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bdolishny

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I have always been a roleplayer when it comes to stellaris; even when a better build exists, I enjoy the RP aspects of running a galactic civilization. While I love the changes to feudal empire and technocracy (that combination btw makes for a very fun destroyer rush into vassalizing you other members from the Hegemony origin) I noticed that other civics, like Aristocratic Elite, seem to have been left behind. I understand that this civic was always more of an RP civic than a material one, but now it compares terribly to almost every other source of stability. If you take Byzantine Bureaucracy you're getting two less unity as a specialist, and death chroniclers give the same amount of resources, just science instead of unity. Consider on top of this that nobles are worse than politicians in the early game (low amenities) as well as the fact that the unique building only gives one job and cannot be upgraded, it seems like this civic has lost even it's RP potential.

What to play a civilization with a strong emphasis on hierarchy and internal stability? Play Byzantine Bureaucracy with the imperial government type. Want to play a species obsessed with family lineages? Well memorialists literally keep them in storage for all to see. Police state gives more stability and more unity in the late game, so for mechanics just pick that.

I propose a change to this civic greatly inspired by another Paradox game. I would argue that nobles being less effective than appointed officials actually makes sense, so what I would change is the building. What makes a noble a noble is his 'royal court'. I propose that the noble estate should be upgradeable, similar to the Sanctuary of Repose building line. Have it start off only giving an extra noble job, but on it's second tier give it two entertainer jobs. This would represent a courts ability to attract musicians and artists. A bureaucrat/priest/enforcer job would also make sense, and maybe have two different jobs; the important thing is that the second tier gives 1 ruler job and two specialist jobs. The third tier would give 3 solider jobs. This would represent the private armies/retinues that nobles surround themselves and their wealth with. Clerks might be more appropriate and more balanced, although from an RP perspective equating modern clerks with peasants seems a bit off. I wanted to avoid giving free resource producing jobs like miners.

What this would create is a mini version of that pyramid we all saw in school when we learned about feudal systems. A noble elite supported by their underlings, who are in turn supported by the lower classes. While I'm certain the numbers would have to be tweaked and the secondary and tertiary jobs I proposed might not be the best fit, most tier three buildings have 6 jobs, so I believe it is balanced in this regard. Perhaps make it cost one of each type of the three special resources to balance out the cost. This would also create new RP potential; are your nobles fat and hedonistic? Well than those entertainers could be RPed as part of a royal haram with the Pleasure Seekers trait. Or are the true warrior kings, with knights serving under them directly, as befits a Warrior Culture?

Let me know what you guys think. Paradox has done a great job reacting to ideas in the forums recently, so maybe they'll take a look at his one if it gets enough traction. I remember posting about a zombie civic that produces workers before and I'm super excited to try it out in game (https://forum.paradoxplaza.com/foru...es-should-be-changed-to-undead-labor.1464801/)!
 
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Armagodura

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The Noble Estates building seriously deserves these additions, really makes it seem like you have your little noble down there playing his own mini version of city building inside your planet, all within his building slot. Special buildings unique to civics deserve to be strong.
 
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SirBlackAxe

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I'd maybe do it like this:
  • T1: Noble + Soldier + Clerk (1<0<2)
  • T2: Entertainer + Bureaucrat / Priest + Soldier (1<2<3)
  • T3: Culture Worker + Soldier + Clerk (1<3<5)
All the three tier buildings that grant 2/4/6 jobs are giving specialists, while this proposal is both giving workers and technically weaker due to not be specialized. I'd also compare Commercial Zones / Commercial Megaplexes giving 3 clerks and 1 merchant per tier with the Mercantile tradition, for 8 jobs at T2 and no T3. This does hit 9 jobs from one building slot (although two of them are Clerks), so maybe you could have the building decrease max districts by 1 to represent all the Noble's land. This lets you have a nicely balanced pyramid at all 3 tiers. I'd split the strategic resource upkeeps for the higher tiers between rare crystals (associated with unity jobs) and volatile motes (associated with soldier jobs).
 
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Zoroastra

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I'd probably go for this:

T1: 1 Noble + 1 Enforcer + 1 Soldier + 1 Clerk
-X% Worker/slave political influence

T2: 1 Noble + 1 Enforcer + 1 Entertainer + 1 Culture worker + 1 Bureaucrat / Priest + 1 Soldier + 1 Clerk
+X% ruler/specialist happiness
+X% ruler political influence

It makes the nobles into a peacekeeping + defensive asset early on and later - on more developed colonies - they add their support to the bureaucracy / cultural exchange / throw high-class parties etc. Might need balancing with a unity upkeep cost.

Optionally: + Housing as these are private estates that house the nobles and their servants

If the above is too many jobs for one building, you could nerf it down to:

T1: 1 Noble + 1 Enforcer
-X% Worker/slave political influence

T2: 1 Noble + 1 Enforcer + 1 Entertainer + 1 Culture worker + 1 Bureaucrat / Priest
+X% ruler political influence

... which may actually be more sensible on looking at it.
 
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