Stellaris

Stellaris

Galactic Policies
 This topic has been pinned, so it's probably important
LastLeviathan  [developer] Jan 26, 2017 @ 6:27pm
Policies List
Note: Default refers to vanilla settings.

Foreign Relations
Isolationism
The nations' interests are best served by keeping the affairs of other countries at a distance. Whether it is to avoid being drawn into dangerous conflicts or simply to ensure the purity of culture, this doctrine seeks to focus all effort on our own advancement.
  • Diplomacy Influence Cost = +25%
  • Trust Growth = -10%
  • Trade Attractiveness = -20%
  • Migration Xeno Pull = -20%
  • Xenophobia = +10%
  • Edict Influence Cost = -15%
  • Edict Length = +20%
  • Country Border Growth = +10%
  • Military Station Build Cost = -15%
  • Military Station Damage = +15%
  • Military Station Hit Points = +15%
  • Xenophobes Approve
  • Xenophiles Disapprove

Balanced Foreign Policy
Only by maintaining a balanced approach to our foreign relations can our nation continue to strive for greatness. We must be open to interact with others in the galaxy while also ensuring our own success is not neglected.
  • Default

Intergalactic Commerce
As we further explore the stars we must cooperate with the others that populate the endless void of space. Only by integrating the countless intergalactic views, products, ideas, and other aspects of the cultures that surround us can we achieve prosperity
  • Diplomacy Influence Cost = -25%
  • Trust Growth = +10%
  • Trade Attractiveness = +20%
  • Migration Xeno Pull = +20%
  • Xenophobia = -10%
  • Statecraft Research Speed = +25%
  • Pop Migration Speed = +15%
  • Xenophiles Approve
  • Materialists Approve
  • Xenophobes Disapprove

Trade Laws
Protectionism
Protectionism is a government policy of taxation and discrimination against foreign imports.
  • Migration Xeno Pull = -10%
  • Trade Attractiveness = -15%
  • Building Time = -20%
  • Building Cost = +10%
  • Unity Gain = +10%
  • Xenophobes Approve
  • Xenophiles Disapprove

Balanced Trade
Balanced Trade is a policy that provides a more intermediate approach to free trade. While trade is not completely free flowing, neither does it restrict foreign products to the extent of protectionist agendas.
  • Default

Free Trade
Free trade is a policy explicitly aimed at allowing a free flow of goods across borders without undue interference by government officials, laws, or taxes.
  • Migration Xeno Pull = +10%
  • Trade Attractiveness = +15%
  • Building Time = +10%
  • Building Cost = -10%
  • Xenophiles Approve
  • Xenophobes Disapprove

Market Laws (Currently no modifiers, will be added soon)
Laissez Faire
Laissez Faire is a hands-off government policy that sees the market as the ultimate tool for progress, and believes that markets spontaneously organize human activity.
  • Individualists Approve
  • Collectivists Disapprove

Interventionism
This policy finds the market to be a useful tool for growth, but that it needs occasional help from the government to succeed.
  • Individualists Approve
  • Collectivists Disapprove

Mixed Economy
Mixed Economy is an economic system combining private and public enterprise.
  • Default

State Capitalism
State capitalism demands that the state control the primary aspects of the economy, but leave the market to handle the less important things.
  • Collectivists Approve
  • Individualists Disapprove

Planned Economy
The planned economy, also known as central planning, socializes the control of all economic resources into the hands of the state. All economic decisions are made by the state, and the market is excluded from functioning in the state in question.
  • Collectivists Approve
  • Individualists Disapprove

Religious Policy
Atheism
Atheism is the opposite of moralism. Rather than holding up one religion as the one true word, atheism actively attacks all religion as illegitimate.
  • Spiritualist Ethic Attraction = -15%
  • MaterialistsApprove
  • Spiritualists Disapprove

Secularized
Secularism is the stance that the government has no place in religion, and should abstain from any and all involvement in religious affairs of any kind.
  • MaterialistsApprove
  • Spiritualists Disapprove

