Basically the idea is to split the collectivist-individualist ethos axis and the xenophile-xenophobe ethos axis, to have 6 axes rather than 4. these new axes would be Hierarchical and Egalitarian (provisional names) which is basically the axis of state power vs. popular power. This would inherit the government mechanics of collectivist-individualist. Basicly the new axes would look something like this:
Hierarchical vs. Egalitarian
Hierarchical locks democracies, Extremist locks Oligarchies.
Egalitarian locks autocracies, Extremist locks Oligarchies.
Hierarchical gets bonus spy defense*, increased tolerance slavery existing.
Egalitarian gets bonus happiness, reduced tolerance of slavery existing.
Collectivist vs. Individualist
Collectivist unlocks 'collective' governments.
Individualist unlocks 'individualistic' governments.
Individualist gets increased differing ethos tolerance, reduced unit and building maintenance*, reduced tolerance of being a slave.
Collectivist gets reduced ethos shift, reduced food consumption, increased tolerance of being a slave.
* indicates an empire level effect.
With 'Individulistic' governments:
Competitive Rule (democratic):
"Several overlapping governments compete with one another for citizens by offering different rights, laws and taxes".
+/- Increased migration (people vote with their feet
) [downside: cannot turn off migration for citizens]
+ Increased happiness (everyone gets the government they want, or at least something close to it)
+ Reduced planetary edict cost
Plutocratic oligarchy (as current)
Mobile Hierarchy
"Upon reaching maturity, people are expected to fend for themselves. Rulership is usually given to whoever manages to take it, by cunning, intelligence, charisma or strength of arms."
+ Increased governor, ruler staring level
+/- On ruler removal, the new leader may be chosen from one of the existing goveners
+/- Rulers and governors are sometimes pushed out of office by a rival (gives and automatically appoints a new leader.
+ more leaders (fewer than peaceful bureaucracy though)
Can build an oversized Statue (giving influence)
And the generic oligarchy becomes aristocratic oligarchy or something?
And 'Collectivist' governments:
Local Assemblies
"Decisions are taken on a local level by a meeting of all the citizens at regular intervals. Everyone's perspectives are heard and the best course of action for everyone is voted upon"
+ Increased number of sectors
+ Reduced unrest in sectors
Meritocratic Hierarchy
"People are promoted based on competence until they reach the limit of their abilities. Someone promoted beyond their competency is demoted (though the stigma for this is on the one who promoted them unduly)"
+/- Increased effect of positive species traits and of ruler traits (including bad ruler traits)
+ increased bonus from leader level
United Society
"Everyone is assigned a role based upon their abilities and the demand for a job. The best scientists think. The best warriors fight. The best ruler rules."
+ Increased food output from slaves
+ Reduced ethics divergence
Can build an oversized Planetary Administration (additional tier, giving its bonus to adjacent tiles of adjacent tiles).
[Some of this is based off an idea which was discussed across several threads including "Collectivist vs. Individualist actually Hierarchical vs. Egalitarian" - Link: https://forum.paradoxplaza.com/foru...-actually-hierarchical-vs-egalitarian.914588/ - though some of the effects have been changed]
In addition a new ethos axis, Isolationist vs. Internationalist (again, provisional name - better name suggestions would be good
) might also be added. This, similar to xenophobe and xenophile would not add government types, but would have on-pop effects.
Isolationist vs. Internationalist
Isolationists get increased influence gain* from all sources except rivalries, population less likely to migrate away, increased number of sectors*
Internationalists get extra embassies*, happiness from open borders, higher war tolerance, increased bonus from research agreements.
[This is based off the suggestion of An Elder Thing in the "Diversity: Overpowered?" thread - Link:
https://forum.paradoxplaza.com/forum/index.php?threads/diversity-overpowered.920100/ - though again some of the stuff has been modified]
The reason for having 2 splits is simple. With 4 axes, 3 points fits well (with 2 cost for fanatic). The next sensible number of points is 4, with 6 axes.
Hierarchical vs. Egalitarian
Hierarchical locks democracies, Extremist locks Oligarchies.
Egalitarian locks autocracies, Extremist locks Oligarchies.
Hierarchical gets bonus spy defense*, increased tolerance slavery existing.
Egalitarian gets bonus happiness, reduced tolerance of slavery existing.
Collectivist vs. Individualist
Collectivist unlocks 'collective' governments.
Individualist unlocks 'individualistic' governments.
Individualist gets increased differing ethos tolerance, reduced unit and building maintenance*, reduced tolerance of being a slave.
Collectivist gets reduced ethos shift, reduced food consumption, increased tolerance of being a slave.
* indicates an empire level effect.
With 'Individulistic' governments:
Competitive Rule (democratic):
"Several overlapping governments compete with one another for citizens by offering different rights, laws and taxes".
+/- Increased migration (people vote with their feet
+ Increased happiness (everyone gets the government they want, or at least something close to it)
+ Reduced planetary edict cost
Plutocratic oligarchy (as current)
Mobile Hierarchy
"Upon reaching maturity, people are expected to fend for themselves. Rulership is usually given to whoever manages to take it, by cunning, intelligence, charisma or strength of arms."
+ Increased governor, ruler staring level
+/- On ruler removal, the new leader may be chosen from one of the existing goveners
+/- Rulers and governors are sometimes pushed out of office by a rival (gives and automatically appoints a new leader.
+ more leaders (fewer than peaceful bureaucracy though)
Can build an oversized Statue (giving influence)
And the generic oligarchy becomes aristocratic oligarchy or something?
And 'Collectivist' governments:
Local Assemblies
"Decisions are taken on a local level by a meeting of all the citizens at regular intervals. Everyone's perspectives are heard and the best course of action for everyone is voted upon"
+ Increased number of sectors
+ Reduced unrest in sectors
Meritocratic Hierarchy
"People are promoted based on competence until they reach the limit of their abilities. Someone promoted beyond their competency is demoted (though the stigma for this is on the one who promoted them unduly)"
+/- Increased effect of positive species traits and of ruler traits (including bad ruler traits)
+ increased bonus from leader level
United Society
"Everyone is assigned a role based upon their abilities and the demand for a job. The best scientists think. The best warriors fight. The best ruler rules."
+ Increased food output from slaves
+ Reduced ethics divergence
Can build an oversized Planetary Administration (additional tier, giving its bonus to adjacent tiles of adjacent tiles).
[Some of this is based off an idea which was discussed across several threads including "Collectivist vs. Individualist actually Hierarchical vs. Egalitarian" - Link: https://forum.paradoxplaza.com/foru...-actually-hierarchical-vs-egalitarian.914588/ - though some of the effects have been changed]
In addition a new ethos axis, Isolationist vs. Internationalist (again, provisional name - better name suggestions would be good
Isolationist vs. Internationalist
Isolationists get increased influence gain* from all sources except rivalries, population less likely to migrate away, increased number of sectors*
Internationalists get extra embassies*, happiness from open borders, higher war tolerance, increased bonus from research agreements.
[This is based off the suggestion of An Elder Thing in the "Diversity: Overpowered?" thread - Link:
https://forum.paradoxplaza.com/forum/index.php?threads/diversity-overpowered.920100/ - though again some of the stuff has been modified]
The reason for having 2 splits is simple. With 4 axes, 3 points fits well (with 2 cost for fanatic). The next sensible number of points is 4, with 6 axes.
- 16
- 7