Rebalance recommendation for two civics- Meritocracy, and Shared Burdens- using mechanics/principles being tested in Toxoids to reform these vaguely Egalitarian-aligned civics.
In Toxoids, pop happiness is modified on a planetary basis according to species distribution. Planets with noxious trait provide a bonus to happiness for noxious pops, and malus to non-noxious pops, scaling with the number of the other. In a stratified political weighting systems, this can result in net average happiness gain if the noxious pops are on top as ruler-pops and specialists over unhappy, but politically marginalized, slaves.
The point to identify here is that this is a per-planet calculation that considers planet-specific population distribution. This is key to the suggestion, which focuses on using the calculation of various worker-vs-specialist-vs-ruler jobs as the bonus, and benefit, factor.
This proposal focuses on changing two civics- Meritocracy and Shared Burdens- to reflect different planetary job distribution strategies, and press slightly different playstyles of planetary development. This is intended as a slight but balanced nerf to meritocracy- which is a powerful but unengaging flat bonus to specialists- and slightly buff Shared Burdens- which has an early-game weakness and is relatively modest in gain once rolling.
The Concept:
The premise here is that both civics increase output by providing happiness and stability bonuses as you meet a theme, and possible penalties if you work against it. These themes work in different directions that are mutually exclusive with eachother. Meritocracy's theme is that of a meritorious middle- pops are modified the more pops that are above (Rulers to be aspired to) and below (people to be meritorious over), but losing value if things are too static and flat- while Shared Burdens theme is equity- benefiting planets where everyone is of one class, but providing penalties for the more pops over or under one's strata.
Meritocracy: Something to Strive For, and Strive To Be Above
Thematically, this civic would reflect a middle-class-centric society that has both something to aspire to (ruler/elite positions), but also takes self-validation in having risen above the 'non-meritorious' underclass. The more positions the middle class (specialist tier) has to aspire to, the more committed they are to the system (stability), while the more people they are above in the social ladder (workers), the happier they are.
Meritocracy would work as a specialist-centered pseudo-stratified economy, providing bonuses that scale with the more Ruler jobs there are above the specialist tier- such as 1 stability per ruler-tier pop on a planet- and direct happiness bonuses to specialist pops the more workers that are beneath them, such as 1% happiness per worker. Both of these functions- ruler-pop stability and happiness increases- should provide a happiness and stability bonus on average, boosting specialist output, but not as much as the flat 10%, at least for most of the game.
This civic would be intended to combo with any other civic/origin/build that expects/provides for a must-work worker job, the employment of which is expected for other benefits. IE, Necrophage necrophyte jobs, mortal initiaties, and most signifcantly cllerks.
An explicit advantage/consideration of this dynamic is that it can apply to Residents as a well as citizen pops- providing empires a way to manage/take advantage of Resident status and it's 25% amenity reduction, but -10% happiness penalty. It can also benefit from Robot production (but not citizenship), as robot workers can benefit that middle class.
In the early game, this is intended to be a benefit for the starting homeworld- which starts with a heavily mixed population- but decrease as/when you either move your capital to pure-specialist, or move workers to the colonies to accelerate the 10 growth benchmark. Likewise, the benefit is modest for planets that purely specialize, as 2-ruler pop planets will only have a 2 stability gain. However, when the early game allows mixed specialist/worker planets as you deal with planet shortages, and as robots are built, you see more gradual gains return as above-average specialist happiness and stability provides a positive push.
A dynamic this would directly reward is trade builds who have a Thrifty primary species fulfilling Merchant roles on top, and Thrifty clerks on the bottom. As new species migrate/enter the empire and grow on these low-habitability worlds, leaving these clerks/merchants there makes sense as a way to boost the now better-specialist immigrant pops, who can make effective use of the planet as a specialist production center, somewhere in the middle of the prior species, rewarding the theme of merit.
In the late game, this would be expected to reward very large packed planets, and clerk employment, as the marginal planetary happiness reduction from amenity shortages is offset by not just clerk amenity boosts over the game, but the happiness bonus that can come from the worker pop.
A balance function/pressure of this all is that it does expect/pressure a macro-economic inefficiency of planetary pop allocation. While ruler pop spam will be more rewarding as a way to force stability, the employment of worker pops on specialist worlds is usually not worth it. The exceptions to this would be planets with a lot of robots, jobs you're expected to fill anyway, or slaves.
Shared Burdens: Social Equity
Thematically, this is an inverse of Meritocracy's proposal. Instead of rewarding social stratification, this society prizes social equity (all pops on a planet having the same job strata and living standard). Unlike Meritocracy this civic would actually get penalties from social divides, but also better bonuses from hyper-specialization of planets to being one strata, including a special bonus if ALL employed pops on a planet are the same strata.
