gain, and add your Influence boost. Nationalistic people are more prone to fight to the last for their nation.

  • Shadow Council:
I'd add a reduced cost in Influence for Diplomatic Actions, because a fair part of the job would be done in the background. I mean that a Shadow Council would be active even between elections.


Also:

All level of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.
CURRENT: +1 Leader Level Cap. +10% Leader Experience Gain.
PROPOSED: Whenever a Leader gains a positive trait, so do other Leaders of the same type.
I don't understand the proposal. Do you mean that any good leader is imitated by his competitors? What about "dog-eat-dog"?
 

Methone

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Thank you for your job. It looks like an improvement for nearly all civics. I'd comment only upon the little I know, Standard Empires.

  • Corvée System
I don't even understand the Vanilla civic!
I don't understand why this doesn't generate a drop in Happiness. Back to Earth, corvée was a labor-paid tax. It had nothing to do with resettlement.
Likewise, I don't know where the immigration bonus comes from. It should encourage an Emigration Push, and even reduce the pop growth instead, if said corvée is harsh as when during the US-occupation in Haiti.
I'd restrained Corvée to the Worker class and add a -X% Happiness penalty for Workers.
Back in History, some castes were exempted from corvée because their usual job was deemed valuable (clergy, nobles, merchants).
Why not a small +Y% Raw Income bonus, like: "Harvest time? Come on everybody. First here, then there, and there. Doesn't matter if it's not your usual job."
Unemployed pops would generate a small amount of Energy as well, and suffer a greater Happiness drop (this would emulate forced contribution to the infrastructure maintenance).

  • Feudal Society
Having this civic should ease empire-subject relation on both ends.
And if both Empires share the same civic, being subjugated by more powerful than you should only be natural. There was no such nationalism in feodal societies.

  • Imperial Cult:
Or edicts could be automatically renewed at a lesser cost. This would have a drawback, however, when nobody dares suggesting that perhaps it would be too costly at the moment.

  • Nationalistic Zeal:
I'd keep the -10% War Exhaustion Gain, and add your Influence boost. Nationalistic people are more prone to fight to the last for their nation.

  • Shadow Council:
I'd add a reduced cost in Influence for Diplomatic Actions, because a fair part of the job would be done in the background. I mean that a Shadow Council would be active even between elections.


Also:


I don't understand the proposal. Do you mean that any good leader is imitated by his competitors? What about "dog-eat-dog"?
Thank you for the criticisms! I don't understand Paradox's decision about Corvee either, but it is what it is.
Do you mean that any good leader is imitated by his competitors? What about "dog-eat-dog"?
It's meant to convey, like "What? That other scientist is showing off their new skills? Well I can't just let myself be left in the dust like that, I'll develop new skills too!"

Wording is perhaps a bit vague. It's not that every other leader gains the same positive trait, just a positive trait.