• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Axxikon

Recruit
14 Badges
Oct 12, 2020
4
3
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
I don't know if this has been considered before, but maybe it could be cool to have civics that are unique and unlockable only after game-start? Maybe through technology for something like Catalytic Processing, or dig sites or anomalies that give a glimpse into other empires that could inspire your own civilization to reform and run itself in a different way? Perhaps the precursers could each have a unique civic tied to them. I think that technology or perhaps unity trees would be a reliable way to get some interesting new civics to play around that isn't reliant on rng though, and it would add a small touch of worldbuilding as you see governments shifting and changing more, out side of "we like aliens a little more now" or "we actually think technology is more important" whenever they embrace a new faction.
 
  • 1Like
  • 1
Reactions:

The5lacker

Colonel
42 Badges
Jul 23, 2022
898
2.301
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Cities in Motion 2
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
I don't think this would lead to good gameplay in any way, shape, or form. Techs requiring you to trade out parts of your empire just sound like a bad idea. Empire passives are already a thing for Events and the like. I don't see what this would add that wouldn't ultimately just result in deliberately taking Civics you don't care about at the start of the game and rushing to the new, fancy civics that would have to be objectively better to justify having to unlock them.
 
  • 1
  • 1
Reactions:

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.637
1.391
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
I don't think this would lead to good gameplay in any way, shape, or form. Techs requiring you to trade out parts of your empire just sound like a bad idea. Empire passives are already a thing for Events and the like. I don't see what this would add that wouldn't ultimately just result in deliberately taking Civics you don't care about at the start of the game and rushing to the new, fancy civics that would have to be objectively better to justify having to unlock them.
Might call those civics upgrades, which in its own right isnt a bad idea. Civics often change the way the game is played to support a playstyle, meaning that some civics will seem good and some won't based on how your playing. Imagine getting a peackeepers civic that add a peacekeeping cb to defensive wars policy, it would be fun for pacifists but who else would want that? Particularly not militarist. Unlocking new civics can show a growing and evolving civilization, rn there is no incentive to ever change your civics short of when you get your third.
 

The5lacker

Colonel
42 Badges
Jul 23, 2022
898
2.301
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Cities in Motion 2
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Might call those civics upgrades, which in its own right isnt a bad idea. Civics often change the way the game is played to support a playstyle, meaning that some civics will seem good and some won't based on how your playing. Imagine getting a peackeepers civic that add a peacekeeping cb to defensive wars policy, it would be fun for pacifists but who else would want that? Particularly not militarist. Unlocking new civics can show a growing and evolving civilization, rn there is no incentive to ever change your civics short of when you get your third.
I don't think you understand how Civics... work. Or how Tech works. You don't need a Tech to grant you a Civic to grant you a CB to grant you the ability to attack other players when you have a Defensive Wars policy. You can just... change your Policy.

You're selling this like some sort of super unique thing that's never been done before, when what you're describing is Changing Policies, a thing that can be done every 10 years. There's no benefit to this beyond feeling like the "Reform Government" button doesn't get enough use, because of some belief that every button needs to get the same amount of use? The fact that you rarely need to change Civics isn't a bug, it's a feature. If you're intending on playing a particular playstyle, CIvics help reinforce that from the start of the game. If you want to pivot your playstyle mid-game, you can, but mandating that just seems silly especially if you've selected Civics that are very core to certain playstyles.

There is no reason any benefits you want your "Advanced Civics" to grant couldn't just be Techs, beyond this pathological desire to demand people Reform their governments more than once per game, and you've done nothing to explain why that would be a good thing. There are a lot of things players don't need to change over the course of their game. Mandating players change is, in and of itself, not something with any value. It's just tedium.
 

HFY

Field Marshal
28 Badges
May 15, 2016
8.660
20.284
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
I don't know if this has been considered before, but maybe it could be cool to have civics that are unique and unlockable only after game-start? Maybe through technology for something like Catalytic Processing, or dig sites or anomalies that give a glimpse into other empires that could inspire your own civilization to reform and run itself in a different way? Perhaps the precursers could each have a unique civic tied to them. I think that technology or perhaps unity trees would be a reliable way to get some interesting new civics to play around that isn't reliant on rng though, and it would add a small touch of worldbuilding as you see governments shifting and changing more, out side of "we like aliens a little more now" or "we actually think technology is more important" whenever they embrace a new faction.

Yeah seems interesting.

Advanced governments, e.g. "Now that everyone is cyborg-enhanced with autonomous agent systems installed, we can have actual direct instant voting on complex issues, which would have been physically impossible to make informed decisions about before."

Advanced forms of control, e.g. "Ruling class is huffing Zro to ensure that larger, smarter, and also psionic working class is kept in line."

Advanced slavery, e.g. "Now that all prisoners have intelligent chips installed, we can run a bunch of slave-like prison planets. But not technically slavery because they're in prison!" -- Advanced Police State + Slaver Guilds, except different from both, and better.

Etc.
 

Ferrus Animus

Colonel
Sep 16, 2019
1.074
2.424
Launch Stellaris hat no civics, but a number of different government types with fixed bonuses. When you got a certain tech you could slect an upgraded version, which was basically double the bonuses.

Currently tech progress does eventually grant you an additional 3rd civic during the game and specific empire-changing upgrades could be an interesiting idea, Be it cyber-slavery or shared psychic burdens, But given how much Stellaris likes it's numerical bonuses such would be hard to balance and create without being creating a rats tail of issues, and might be better suited to traditions/ascension perks/event civcs (like divine sovereign)/empire modifiers.
 
Last edited:
  • 1Like
Reactions: