56 Subscribers
5
[h1]Introduction[/h1] This gives more government types but also... Creates a new logic behind government type assignation based on both, Political Science, History and Science Fiction. Creates a tangible difference between governments by creating a new civic type: Ruling Classes, revamping the Authority system and creating new pops unique to their civics and authorities. You will see some weird civic names and government types, all governments, authorities and civics are either based on real history, political science or science fiction. No ambiguous or invented governments. This mod is on "perpetual beta", balance feedback is welcomed. [h1]Features[/h1] [list] [*]New Mechanic: Ruling Class [*]17 Ruling Classes [*]5 Authorities (1 new + 4 revamped) [*]119 New Government Types [*]3 New Civics [*]2 New Armies [*]3 New Policies [*]23 New Pop Jobs [*]16 New Buildings [*]5 New Edicts [*]Many revamped civics [*]Revamped Species Rights [*]Play with an immortal ruler as a regular empire [/list] [h1]Authorities Redone[/h1] Revamped authority system based on political science where hierarchy is on the extreme right and anarchy is on the extreme left: Hierarchy, Monarchy, Oligarchy, Polyarchy, Anarchy Authorities answer the question: how many individuals are in power? Besides the normal empire wide bonuses and election types, Authorities define the kind of Politician Pop your empire will have, such as Councillor, Noble or Legate, each with their own bonuses and modifiers. No more generic "Politicians". Authorities also define the political power of the stratas (Ruler, Specialist, Worker, Slave). [h1]NEW MECHANIC Ruling Class[/h1] A new Mechanic, Ruling Class based on history and science fiction. Yes, with Authorities we define how many people are in power but... Who is in power? The priests? The wealthy? The military? The Ruling Class mechanic aims to answer that question. This mechanic is represented as civics, you may only choose one Ruling Class Civic.
REQUIREMENTS
Stellaris
Full game
FORUM LINKS