The main thrust of this PR is that I cleaned up most of the vestigial vanilla content that was left when you changed the meanings of the materialist/spiritualist and egalitarian/authoritarian axes. I want to emphasize that no systems have been redesigned and nothing has been re-flavored - it's purely cleaning up in accordance with the ethics descriptions I was given:
"Authoritarian is competition between classes, materialism is competition with nature, militarism is competition in war, xenophobe is competition over purity. The others are cooperative instead. Class cooperation, cooperation with the environment, cooperation between nations, cooperation between species."
I know you'll complain about the size of the PR, but this stuff is interconnected - you can't change one part of politics without accounting for that change throughout the game - doing otherwise is what put the SI politics system in its current state. The size of this PR is just a measure of how much needed to be changed to account for your changes to ethics.
Anyway, I'm sure there will be things you'll want changed before a potential merge so consider this a first draft. I have included a brief documentation summary for you to review below.
Diplomatic texts:
AI comments, including for first contact and on GC resolutions, have been corrected to account for the new ethics definitions
incidentally the first contact event was in a horrendous state - paradox left it mostly based on the pre-1.5 government system
Factions:
Demands changed to better account for the new ethics and generally improved
Demands integrated with Federations content like resolutions and diplomacy stances
Fixed up random names for spiritualist factions to be non-religious.
Governments:
Spiritualist empires are no longer result in theocratic governments
Personalities:
Personality assignment has been revised to account for the SI ethics and civics
Assignment is now more civic driven. This has the advantage of making assignment more transparent both for devs (easier to fine tune personality appearance rate) and players (easier to tell which personalities any empires you design and force spawn will have)
Some new personalities to better suit SI content (e.g. one specifically for anarchists)
Civics:
Some requirements and AI weights changed to suit the new personality assignment and ensure a good spread of personalities
Resolutions:
AI weights changed for new ethics and faction demands
breach conditions now integrate SI content (e.g. env. policy)
Federations:
AI weights for laws and acceptance altered for SI ethics and personalities
hegemony moved to auth, union moved to diplomat (or diplomacy opener). Figure giving hegemony to diplomats must have been a mistake. Would be pretty weird to have an F.Egal/Diplomat leading a (very hierarchical) hegemony
Trade fed allowed for corporate, capitalist, MG empires at game start. Research fed allowed for technocracy on game start.
These changes should ensure players see a wider variety of fed types given AI tends to federate early and thus only has the Union fed type as an option
Ascension Perks:
AI weights changed to match new ethic definitions, personalities, and faction demands
Policies:
AI weights changed to suit the new faction demands
Ethics:
changed pop weights to properly account for SI traits
Opinion Modifiers
Revised modifiers weights and names for SI ethics
modifier for SI env. policy
Potentially Contentious Things: all that said since the PR is big I wanted to highlight the caveats to what I said about no re-flavoring or system change
Fascist government requirement: made more stringent on ethics so, for example, a Xenophile/Diplomat/Authoritarian empire wouldn't receive this government type
Removed the extra civics slots from tech and traditions and replaced with other appropriate bonuses
SI gives out civic slots like candy, and as a consequence you don't really have to make meaningful choices when picking civics. With four slots, you can pretty much take all the good ones compatible with your ethics. More importantly, having four civics really interferes with making good AI personality selections.
Changed the xenophile/xenophobe bonuses about sprawl to be about immigration pull and pop growth respectively. This represents a preference on how to obtain pops: via migration or autochthonous growth. The old bonuses are moved to the centralization/colonialism finisher where they fit thematically and mechanically better in lieu of the civic slots. In a similar vein, moved the +districts bonus from xenophobe to materialist where it fits better. Xenophobe got -trad cost from sprawl instead.
figure you may well not like this one but it's easy to revert if not
Renamed common law to community policing. This is because common law is not mutually exclusive with state police - for reference see every country in the world with a common law system
The main thrust of this PR is that I cleaned up most of the vestigial vanilla content that was left when you changed the meanings of the materialist/spiritualist and egalitarian/authoritarian axes. I want to emphasize that no systems have been redesigned and nothing has been re-flavored - it's purely cleaning up in accordance with the ethics descriptions I was given: "Authoritarian is competition between classes, materialism is competition with nature, militarism is competition in war, xenophobe is competition over purity. The others are cooperative instead. Class cooperation, cooperation with the environment, cooperation between nations, cooperation between species." I know you'll complain about the size of the PR, but this stuff is interconnected - you can't change one part of politics without accounting for that change throughout the game - doing otherwise is what put the SI politics system in its current state. The size of this PR is just a measure of how much needed to be changed to account for your changes to ethics. Anyway, I'm sure there will be things you'll want changed before a potential merge so consider this a first draft. I have included a brief documentation summary for you to review below.