What do you think of these changes?

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Those look quite a bit more reasonable than the previous ones.
I'll get into details when I have the time.
 

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Okay, got a few minutes left from my lunchbreak - let's dot his.

Authoritarian / Fanatic Authoritarian:

Resettle cost might cause problems if you can stack below -100% - make sure to check for that case.
Other change feels quite marginal, but is probably okay.

Egalitarian / Fanatic Egalitarian:

Influence change is insane. Egalitarian is already very powerful thanks to the CG cost reduction.
I could see +15%/+30% if you absoltely *have* to buff it, but +25%/+50% is *WAY* over the top.

Materialism / Fanatic Materialism:
Okay, I guess.

Spiritualist / Fanatic Spiritualist:
Still a pretty "meh" ethic, imho.

Militarist / Fanatic Militarist:
Don't think that Militarist really needs a buff, but it's okay.

Xenophile / Fanatic Xenophile:
Reduced trad cost for pops is worthless, since the effect from num of planets can easily make up 90%+ of the cost increase past the first few traditions. Also *I think* this only affects the extra penalty (?). Not sure if adding special stuff based on traditions is a good idea.
Still seems pretty worthless as an ethic.

Temple
:
"Meh" - seems like a nerf?

Holotemple:
"Meh" - seems like a nerf?

Citadel of Faith:
"Meh" - seems like a nerf?

Visitor Center:
Okay. Might now be usable in the early and mid game.

Psi-Corps:
Okay.

Military Academy
Okay.

Polytechnic Complex:
Probably overpowered. Yield total is very high when all adjacencies are used and it can be unlocked very early as well.

Plurality Forum:
Probabily overpowered. Feels like too many good yields AND modiifers in one package.

Hyperstorage Facility I-III:
Tier I is okay, tier II is really good, tier III is insane. Might also lead to situations where the player can stack -100% CG cost.

Diplomatic Corps:
Trade attraction might be too good. Careful with that.

Militaristic Culture:
Seems like a nerf?

Police State:
Okay, but still not good enough to warrant picking.

Policies:
Meh. I liked the hardlock restriction, but I can see why you'd want to go that way.


Chemical Bliss:
Inconsequential, I'd assume. Old value was fine, imho, since it is pretty much a hardcounter to unrest.

Utopian Living:
Idea in general is okay, but it severely devaluates the pacifist ethic.
Reduce unity to +20% or something, double growth bonus.

Social Welfare:
Might as well be +10%.

Impoverished Conditions
Might go all the way to -20% (since it's quite easy to stack positive modifiers).

Subsistence Living
Might go all the way to -50% (since it's quite easy to stack positive modifiers).

Map the Stars:
Probaly too powerful as an immediate unlock.

AI-Controlled Colony Ships:
Still mostly pointless. Main problem is that the tech comes too late to have a decent impact.

Self-Aware Colony Ships:
Still mostly pointless. Main problem is that the tech comes too late to have a decent impact.

Gaia Creation:
Okay, I guess.

Xeno Cultural-Exchange:
Okay.

Tile Blocker Techs + Ecological Optimization:
Ecological Optimization seems pretty worthless. I would rather nerf MoN.
Wouldn't make the blocker techs cheaper. Makes colony spam even stronger.

Automatic Exploration:
Okay.

Curator Labs and Advanced Shipboard Science Lab:
Okay, I guess.

Discovery:

  • Adoption Bonus: Probably too strong, considering that this is one of the best effects in the game.
  • Science Division: Okay. Should probably become the opener.
  • Polytechnic Education: See building comment.

Prosperity
  • Adoption bonus: Okay, I guess.
  • Finisher bonus: Still seems pretty bad, and is probably a nerf.
  • Trans-stellar Corporations: Extremely powerful. Should be the finisher instead.

Domination
  • Protection Racket: Okay, I guess.
  • Fleet Levies: Okay.
  • Still feels like an extremely niche / weak tree.

Expansion
  • Adoption bonus: Meh. I think that's a nerf, but I never use early private ships anyway.
  • Finisher bonus: Good, since it is insanely powerful.
  • Courier Networks: Okay.
  • A New Life: Seems like a nasty nerf. :(

Harmony
  • Adoption bonus: Play vanilla instead, we will give you +25% in the future.
  • Finisher bonus: Completely useless.
  • The Greater Good: Okay, but still not great.

Supremacy
  • War Games: Okay, although it was already a really good one.
  • Overwhelming Force: Okay.

Diplomacy

  • Federal Unity / Entente Coordination: Probably OP, unless the fed member cap is already in.
  • Dynamic Ecomorphism: Very conflicted about this. Pretty useless if you go for Synthetic Ascension and not available until you unlock actual Gene Modding. Idea is good, doesn't work well with current pacing.
  • Xenological Protocols: Trade attraction might be way too powerful. Be wary.

World Shaper:
Does still seem like a very weak pick.

Technological Ascendancy:
Probabily unnecessary, given how powerful research speed already is.
I'd go with higher chance for rare techs instead.

One Vision:
Actually a nerf, since unity cost reduction for pop is worthless.

Master Builders:
Broken beyond belief. This will allow the construction of Ringworlds around year 70 or so, and utterly break tall gameplay.

Resilient:
Okay, but you might as well have gone with +250% or even +500% fortification.

Robust:
This does still look terrible.

Very Strong:
Too strong (hah!) now, given that you can easily stack it with Industrious.

Arrested Development:
Unnecessay since the XP gain was bugged anyway. But I suppose it's punishing enough already anyway.
 

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(a) I don't know how 100% Trade Attractiveness works. If it adds value to your trade items, for example, it would be incredibly broken when stackable.

(b) Pops have only marginal impact on tradition cost compared to num of traditions (not planets, I mixed those two effects up). A 20% reduction is effectively worth between 5% and <1%.

Example:
Tradition_Cost.jpg
 

GAGA Extrem

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Maybe I would. I was actually thinking of moving the CG to materialism and give egalitarians either some leader perks or citizen pop happiness. Whatcha think of this?
No, it fits Egalitarian quite well. Just reduce the Influence gain and it will be fine.
Materialist is already one of the best ethics, no need to buff it even more.

Whatcha think of a simple ±10/20% happiness to xeno pops as the xenophile bonus?
"Meh"
Also exploitive since you can work towards replacing your original species in that case.

Not really. Hardcounter to unrest is armies. This makes it a viable alternative.
Armies cannot pacify large planets full of angry conquered pops.
Chemical Bliss can.

Ringworlds are rather weak and if a player wants to waste his resources building 'em by 2270, he should be able too. Compare this to habitats and its really no contest: cheaper, quicker, less unlocks, huge benefits.
I have played dozens of tall peaceful games, so trust me: Ringworld are *really* good, and the earlier you can get them the more powerful they become, because they provide snowballing M yields.

It's also not like they compete with Habitats, since your limiting factor at that stage is Influence, not M cost - and Ringworlds are very Influence efficient.

The real issue here is the -50% building construction speed, which is very powerful. Yet this is one of the most expansive techs in game, so there is that.
Building speed doesn't really matter all that much. Usually your growth ratio can't keep up with that anyway.