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Also democracy has meritocracy, one of the strongest civics.
I'm exploring radical factions building up "radical support" over time. When radical support >= ideological purity you get a negative event, resetting their support to 0. The higher the purity when it crosses the threshold the worse the event. The worst possible event would be a coup that installs the radical ethos as an impure, hard to manage new government.
You can spend influence to conduct operations against radicals to reduce their support either quickly or overtime by paying influence and rolling the dice in an event. Authoritarians would have executions while egalitarians could debate them. Perhaps this will use the new covert operations system when it releases!
democratic wants some ideological purity, but gets maximum buffs at say 50% with penalties below and above that, while authoritarian gets straight debuffs for being below 100% or doesn't get maximum buffs until 100%
idea being that democracies allow for more political leeway without disruption while the ability to question an authoritarian regime is viewed as a straight threat.
just something anything to buff democracies in this game is something I'd appreciate.
Overall, though, I hope PDX take a leaf out of your book for any internal politics revamp. Extremely cool stuff.
That mod was created for lack of faction flavor, which is what this mod is also trying to address. The civics mod wont feel as necessary if I do my job correctly.
Hope I'm not requesting too much, but maybe you could also make a mod that makes it so factions can only be led by Ruler-type leaders and *only* faction leaders can run for presidency? This would be a much better alternative to losing that Level 5 Scientist because they decided to run for president.
https://imgur.com/gallery/UC3sqtY
Do you think Dynamic Political Events should be compatible?
I'd vote for Revoltions as well.:) While everyone is free to continue on Ethics and Civics, the mod that has been 'blessed' by the devs is primarily aimed at multiplayer gameplay and balance.
This is the first stepping stone to greater faction solutions. When you need to get more complicated in game design, it pays to label things that players previously kept in their heads e.g. now theres discreet entities for moderates and radical factions. Now its possible to play with the relationships between those elements and your primary success indicators (mineral/influence/energy/happiness/etc production).