In this framing, pops get a bonus for the more pops of their own strata on a planet, but lose the bonus the more pops are beneath them, and get happiness penalties the more pops that are above them, with an exceptionally high penalty between workers and ruler strata. Part of this bonus could be tailored/include something tailored to the strata. Say that Rulers get a +2.5% job Output (and Trade Bonus) modifier, Specialists get a fractional stability bonus, and worker pops get a a fractional building slot (so that you can create more communal housing)- but the premise is that you want very little, if any, social stratification. A planet full of one strata can be exceptionally strong- pure-ruler pops with buildings of nothing but ruler jobs employed as Soviet-style administration/elite city-worlds, hyper-stable specialist centers and factory towns, or worker-centers with lots of communal housing- but mixing and matching strata is actively discouraged.
(A few specific job classes- enforcers and doctors and maybe telepaths- might be exceptions, maybe.)
BUT- and this is part of the bonus- in exchange for 'perfect' planetary specialization and equity, the civic provides for a unique boon in a conditional boon of unity per pop on planets where there is perfect equity, and the happiness per pop basis that Meritocracy got from statification.
This equity-unity is intended to not only justify unemploying Ruler pops almost immediately- so that you can avoid the higher strata happiness penalties on your worker/specialist worlds and make up for the unity elsewhere. while also saving a significant amount of CG on younger colonies- but also to incentivize players using communal housing on worker worlds, making use of the unique building asset and as an amenity-substitute for entertainers. (Shared Burdens may itself need a worker-tier special version of the Medical Worker- Socialized Medical Center or some such- for worker-tier amenity jobs.)
The happiness modifier is intended to be the primary stability mechanism, and be one is more pop-efficient (in theory) than meritocracy, as worlds won't waste their designation bonuses trying to spam rulers or hire clerks. There is a macro-economic inefficiency to this- a strong pressure against robot assembly since worker worlds can't host the robot producers and specialist worlds can't benefit from the robots produced- but this is an appropriate tradeoff for economic central planning.
Economically, this is expected to be a net negative in the very early capital-world phase- too many mixed pops- but a net positive in the colonization phase, once you can offset your capital world's worker pops to the gulags - colonies, which in turn reduces the pressure on the homeworld and allows for the more equitable colony situation. Once you do have it, however, the empire can start spinning up to hyper-equity worlds very quickly, and start becoming a relative unity powerhouse to compensate for the earlier economic slower start. The shared burdens unemployment bonus becomes very relevant to demote rulers (or specialists) quickly, while the auto-resettlement bonus of democracy is very useful in moving newly grown pops to better planets sooner than later.
In Toxoids, pop happiness is modified on a planetary basis according to species distribution. Planets with noxious trait provide a bonus to happiness for noxious pops, and malus to non-noxious pops, scaling with the number of the other. In a stratified political weighting systems, this can result in net average happiness gain if the noxious pops are on top as ruler-pops and specialists over unhappy, but politically marginalized, slaves.
The point to identify here is that this is a per-planet calculation that considers planet-specific population distribution. This is key to the suggestion, which focuses on using the calculation of various worker-vs-specialist-vs-ruler jobs as the bonus, and benefit, factor.
This proposal focuses on changing two civics- Meritocracy and Shared Burdens- to reflect different planetary job distribution strategies, and press slightly different playstyles of planetary development. This is intended as a slight but balanced nerf to meritocracy- which is a powerful but unengaging flat bonus to specialists- and slightly buff Shared Burdens- which has an early-game weakness and is relatively modest in gain once rolling.
The Concept:
The premise here is that both civics increase output by providing happiness and stability bonuses as you meet a theme, and possible penalties if you work against it. These themes work in different directions that are mutually exclusive with eachother. Meritocracy's theme is that of a meritorious middle- pops are modified the more pops that are above (Rulers to be aspired to) and below (people to be meritorious over), but losing value if things are too static and flat- while Shared Burdens theme is equity- benefiting planets where everyone is of one class, but providing penalties for the more pops over or under one's strata.
Meritocracy: Something to Strive For, and Strive To Be Above
Thematically, this civic would reflect a middle-class-centric society that has both something to aspire to (ruler/elite positions), but also takes self-validation in having risen above the 'non-meritorious' underclass. The more positions the middle class (specialist tier) has to aspire to, the more committed they are to the system (stability), while the more people they are above in the social ladder (workers), the happier they are.
Meritocracy would work as a specialist-centered pseudo-stratified economy, providing bonuses that scale with the more Ruler jobs there are above the specialist tier- such as 1 stability per ruler-tier pop on a planet- and direct happiness bonuses to specialist pops the more workers that are beneath them, such as 1% happiness per worker. Both of these functions- ruler-pop stability and happiness increases- should provide a happiness and stability bonus on average, boosting specialist output, but not as much as the flat 10%, at least for most of the game.
