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AlfredMV

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Hello, I am creating this thread to discuss a mod/expansion idea to give each government type in Stellaris unique mechanics/policies/events. I see the government types in 4 groups. Spiritualist - Theocratic, Militarist, Materialist, Pacifist. In addition are the basic governments, they receive no additional mechanics to keep them simple and easy. I am going to cover them in the order I have laid them out. I hope for this thread to be a place for constructive criticism, ideas to add, and opinions on the matter and individual components.

The government types will receive these mechanics, State/Empire Religion for Theocratic (not the same as personal religions or spiritualism), Warrior Code for Militarist, Philosophy for Materialist, and Moral Ethics for Pacifist.

The mechanics will give small bonuses, and negatives, along with influence costs either perpetual or one time.

So here we go, starting with State Religion

For influence you would be able to add something to your state religion, say ritual sacrifice, which would give a small bonus, say 5% happiness to spiritualist pops, and -5% happiness to non spiritualist pops. It could also lower the opinion other empires have of you.

Then you could recieve periodic events like "a popular slave/rebel/etc is about to be up for sacrifice, it may cause unrest if he is allowed to be killed" options "stop it!" Lower happiness for spiritualist pops for a time, gain happiness for non spiritualist pops. "Let him burn!" Lower happiness for non spiritualist pops, gain happiness for spiritualist pops.

There are so many options! Like

Ritual Sacrifice - +10% happiness of spiritualist pops, -10% happiness of non spiritualist pops, lower opinion other empires have of you

Mandatory Day Of Worship - +10% spiritualist affinity, costs small influence per month

Only The Holy Can Serve - only allows spiritualist people to be leaders, costs small amounts of influence to turn on

Forced Conversions - allow forcing pops to be spiritualist, costs large amounts of influence to turn on

Tax Unbelievers - non spiritualist pops produce 15% more resources, lose 10% happiness, costs influence per month

Stop Heretical Research - -10% science output, +10% resources, incompatible with learning about all of creation, costs medium amounts of influence to turn on and off

Learn About All Of Creation
- +10% science research, -10% resources, incompatible with Stop Heretical Research, costs medium amounts of influence to turn on and off

Fanatical purifiers - increase war tolerance against non spiritualist empires (so unbelievers can be converted), -10% happiness of spiritualist pops next to non spiritualist pops, lowers opinion other empires have of you, lowers your opinion of other empires, costs large amount of influence to turn on and off

Zealots - +5% happiness of spiritualist pops next to spiritualist pops, costs a small amount of influence to enact

Worship - Options -> Monotheistic - +10% spiritualist affinity, -10% materialist affinity | Polytheistic - -10% ethics divergence | Ancestral - +5% happiness to all pops | costs large amounts of influence to change, lose happiness across all pops for a time to change

Enforce Daily Prayer - lower revolt risk, costs small amounts of influence per month

Fund Religious Buildings - -5% resources, +10% spiritualist pop happiness, costs medium amounts of influence to enact

Fund missionaries - -25% migration time, +5% habitability for spiritualist pops, -10% resources, costs small amounts of influence per month

Educate Slaves - +5% slave happiness, +10 spiritualist affinity for slave pops, -10% resources, costs small amounts of influence per month

Food For The Poor - +1 food output for spiritualist pops, -10% resources, costs small amounts of influence per month

Fasting - -10% food need for spiritualist pops, costs large amounts of influence to activate

Many other things can be added allowing a fun mechanic that adds depth, flavor, and diversity of empires, while maintaining religion separate from spiritualist Ethos.

Now we move on to the Warrior Code for Militarist government types

Recruitment - Options -> draft - -10% army costs | professional army - +5% army strength | mercenary - +5% militarist pop happiness, +10% army costs | costs large amounts of influence to change

Occupation Policy - Options -> raze - lower other empires opinion of you, +5% militarist pop happiness | loot - -10% army costs | banned looting (I need a better name for this) - increase other empires opinion of you | cost large amounts of influence to change

War Policy - Options -> aggressive - lower war score cost, +10% militarist pop happiness during war, -5% militarist pop happiness at peace | defensive - +100% bombardment resistance, +50% militia health | costs large amounts of influence to change

Army Composition
- Options -> only males - only male admirals and generals | mixed service - both male and female may serve as admirals and generals | only females - only female admirals and generals | costs medium amounts of influence to change

Ritual Suicide - -10% slower pop growth, +10% army strength, costs medium amounts of influence to turn on and off

Legalize Dueling - leader life -30, +1 skill for generals and admirals, costs medium amounts of influence to turn on and off

Combat Sports - -10% resources, lower revolt risk, costs small amounts of resources to turn on and off

