Stellaris

Stellaris

[TNG] Moderates and Radicals
TheNextGuy  [developer] 10 Mar, 2021 @ 8:22am
Feature requests
Suggest features here
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Showing 1-8 of 8 comments
NewDawn☭ 16 Mar, 2021 @ 1:39pm 
Hello,
here several suggestions to make the factions looks more interesting.

-Add more political factions to the mod like socialists, suprematis, liberalism, ecologism ( you already have most of them in game).

-Reeducation policies for pops who are radical if you have radical faction: for example if you are xenophile, you can set reeducation for xenophobes, displacement or extermination.
Same if you are socialist you can set reeducaiton for liberalist. Of course you can set also moderate policies regarding education/propaganda.

-For the future it will give a different touch to link government forms to the embracement of a faction. Maybe a civic giving you acces to a faction that must stay in power to give a life to a government. To get influence you then have to keep the faction happy.

-CB to export your faction ideology and create other governments having your same ideology and government form.
TheNextGuy  [developer] 16 Mar, 2021 @ 3:51pm 
-For the future it will give a different touch to link government forms to the embracement of a faction. Maybe a civic giving you acces to a faction that must stay in power to give a life to a government. To get influence you then have to keep the faction happy.

This is a stretch feature. I think civics should create factions that are aligned to ethos. Environmentalism civic creates a Green Party that is pacifist. To keep exploring the Ideological Purity idea in Coming Soon, faction civics would increase your Ideological Purity like your primary ethic factions do.

-CB to export your faction ideology and create other governments having your same ideology and government form.
Already exists if you select liberation wars policy.

-Add more political factions to the mod like socialists, suprematis, liberalism, ecologism ( you already have most of them in game).
These are already represented with far-future equivalents.
NewDawn☭ 16 Mar, 2021 @ 11:47pm 
-Good! We have same idea about civics.

-CB to export ideology actually don't make your enemy get the exact government form you have.

-About political faction i think the normal game is missing mainly the socialist and the capitalist ( the economical axis). Cause libertarian are not forced to be capitalist and authoritarian are not forced to be socialist.
TheNextGuy  [developer] 17 Mar, 2021 @ 11:21am 
Yeah the closest we have to communist is egalitarian and our 2021 liberal democracy is just corporate democracy.
NewDawn☭ 19 Mar, 2021 @ 2:12am 
About faction repression: i was thinking something like victoria 2. If you use reeducation/ political repression they will revolt and you will have to send army on the planets. YOu can also invest money to keep them low with influence with propaganda. Or you can satisfy other faction to keep the overhaul balance good. But if you don't check the radicals factions they will take power or revolt however
itsaboringname 21 Mar, 2021 @ 3:04pm 
Something that would really sell me on this mod would be some modelling of street fighting between opposing radicals, like nazis or jihadis and communists or anarchists do for example. In human societies, a radical revolutionary group's success or failure often hinges on their ability to supress their ideological enemies, before they are able to overthrow the state, and it would be really cool if that was an integrated part of the process.

PS To brainstorm a little on this... maybe if there is high support of two radical factions on the same planet, there are periodic events that decrese stability and the support of one of them, while increasing the support of the other one. DS

PPS And then the player/police can either
1) take a side for a moderate additional stability loss (and if I understand the idea about the IP meter correctly, decrease that) but a larger chance for a significant loss of support for the other one, to break a stalemate and quickly and cheaply end the unrest. Influence or unity or energy cost maybe? So a severely distressed state is limited in it's ability to play an active part.
2) stay out and let the factions fight it out, with a temporary happiness loss on the planet and random outcome. No cost.
3) crack down on both sides for a significant temporary stability loss but the best way to get rid of all the radicals. Somewhat higher cost than 1)
4) Depending on ethics, civics, wether martial law is in place and governor traits more ruthless responses might be available also? Up to and including massacring an entire pop imo.
Last edited by itsaboringname; 21 Mar, 2021 @ 3:22pm
TheNextGuy  [developer] 23 Mar, 2021 @ 12:24pm 
Yes that's precisely what im talking about. I had not thought about tying radical actions to planets, but it makes perfect sense to. It's easy to select a random planet (though im not sure if its easy to select a random planet with a radical ethos on it).

Events like coups, assassinations of leaders, supply shipment raids, mob attacks and all that will happen due to rebel support exceeding ideological purity. Your options will depend on your ethos and civics. For instance police state has more proactive measures, and shadow council is immune to coups (since they are themselves the coup). Cut throat politics makes a return. All the misfit civics.

I think its important that you do not know the outcome of the option entirely, due to randomness. Youll make trade offs between serious penalties when dealing with radicals. Years of -25 stability, huge energy ransoms, conversions to radicalism, hits to your ideological purity, governing ethics attraction, etc.
GABRIEL aerospace 23 Apr, 2021 @ 2:46pm 
want a complete redone of the faction sistem, so having special features while playing democratic, like a national pairlament.
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