Pluralism
This policy holds that each citizen has the right to his own religious views, and that the religious majority (where there is one) has no right to infringe upon this free practice.
  • Spiritualist Ethics Attraction = +5%
  • Spiritualists Approve
  • Individualists Approve
  • Materialists Disapprove

Moralism
Moralism promotes one religion above all others, and actively seeks to spread the state religion to religious minorities.
  • Spiritualist Ethics Attraction = +15%
  • Spiritualists Approve
  • Materialists Disapprove

Media Rights
State Media
This choice restricts the media only to state-run or state-sanctioned bodies, allowing for almost total government control over information.
  • Pop Happiness = -5%
  • Empire Ethics Attraction = +10%
  • Collectivists Approve
  • Individualists Disapprove

Censored Media
This option allows for a somewhat free media, but the government reserves the right to censor out material that it finds offensive or antagonistic to its goals.
  • Default

Free Media:
This options frees the media of government control. Information flows freely, and people are left to decide for themselves.
  • Pop Happiness = 5%
  • Unity Gain = -5%
  • Individualists Approve
  • Collectivists Disapprove



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Removed to be added later


Fleet Composition (Needs more balancing, still early WIP.)
Swarm
By mainting a massive surge in numbers, the military is able to utilize flood tactics to spread itself across its territories.
  • Navy Size = +75%
  • Ship Upkeep = -25%
  • Ship Evasion = -15%
  • Ship Armor= -25%
  • Ship Weapon Damage = -25%
  • Ship Hitpoints = -50%
  • Ship Combat Speed= +20%
  • Ship Build Speed = +50%

Mass Conscription
Utilizing the compulsory enlistment of individuals, the military is able to swell its numbers at the cost of superior individual training
  • Half of Swarm

Balanced Fleet
A balanced approach to military training and composition, allowing for flexibility in its deployment capabilities.
  • Default

Specialized Training
By reducing the size of the military, the various branches are able to improve the training of new recruits and current members to a higher standard that would be otherwise impractical with a larger force.
  • Half of Elite Training

Elite Training
The military is kept small through rigorous training and selection, allowing the government to spend a tremendous amount of money on each soldier and airman ensuring that they are experts in their field and equipped with the latest and most updated equipment and vehicles.
  • Navy Size = -75%
  • Ship Upkeep = +25%
  • Ship Evasion = +15%
  • Ship Armor = +50%
  • Ship Weapon Damage = +25%
  • Ship Hitpoints = +50%
  • Ship Fire Rate = +10%
  • Ship Build Speed = -50%
  • Admiral Skill Level = +2

Army Doctrine
Swarm
The majority of your ground forces travel in endless swarms that reap relentless destruction against its foes. However, these armies are more alike to mindless beasts than trained soldiers.
  • Army Build Speed = +50%
  • Army Build Cost = -75%
  • Army Health= -75%
  • Army Morale = -25%
  • Army Upkeep = -50%
  • Army Damage on Defense = -50%

Overwhelming Force
By overwhelming the enemy with monumental numbers and devastating artillery your forces hammer the enemy into submission.
[list[*]Army Build Cost = -25%
  • Army Damage= +25%
  • Army Health= -20%
  • Army Morale = -20%
  • Army Damage on Defense = -25%
  • Army Morale Damage on Defense = -25%
  • Army Damage on Attack = +25%
  • Army Morale Damage on Attack = +25%

Traditional Focus
The Traditional Focus relies on a diverse and well trained military that allows it to be flexible in its operations.
  • Default

Unbreakable Defense
By neglecting offense and focusing training primarily on advanced defensive operations, your improvised and static field fortifications and the resilience of your soldiers are second to none.
  • Army Health = +75%
  • Army Morale = +50%
  • Army Damage on Defense = +50%
  • Army Morale Damage on Defense = +50%
  • Army Damage on Attack = -75%
  • Army Damage on Attack = -75%

