Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Didn't test it yet, but from viewing the snapshots, it mostly concentrate on negative events. Right?
How about thinking on positive events in the opposite, to keep the balance. Those 'positive' events may also have a decent negative outcome, if that party may totally opposite one of your unwanted ones.
Some kind of political party in parity with your society, but then suddenly radicals appear (those from your events probably) that plan to start a revolution and so the former political party slips into harsh measurements to counter them, turning themselfs into opposite radicals that want those hethens be expelled from citicenship. As for game mechanics, that might be shown by a split genetical path of your very own species with different traits, probably negative traits like 'ugly' that can't be wiped out. Something like that. This split-species would then have no citicenship rights, would probably be seen as slaves if your radical party might threaten your government to declare the split-species as outlaws.
My idea is corresponding to your dynamic apprach. Keep balancing in mind, so for every political movement there should be an opposition. Communists forced hardliner conservatives to start hunting them...if you view nearer US history.
Alien friends may force a strong isolationistic movement to start, simply to protect the known way of life. Or the opposite, following my suggestion.
Those parties may or may not be supported by neighbouring empires for their own good. Mechanics are already there, I've found plenty of mods using it and the last patch also brought a quite easy form of it. Bring in the scale of international politics, that would be reflected by your factions needs and believes.
If a crisis starts, wouldn't it be insane to get a party that wants you to ally with the crisis, to get the crisis and therefore survive?
Ok, before lining out more suggestions, I should wait your response and if they are posssible to be written in code.
Cheers!
I'd like to see positive outcomes the same, so your system is generally more balanced.
I really like the looks of this mod.
I dont know the values of impact of faction militancy yet, so this might seem excessive but:
-regarding your "gulag" idea, it would be cool if you split that up into "local" gulag-buildings and then another gulag building that has an empire-wide effect but that can only be built on Penal Colonies. (Or the Penal Colony designation itself having a similar effect)
-It would generally be really cool if you tied faction happiness to planetary designations overall, like xenophile factions getting angry over the existence of thrall worlds (and xenophobes getting happier if there are), materialists disapproving of Consecrated worlds etc.
-with 3.0 making planetary specialisations (via designations) more important, maybe it would be within the scope of this mod (as it does faction-related events) to tie subversive events to certain jobs on certain worlds, given that faction has enough support among.
I'm thinking miner's strikes, artisan work stoppage, bureaucrat administrative sabotage etc. They might be a little bit of a headache to balance and make work, but they result in a "simple" modifier (being enacted like a planetary decision but activated by using up some of those hidden faction-siphoned resources) resulting in a temporary debuff affecting that resource (and/or expediating that specific resource siphoning).
First let me just say, I as a player like to have the most customization and wild possibilities in my game. I found you mod, and found it interesting, but I noticed that it did not recognize for added political ideologies from another mod. So I wonder if you can make the mod able to work with the more popular mods which add more ideologies. Like Ethics and Civics Classic 3.0 or the other mods which pretty much use the same ideologies.
Having a fortress or precinct on your capital planet should decrease the success rate of assassinations. Stationing assault armies on your capital should decrease it by a further 1% for each army.