Stellaris

Stellaris

[TNG] Moderates and Radicals
39 Comments
Amanfreed 19 Apr, 2022 @ 1:53am 
Please update?
Teamson 2 Feb, 2022 @ 3:45pm 
does this still work with 3.2?
Krahe 15 Jul, 2021 @ 4:55pm 
Can't quite crack it, what Balanced Governance need for green? Is it oligarchy?
Lord Rato 3 May, 2021 @ 6:43pm 
Thanks!
Peanutcat 3 May, 2021 @ 4:56am 
Cool, thanks!
TheNextGuy  [author] 2 May, 2021 @ 10:47pm 
It works in 3.0, I'm working on an update now, but until then its fine.
Peanutcat 2 May, 2021 @ 8:58am 
Does the mod work in 3.0 or would it need an update?
Lord Rato 26 Apr, 2021 @ 4:20pm 
Hello, will the mod be updated for the latest patch? Thanks!
The Notorious Garangus 10 Apr, 2021 @ 10:22am 
"The Attack of the Centrists"
TheNextGuy  [author] 24 Mar, 2021 @ 2:39pm 
You could just make authoritarians trade short term control for long term stability. It isn't so much about meta as much as "feeling right"

Also democracy has meritocracy, one of the strongest civics.
TexStarshine 23 Mar, 2021 @ 9:14pm 
Tbh sounds like it would just be a wash again for democracies versus authoritarians, which feels odd to me because democracies could use the buff and this feels like a great area to approach such a buff.
TheNextGuy  [author] 18 Mar, 2021 @ 10:48am 
Thanks! Your mods are super inspiring and obviously well made! The divided loyalties mod factions ooze flavor, I kept the moderate and radical factions rather simple lore wise while I get the gameplay around them fun and dynamic. I'm going to have my own version of annoyance over indicators as rebel support building up over time has to be addressed, you can't just set the policy and forget factions.
AlphaAsh 18 Mar, 2021 @ 3:32am 
@TheNextGuy Loving the direction you're going. Divided Loyalties is pretty much done and dusted, so if there's anything in that you can use, help yourself chap. Hopefully, you won't get nagged about faction demands and red/green indicators.
TheNextGuy  [author] 18 Mar, 2021 @ 12:17am 
Ideological purity should be kept as high as possible. Fanatic and spiritual ethos increase purity while authoritarians and egalitarians would give unique radical confrontations.

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!
TexStarshine 17 Mar, 2021 @ 6:21pm 
for ideological purity, is it just something you want to maximize? One way to differ different governments is by having them actually maximize at different levels, or maybe just for democratic/authoritarian.

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.
TheNextGuy  [author] 17 Mar, 2021 @ 11:20am 
Yeah I already made it an option in the test branch that is checked when the first factions spawns. The mod as it stands does alot and does it simply.
Liggi 17 Mar, 2021 @ 7:05am 
This looks really cool! I'm going to try it soon. I would say I'm not so sure about the new resources you propose creating though. If you're going to go in that direction, can you provide an option to turn it off?

Overall, though, I hope PDX take a leaf out of your book for any internal politics revamp. Extremely cool stuff.
Schizo Man 16 Mar, 2021 @ 8:03pm 
This mod pretty much gets rid of my only issue with stellaris, there's barely any internal politics. Definetely a mod I'll use for almost all of my games. Nice Mod!
TheNextGuy  [author] 16 Mar, 2021 @ 3:47pm 
Granted that your primary ethics can have Government Sponsored Militarism, Military Moderates, and Pacifist Radicals, and the number of pops are getting halved, how on earth could you support that many ethics? Theres 7 ethic pairs in that mod, and you can select 5 primary ethic pairs at most. That's 15 factions for just your primary ethics, missing out on an additional 10 for the remaining. Inevitably factions wouldnt have enough pops to support them, and it would become a reductionist view of your ethics, instead of some sort of proverbial feast.

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.
TequilaSe'lai 16 Mar, 2021 @ 2:13pm 
@TheNextGuy You're probably thinking of SCM Overhaul, which was initially supposed to be a successor but hasn't been updated in a while. Revolutions - Ethics and Civics is the only one left that's still regularly updated.
TheNextGuy  [author] 15 Mar, 2021 @ 3:38pm 
Im testing out just those changes. Currently I've added ideological purity and diversity of discussion to options in my test branch. Your ethics change how you can affect factions. For instance one option is "Enemies of the Revolution" create radical factions for all ethics, not just your opposed ethics. The idea being more danger for more ideological purity.
TexStarshine 15 Mar, 2021 @ 12:07pm 
is there any major differences between democratic and authoritarian empires with this system?
TheNextGuy  [author] 15 Mar, 2021 @ 10:20am 
Seems like an easy change, but not part of this mod.
♫ Tadpole ♫ 15 Mar, 2021 @ 6:39am 
I like this. It'd be a nice way to pave for a better representation of internal politics in Stellaris, particularly in terms of political parties.

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.
nidaros_thaelion 14 Mar, 2021 @ 3:04am 
This is something most people dont get in real life. if you are fanatic xenophile, any level of xenophobe (including moderate xenoists) is radical.
TheNextGuy  [author] 14 Mar, 2021 @ 12:10am 
I'm testing our Ideological Purity and Diversity of Discussion as resources you earn from pleasing factions, check out my post about it!
https://imgur.com/gallery/UC3sqtY
Cyber Warlord 13 Mar, 2021 @ 10:52pm 
sweet
TheNextGuy  [author] 13 Mar, 2021 @ 9:52pm 
Flesh is weak and gene ascension are mutually exclusive so that faction doesn't care.
Cyber Warlord 13 Mar, 2021 @ 12:10pm 
"Added Techno-Spiritual Moderates Faction that compromises over robotic pops but not regarding synths" Im just now looking at this mod, but will this allow flesh is weak? It be perfect for a mechanicus inspired empire.
V i l l a i n 13 Mar, 2021 @ 9:51am 
This looks very promising :)
Artfactial 13 Mar, 2021 @ 7:51am 
Love the idea!

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.
TheNextGuy  [author] 12 Mar, 2021 @ 4:38pm 
I really liked how in imperator corruption and influence and wages and loyalty were always in motion. There should NEVER be a solution that works forever (ie disband robot and resettlement and bam factions are done). Banning factions feels boring and like a non decision. I would sooner have pop faction action tied to gulag count or to leader wages or whatever.

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).
TheNextGuy  [author] 12 Mar, 2021 @ 4:31pm 
I though the ethics and civics people blessed the developers of a different successor mod?
TequilaSe'lai 12 Mar, 2021 @ 1:15pm 
If you do decide to add compatibility for the ethics and civics mod, look at Revolutions - Ethics and Civics instead ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2379954995 ). It's a revamped version of the old ECC mod that's still regularly updated.
Zalseon 12 Mar, 2021 @ 12:43pm 
Finally a moderates and extreamist mod!
AlphaAsh 11 Mar, 2021 @ 2:31am 
Nice to see someone else giving this feature some attention and I'll certainly be trying this one out. Cheers.
TheNextGuy  [author] 10 Mar, 2021 @ 4:17pm 
is that the one with 16 ethics? probably not for a while, the amount of coding to get it to work is nontrivial
wheeyou 10 Mar, 2021 @ 1:17pm 
very cool! is this / will this be compatible with ethics & civics mod?
Toheck 10 Mar, 2021 @ 12:05pm 
neat