Guerilla Tactics
Guerrilla warfare is a form of irregular warfare in which a small group of our combatants such as paramilitary personnel, armed civilians, or irregulars use ambushes, sabotage, hit-and-run tactics, and mobility to fight a larger and less-mobile traditional military.
  • Army Build Speed = +40%
  • Army Build Cost = -25%
  • Army Health = -35%
  • Army Morale Damage = +50%
  • Army Up-keep = -25%
  • Army Morale = +50%
  • Army Damage on Attack = -35%
  • Army Damage on Attack = -35%

Elite Chapters
Abandoning traditional military organisation for the formation of Elite Chapters, your armies are made up of a select elite that go through rigorous training. Whether from their indoctrination or genetic modification, these members are physically stronger and far more resilient than the average member of your species.
  • Army Build Speed = -50%
  • Army Build Cost = +300%
  • Army Upkeep = +200%
  • Army Health = +200%
  • Army Morale = +200%
  • Army Damage = +75%
  • Army Rank = +1
Last edited by LastLeviathan; May 10, 2017 @ 11:05am
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Showing 1-15 of 15 comments
Elementium Jan 31, 2017 @ 3:57pm 
This is some suggestion for the version 1.4 of Stellaris
Market Laws (Currently no modifiers, still uncertain how to go about this one) : You should play on energy/minerals with that (upkeep,cost) or build time, again.

Religious Policy: attractiveness over materialist/spiritualiste pop ? Happiness ?

Media Rights : should also have an influence over science prod, migration speed,and/or somehow on energy I think
MORROGANDER Feb 2, 2017 @ 7:47pm 
Free Media:
This options frees the media of government control. Information flows freely, and people are left to decide for themselves.
+15% Ethics Divergence
Individualists Approve
Collectivists Disapprove

Sorry but WHY do I want Free Media? Ethics Divergence is never a good thing for any empire.
LastLeviathan  [developer] Feb 3, 2017 @ 3:44am 
Originally posted by MORROGANDER:
Free Media:
This options frees the media of government control. Information flows freely, and people are left to decide for themselves.
+15% Ethics Divergence
Individualists Approve
Collectivists Disapprove

Sorry but WHY do I want Free Media? Ethics Divergence is never a good thing for any empire.
A playstyle for individualist empires is to embrace divergence. Though the bonus may be a bit much at the moment.
xkuripuri Feb 8, 2017 @ 6:23pm 
Originally posted by Last Leviathan:
Originally posted by MORROGANDER:
Free Media:
This options frees the media of government control. Information flows freely, and people are left to decide for themselves.
+15% Ethics Divergence
Individualists Approve
Collectivists Disapprove

Sorry but WHY do I want Free Media? Ethics Divergence is never a good thing for any empire.
A playstyle for individualist empires is to embrace divergence. Though the bonus may be a bit much at the moment.

Is that entirely accurate? I mean, okay yeah aesthetically, that is basically how Individualist should work. The issue is really, mechanically the game will kick you in the teeth for this. It was probably the main reason why the Individualist Ethos had the Ethics+ removed.

While it makes sense, it mechanically clashes with the way ethics work in the game. Even if it makes Individualists happy, you're going to cause Factions to grow, which will start causing problems, or making you constantly spend Influence to deal with them.
LastLeviathan  [developer] Feb 9, 2017 @ 8:45am 
Originally posted by xkuripuri:
Originally posted by Last Leviathan:
A playstyle for individualist empires is to embrace divergence. Though the bonus may be a bit much at the moment.

Is that entirely accurate? I mean, okay yeah aesthetically, that is basically how Individualist should work. The issue is really, mechanically the game will kick you in the teeth for this. It was probably the main reason why the Individualist Ethos had the Ethics+ removed.

While it makes sense, it mechanically clashes with the way ethics work in the game. Even if it makes Individualists happy, you're going to cause Factions to grow, which will start causing problems, or making you constantly spend Influence to deal with them.
Fair point, I'll look into shifting it into something useful.
AmesNFire Apr 10, 2017 @ 12:29pm 
Originally posted by xkuripuri:
Originally posted by Last Leviathan:
A playstyle for individualist empires is to embrace divergence. Though the bonus may be a bit much at the moment.