Valkryies - +5% happiness for military pops, +5% army strength, costs medium amounts of influence to turn on, requires mixed army composition or female army composition

No Retreat - -5% happiness, +10% army strength, costs medium amounts of influence to turn on and off, requires professional army

Military Controls Industry - -5% resources, -15% ship costs, costs large amounts of influence to turn on and off

Epics - +5% happiness, costs medium amounts of influence to turn on

War Drums - +5% army strength, costs influence per month

Military Engineers - -10% building costs, -10% station costs, costs influence per month

Trained From Birth - +10% army strength, costs influence per month, requires professional army or mercenary army

Military Education - +1 skill for generals, costs influence per month

Naval School - +1 skill for admirals, costs influence per month

Only The Strong May Survive - -10% pop growth, +10% army strength, costs influence per month

Brawn Over Brain - -10% research speed, +5% army strength, +5% resources, costs influence per month

Redemption For Slaves (role play slaves are freed that fight in war) - +10% slave pop happiness, costs influence per month

Combat Leads To Heaven - +10% happiness for military pops, -5% resources

Weapons Are Sacred - +10 happiness for military pops, -5% army strength, costs influence per month

Forced Minimum Children Policy - +10% pop growth, -5% happiness, cost medium amounts of influence per month

Ok, I'm stopping there for now, I'll work on Philosophy and Moral Ethics soon. Tell me what your opinion is so far!
 
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BrokenSky

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Why shouldn't they give mechanics to the default types?

But yeah no I think this would work better if it were an on-pop ideology than on-government one.

Or at least have the bonuses be static.
Either way then you could go round converting other empires to your war-ideology.
 

AlfredMV

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What about some stuff for default types?
I don't know whether or not that would make it too complicated for newer players (if they made an official expansion). I also frankly don't know what to give them but suggestions are helpful.

Being tied to pops is something stellaris probably won't ever offer on the level of victoria so I'm basing this on governments (such as state religion NOT pop spirituality). It also makes more sense if the governments are influencing it instead of randomly changing. Things like legalizing dueling, or training from birth are clearly something the government does not the pops.
 
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ColinBencroff

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Mate, I really like the Warrior Code thing, I think it could be a great mod! It should be balanced, because if you can activate every single edict you will reach a lot of army strenght, but this really look good.
Btw, Valkyries should need the Army Composition set to Mixed or Female Only, but that's only my opinion ^^.

Edit: Instead of "Ritual Suicide" slowing your growth, I think it should be less defense for the army, that way you will lose more soldiers (they are willing to do banzai charges or something like that) but also you will strike harder. About "Legalice Dueling" leader life -30, what do you mean? because if is -30 years that's a lot, I think it could be good if the negative effect of that edict is an event of your leader being challenged by someone and then a % based on his skill to survive or die.
Also, what goverments do you plan to have the warrior code, every military goverment?
 
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AlfredMV

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Mate, I really like the Warrior Code thing, I think it could be a great mod! It should be balanced, because if you can activate every single edict you will reach a lot of army strenght, but this really look good.
Btw, Valkyries should need the Army Composition set to Mixed or Female Only, but that's only my opinion ^^.

Edit: Instead of "Ritual Suicide" slowing your growth, I think it should be less defense for the army, that way you will lose more soldiers (they are willing to do banzai charges or something like that) but also you will strike harder. About "Legalice Dueling" leader life -30, what do you mean? because if is -30 years that's a lot, I think it could be good if the negative effect of that edict is an event of your leader being challenged by someone and then a % based on his skill to survive or die.
Also, what goverments do you plan to have the warrior code, every military goverment?
I was thinking the ritual suicide being more like when Samurai lose, they kill them selves, which caused Japan many problems but I'll see.

The -30 life because the trait is +30 life, venerable is +120 life, and some research also gives even more life. So it's just to cause leaders to die earlier. It's severe but so is the bonus. There would also be events along with it.

All military governments.

I just added it all up, it's 50% more combat strength if you had all the army strength edicts but it's impossible to have that many and the very strong trait is 40% army strength and 10% resources so it shouldn't be to much. I'll be able to check when the game comes out.
 
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Finnway

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Question.
Aren't these essentially sort of like Policies & Edicts?
 

AlfredMV

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Question.
Aren't these essentially sort of like Policies & Edicts?
Yes, right now I'm focusing on unique edicts and policies for each type of goverment but I hope to have unique mechanics also. We have to see the game first to see if that's even possible to mod in.

The edicts and policies should feel like culture or religion etc but function similar to base game ones.

Also I will add events later. For now focusing on edicts and policies before stellaris release because we know how that works.