I don't want it to be only for players. A lot of the fanciest things added to the game since launch have resulted in power creep and leaving most AI empires far behind what a player can achieve.
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i think this is the most important thing such an update needs to do. you should be forced to play your ethics in character, or else your ethics should drift and all sorts of chaos should ensue like demonstrations, strikes, uprisings, revolutions, and coups. there should be escalating crises if you pick one ethic and play like another instead.
i think a better mechanic for this goes with the whole politics overhaul. for example, megacorps spawning next to megacorps is dumb too. megacorpos imposing ideology leading to other megacorps is another issue which would be helped by a more in-depth liberation wars system where you choose what you impose.Don't get me wrong, I like the idea of empires having to stick to their ethics to avoid upheaval, but if they don't fix the un-fun hostile-galaxy generation system it could easily make the situation even worse.
lol i don't think egalitarianism needs any nerfing, are you kidding? slavery is pretty op. if anything, a proper politics system will challenge the slavers more than the utopians. i'm fine with having things to deal with, like an authoritarian or xenophobe faction, so long as i can get really deep suppression mechanics cause they ain't welcome in utopiaIt's quite simple:
Favoritism
I want to see balanced pros and cons to each ethic and not something where people start to wonder if there is a bias for one thing over the other. An example is how Spiritualism is so freaking bad that it's almost better to NOT have the ethic than to have it, what with how much you suffer in regards to building robots, or how shared burdens+starnet creates a snowball.
I don't want to see how leaning into one ethic is purely advantageous where as leaning into another causes problems.
I would love if you lean too hard into xenophile that your reckless acceptance of all refugees causes terror attacks, maybe you straight up lose a starbase if your government's arms are too open. Egalitarianism could use some massive nerfs, maybe if you lean too far into that you end up with people straight up refusing to work 'cause the government is providing them with everything you need.
A great idea could be you have a choice between putting in place a vetting process for immigration, which pisses off the xenophiles, whom scream "no xeno is illegal!" and it pleases the xenophobes, but it also, like, prevents major terror attacks.
Before people think I'm bias, for xenophobes make it to where if you lean too far one way, people are killed for suspecting someone is hiding xenos or is sympathetic towards them, reducing stability, or for authoritarians make people afraid to leave their homes, which reduces birth rates.
No idea how pacifist/militarist would work, maybe pacifists have increase build times for ships? and militarist has a chance for infighting if a fleet doesn't engage an enemy fleet within a set time?
Just spitballing.
I do NOT want empires of completely different ruling systems to function the exact same way. A feudal empire with nobles should not work the same way as a democracy.We've had a lot of discussions about how internal politics could be revamped in Stellaris to be more interesting, and I think everyone suspects at this point that the next large DLC will be an internal politics rework.
I think talking about what we want is great, but I think there can also be value in talking about what we DON'T want. What would be the most disappointing Internal Politics rework?
My thoughts:
- I don't want to see a system that just allows you to add "institutions" that amount to nothing but flat modifiers. I add the "Xenobiology Department" institution, I get +15% Society Research. I add the "Bureau of Espionage" institution, I get +1 Codebreaking and an extra Envoy.
- Likewise, I don't want to see Factions reworked in a way that's similar. Keep the faction happy, you get a flat modifier. Instead of Influence, now keeping the Materialist faction happy gets you +10% Research Speed.
Essentially, I just don't want it to be a very tacked-on system with no interaction with other systems that is nothing but "modifier cards" that you can apply to your empire.
How about you?
First off, as I mentioned, Shared Burdens+Starnet is incredibly strong.lol i don't think egalitarianism needs any nerfing, are you kidding? slavery is pretty op. if anything, a proper politics system will challenge the slavers more than the utopians. i'm fine with having things to deal with, like an authoritarian or xenophobe faction, so long as i can get really deep suppression mechanics cause they ain't welcome in utopiathe community militia will deal with them (i love that DS9 bajoran forces after the occupation are called militia)
It's quite simple:
Favoritism
I want to see balanced pros and cons to each ethic and not something where people start to wonder if there is a bias for one thing over the other. An example is how Spiritualism is so freaking bad that it's almost better to NOT have the ethic than to have it, what with how much you suffer in regards to building robots, or how shared burdens+starnet creates a snowball.
I don't want to see how leaning into one ethic is purely advantageous where as leaning into another causes problems.
I would love if you lean too hard into xenophile that your reckless acceptance of all refugees causes terror attacks, maybe you straight up lose a starbase if your government's arms are too open. Egalitarianism could use some massive nerfs, maybe if you lean too far into that you end up with people straight up refusing to work 'cause the government is providing them with everything you need.
A great idea could be you have a choice between putting in place a vetting process for immigration, which pisses off the xenophiles, whom scream "no xeno is illegal!" and it pleases the xenophobes, but it also, like, prevents major terror attacks.
Before people think I'm bias, for xenophobes make it to where if you lean too far one way, people are killed for suspecting someone is hiding xenos or is sympathetic towards them, reducing stability, or for authoritarians make people afraid to leave their homes, which reduces birth rates.
No idea how pacifist/militarist would work, maybe pacifists have increase build times for ships? and militarist has a chance for infighting if a fleet doesn't engage an enemy fleet within a set time?
Just spitballing.
lol i don't think egalitarianism needs any nerfing, are you kidding? slavery is pretty op. if anything, a proper politics system will challenge the slavers more than the utopians. i'm fine with having things to deal with, like an authoritarian or xenophobe faction, so long as i can get really deep suppression mechanics cause they ain't welcome in utopiathe community militia will deal with them (i love that DS9 bajoran forces after the occupation are called militia)
Filthy neutrals always forget space WWII. Suppressing space nazis is egalitarianism incarnate.First off, as I mentioned, Shared Burdens+Starnet is incredibly strong.
Secondly, what you're proposing is kind of the opposite of egaltarianism. Suppressing people for their opinion and kicking them out of your utopia is very anti-egaltarian in stellaris.
"We say we're egaltarian, so us forcing people to adopt our way of life is ok"
Whatever you say, Democratic People's Republic of Space Korea.![]()
No, it isn't. Stop trying to remove the cold war mechanics that make ethics matter. we want more political maneuvering, not less. suppressing space nazis is what egalitarians do. Liberation wars is egalitarianism and xenophilia by forceIf you're authoritarian you can have suppression mechanics (but then you might have to run the risk of your best scientists being purged for political disloyalty). If you're egalitarian, tolerating people you don't like is the trade off.