Is that entirely accurate? I mean, okay yeah aesthetically, that is basically how Individualist should work. The issue is really, mechanically the game will kick you in the teeth for this. It was probably the main reason why the Individualist Ethos had the Ethics+ removed.

While it makes sense, it mechanically clashes with the way ethics work in the game. Even if it makes Individualists happy, you're going to cause Factions to grow, which will start causing problems, or making you constantly spend Influence to deal with them.

Actually, allowing heavy ethnic divergence and using resettlment you can convert pops with other ethics to your own fairly quickly. It requires some micromanagment but I think it's similar to why the Individualist ethic originally had a divergence boost.
James009 Apr 10, 2017 @ 8:14pm 
I think for armies you just might want to simplify it to something like Conscription/Traditional/Elite Training or something. Might be able to do the same with Fleet but I can already see how it can easily be abused.

Maybe you could instead range from pacifist to militant for fleet strength or something? Also, it might be good to have the fleet advantages be progressively run via events rather then a solid bonus and have them grow over time.
comatoran Apr 11, 2017 @ 4:24am 
Three ideas:
1: Make it so that the guerilla tactics policy, instead of reducing build costs and increasing build speed, makes it so that whenever an army is killed, it has a chance of spawning in a new defensive army.

2: For the religous policies, in addition to the spiritual/materialistic approval, there should also be a egalitarian/authoritarian element. Authoritarians would approve of atheism and moralism, while egalitarians would approve of secularism and pluralism.

3: For market laws, there should be a predictability factor. Like, laissez faire produces, say, 15% more energy and/or minerals than a planned economy does ON AVERAGE, but any given month a laissez faire economy might get anywhere from 50% to 200% of the expected total income, whereas a planned economy will always get exactly what was predicted.
LastLeviathan  [developer] Apr 11, 2017 @ 8:13am 
Originally posted by cOmAtOrAn:
Three ideas:
1: Make it so that the guerilla tactics policy, instead of reducing build costs and increasing build speed, makes it so that whenever an army is killed, it has a chance of spawning in a new defensive army.

2: For the religous policies, in addition to the spiritual/materialistic approval, there should also be a egalitarian/authoritarian element. Authoritarians would approve of atheism and moralism, while egalitarians would approve of secularism and pluralism.

3: For market laws, there should be a predictability factor. Like, laissez faire produces, say, 15% more energy and/or minerals than a planned economy does ON AVERAGE, but any given month a laissez faire economy might get anywhere from 50% to 200% of the expected total income, whereas a planned economy will always get exactly what was predicted.
1. It might be possible.
2. That doesn't really fit, authorarians could have pluralism, evidence in many real life societies.
3. Don't think that's possible to code.
James009 Apr 11, 2017 @ 12:42pm 
Originally posted by Last Leviathan:
3. Don't think that's possible to code.
It'd be somewhat difficult but you might be able to get this one with an event. Maybe run it every quarter of a year or something though. Only thing I'd have no idea is how to run it where it would estimate the outcome based on your economy. Secondly, it should also have the potential of losing you money.

That'd be a fun way to do it.
Last edited by James009; Apr 11, 2017 @ 12:42pm
LastLeviathan  [developer] Apr 11, 2017 @ 1:09pm 
Originally posted by James009:
Originally posted by Last Leviathan:
3. Don't think that's possible to code.
It'd be somewhat difficult but you might be able to get this one with an event. Maybe run it every quarter of a year or something though. Only thing I'd have no idea is how to run it where it would estimate the outcome based on your economy. Secondly, it should also have the potential of losing you money.

That'd be a fun way to do it.
After I update my other mods I'll look into it.
jlanka May 14, 2017 @ 10:28am 
when will fleet composition be added you think?
I think i hate all the ecenomic policies

add syndaclism
TortoTheConqueror Feb 15, 2018 @ 3:15pm 
When will the Fleet Doctrines be readded?
LastLeviathan  [developer] Feb 15, 2018 @ 9:09pm 
Originally posted by Torto The Conqueror:
When will the Fleet Doctrines be readded?
Likely after 2.0, since that includes some.
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