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