Politics Rework
*If you are playing with Vodyani Rework, load this mod last.
This mod is born out of the current imbalance with the governments system that results in Republic and Democracy being most optimal in all cases, and will address the system as a whole.
Governments
Federation:
– +1 Law slot gained from Empire Development stage 4 (for a total of 5 law slots)
Dictatorship:
– Has intensified laws
– Scaling Law Upkeep cost with more than two laws active (from G2G Balance Mod)
Republic:
– No longer has intensified laws
– +5% FIDSI per Laws Active
– -5% Law Upkeep per Hero
Democracy:
– -10% (up from 5%) law upkeep per parties represented in Active Laws
Laws revamp:
Two new law upkeep levels: 5 and 6 costing that amount of influence per pop. This should offer more ways to sink influence late game for high value effects.
Industrialist:
– Improved effects of New Colony Initiative for Vodyani, Argosy and Riftborn
– New Applied AI Bill law that reduces system development cost by 20/30%
– Mineral Misers moved to third slot
– Work Not Shirk has a new icon from game files
– New Expedient Industry law: +5 depletion points per turn, +30/40% FIDSI
– Fleet Fortitude moved to final law slot
Scientist:
– Oracle of Science has -10/15% tech cost reduction, but this no longer applies to Endless victory techs
– New Reach for the Stars law that provides 50/75% probe speed, vision and regeneration, and +1/2 probe stock
– Dirty Hands Act moved to second slot
– Vodyani +30/40% Essence variant of Need to Breed
– Star Boogie moved to fourth slot
– Mine’s Bigger moved to fifth slot, +30/40% weapon damage
– Pilgrims’ Blindsight law is now the final Scientist law
Pacifist:
– Right Thing Rule now provides +30/40 approval when not in any war
– My Precious Precept moved to second slot
– Zvali Drop In, Tune Out law is now the third Pacifist law, negating blockade/besieged penalties
– Fair Trade Bill to fifth slot
– New Provinicial Aegis Act in final slot, providing +30/40% damage in owned territory
Ecologist:
– Vodyani: Dynamic Pilgrims law +10/15% FIDSI per anomaly
– Vodyani: Coactive Cloth Act: -20/30% reduction on Holy Proliferation cost
– Power to the People effect increased to +4/6% Science per Pop Type
– Vodyani: Dust-9 Therapy Edict: +6/8% Science per Hero
– All Hands Dictum increased to +4/6% Industry per Pop Type
– Vodyani: Essence-9 Diffusion Decree: +6/8% Industry per Hero
– New One with Nature law: -30/50% terraformation cost, -5 depletion per turn
– New Living Materials law: +30/50% health regeneration ratio
Religious Party:
Major laws revamp
– Righteous Fury now provides -15/20% hero unlock threshold
– Admit or Improve moved to first slot, effect increased to +50/75% Hero XP gain, +2/4 XP on ships
– New Sanctified Heroes Act: +15/20% FIDSI on systems with Hero
– Peace and Prayer moved to third slot, increased to +50/75% conversion multiplier
– Vodyani: Prayer and Primacy, +100/150 Essence per influenced system, immunity to conversion
– New Covert Evangelists law: +10/15% Diplomatic Pressure per Hero
– Saints & Sinners Revamp: +4/6% FIDSI on systems per Hero
– New Seraphic Avatar law: +30/40% damage on fleets with Hero, Heroes can be assigned out of territory
Militarist:
– Jingoist Joy Bill reworked. Provides +30/40 approval when in any war, but -10/20 approval per peace
– Epistis’ ownership recovery law is Militarist third law, providing +50/75% ownership recovery rate
– Vodyani variant provides +40/60% Essence from Hunting Grounds
– Hissho manpower refill is Militarist fifth law: +30/50% refill rate in hostile territory
Vaulters:
Unique law for anti pacific conversion no longer overrides Need to Breed and has been rebranded as its own distinct law, Aurigan Resilience, provided additionally to the Scientist party.
+750% converson cost in all government types
+10% influence per strategic deposit on systems
Sheredyn:
– Unique militarist recylcing law that always provides 100 Science/Dust per CP regardless of govt, and now also provides +50 influence per CP.
– Increased upkeep reduction to -30%
– Private Military Contracts law: -50% upkeep per Alliance. This can result in income from Military Upkeep
Minor Factions
– Adjusted Epistis assimiliation traits to be more lore appropriate
– Adjusted pop political traits
– All minors now have traditional 50 pop collections with directly applied effects, rather than unlocking a law
Heroes
– Counselor’s on Senate effect replaced with -25% Law Upkeep
Major Factions
United Empire:
– The Industrialist option for Chapter I now rewards Silken Diplomacy (-20% diplomatic action cost) instead of the Traitor’s Reach Outpost. It was previously provided for Chapter III on staying UE.
– The objective to remain Imperial has been changed to exerting positive pressure on another major empire
– Replaced Silken Diplomacy reward with Emperor’s Resolve, which provides a passive converson of 0.1 industry into influence
Mezari:
– Pops reworked: they now provide +2 science and +1 influence on anomaly
– 50 collection now has a unique effect: 0.1 science converted to influence
– Tertiary political trait changed to Audacious
Sheredyn
– Pops reworked: +20 system defense, +40 defense per strategic deposit
– 50 collection replaced: 5% system defense converted to influence
– Tertiary political trait changed to Military-Industrialists
Horatio:
– Convert pop to Horatio now has a flat one turn cost
Marketplace:
– Heroes are now added to the marketplace twice as fast