This civic would be intended to combo with any other civic/origin/build that expects/provides for a must-work worker job, the employment of which is expected for other benefits. IE, Necrophage necrophyte jobs, mortal initiaties, and most signifcantly cllerks.
An explicit advantage/consideration of this dynamic is that it can apply to Residents as a well as citizen pops- providing empires a way to manage/take advantage of Resident status and it's 25% amenity reduction, but -10% happiness penalty. It can also benefit from Robot production (but not citizenship), as robot workers can benefit that middle class.
In the early game, this is intended to be a benefit for the starting homeworld- which starts with a heavily mixed population- but decrease as/when you either move your capital to pure-specialist, or move workers to the colonies to accelerate the 10 growth benchmark. Likewise, the benefit is modest for planets that purely specialize, as 2-ruler pop planets will only have a 2 stability gain. However, when the early game allows mixed specialist/worker planets as you deal with planet shortages, and as robots are built, you see more gradual gains return as above-average specialist happiness and stability provides a positive push.
A dynamic this would directly reward is trade builds who have a Thrifty primary species fulfilling Merchant roles on top, and Thrifty clerks on the bottom. As new species migrate/enter the empire and grow on these low-habitability worlds, leaving these clerks/merchants there makes sense as a way to boost the now better-specialist immigrant pops, who can make effective use of the planet as a specialist production center, somewhere in the middle of the prior species, rewarding the theme of merit.
In the late game, this would be expected to reward very large packed planets, and clerk employment, as the marginal planetary happiness reduction from amenity shortages is offset by not just clerk amenity boosts over the game, but the happiness bonus that can come from the worker pop.
A balance function/pressure of this all is that it does expect/pressure a macro-economic inefficiency of planetary pop allocation. While ruler pop spam will be more rewarding as a way to force stability, the employment of worker pops on specialist worlds is usually not worth it. The exceptions to this would be planets with a lot of robots, jobs you're expected to fill anyway, or slaves.
Shared Burdens: Social Equity
Thematically, this is an inverse of Meritocracy's proposal. Instead of rewarding social stratification, this society prizes social equity (all pops on a planet having the same job strata and living standard). Unlike Meritocracy this civic would actually get penalties from social divides, but also better bonuses from hyper-specialization of planets to being one strata, including a special bonus if ALL employed pops on a planet are the same strata.
In this framing, pops get a bonus for the more pops of their own strata on a planet, but lose the bonus the more pops are beneath them, and get happiness penalties the more pops that are above them, with an exceptionally high penalty between workers and ruler strata. Part of this bonus could be tailored/include something tailored to the strata. Say that Rulers get a +2.5% job Output (and Trade Bonus) modifier, Specialists get a fractional stability bonus, and worker pops get a a fractional building slot (so that you can create more communal housing)- but the premise is that you want very little, if any, social stratification. A planet full of one strata can be exceptionally strong- pure-ruler pops with buildings of nothing but ruler jobs employed as Soviet-style administration/elite city-worlds, hyper-stable specialist centers and factory towns, or worker-centers with lots of communal housing- but mixing and matching strata is actively discouraged.
(A few specific job classes- enforcers and doctors and maybe telepaths- might be exceptions, maybe.)
BUT- and this is part of the bonus- in exchange for 'perfect' planetary specialization and equity, the civic provides for a unique boon in a conditional boon of unity per pop on planets where there is perfect equity, and the happiness per pop basis that Meritocracy got from statification.
This equity-unity is intended to not only justify unemploying Ruler pops almost immediately- so that you can avoid the higher strata happiness penalties on your worker/specialist worlds and make up for the unity elsewhere. while also saving a significant amount of CG on younger colonies- but also to incentivize players using communal housing on worker worlds, making use of the unique building asset and as an amenity-substitute for entertainers. (Shared Burdens may itself need a worker-tier special version of the Medical Worker- Socialized Medical Center or some such- for worker-tier amenity jobs.)
The happiness modifier is intended to be the primary stability mechanism, and be one is more pop-efficient (in theory) than meritocracy, as worlds won't waste their designation bonuses trying to spam rulers or hire clerks. There is a macro-economic inefficiency to this- a strong pressure against robot assembly since worker worlds can't host the robot producers and specialist worlds can't benefit from the robots produced- but this is an appropriate tradeoff for economic central planning.
Economically, this is expected to be a net negative in the very early capital-world phase- too many mixed pops- but a net positive in the colonization phase, once you can offset your capital world's worker pops to the gulags - colonies, which in turn reduces the pressure on the homeworld and allows for the more equitable colony situation. Once you do have it, however, the empire can start spinning up to hyper-equity worlds very quickly, and start becoming a relative unity powerhouse to compensate for the earlier economic slower start. The shared burdens unemployment bonus becomes very relevant to demote rulers (or specialists) quickly, while the auto-resettlement bonus of democracy is very useful in moving newly grown pops to better planets sooner than later.
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