+175% Xenophilia attraction yet I have 325 Xenophobe pops

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Wolfgang I

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i never can reduce any faction to 0 for some reason, even after supressing a faction and making sure there are no atraction effects besides the faction itself. Real, realy anoying.
I hope the devs look at factions and ethics once again.
How it is might be WAD, but it sure as hell doesn't fucking feel like it as stacking empire faction atraction never seems to have any effect. I can be running hearts and minds for hundreds of years without it havig any sort of noticable imapct on the ethics within my empire. The 100% gov Ethics atraction and 100% Ethics shift chance should have an enormous impact right?

As I wrote above it feels like things bug out if you stack too many modifers.
 

HisRotundity

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I don't see why. Isolationism is a decent representation of "pacifist xenophobia." If anything, I'd like to see more factions that arise from the meldings of two different ethics - a militant spiritualist faction, for example, would be quite different from a pacifist spiritualist one.

Edit: Was replying to
Enlightening. But also quite disappointing this is so.
 

nfmarque

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I am fanatic xenophile. I have never conqured any planets and have migration treaties only with other xenophile egalitarian empires.

Yet this xenophobe faction has ramped up from 50 pops to 350 in 30 or so years. How?
It has 0% government ethnic attraction and i've switched on all the edicts to shift government ethnics, yet it still grows.

This is not the first time it happens, in fact it happens all my games, there is always an opposing faction of my main government ethnic I cannot get rid. But this is the most substantial case.

Your xenophobe faction only has 50 pops.
The problem is the alien xenophobe faction with 325 pops, their attraction probably is indirect because they were purged or enslaved. Check the galaxy some ai could have picked the slave guild civic.
 

TheHolyAsdf

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I do agree, if you're spending hundreds of influence, an ascension perk, genetic trait points and months of unity for governnment ethnic shifts and attraction, you really be wiping out any non government factions easily - cause honestly, as it works right now, you make immense amounts of losses and almost no gain at all, let alone net gain of influence or resources through stability
 

Bankipriel

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Yeah, sometimes the faction mechanics are really irritating. Once a faction forms, there is often no legitimate way to get rid of it, and it just seems to grow no matter what "tools" you employ. I normally hate to suggest this, but I recommend just console commanding that crap out when if first crops up. I had a xenophile faction form last week while playing as Fanatic Purifiers ... seriously PDX, wth. So, yeah, that level of nonsense just ruins my fun. And while I hate using console commands, I am grateful that they are there when the devs just utterly fail to provide appropriate tools for empire management. I mean, my FP's would just throw those xeno-loving traitors into a mass-grave with their beloved xenos, but I had no way to do that, so I just hit them with console "social conditioning."

So, as soon as the faction appears:

1) open console and type, debugtooltip
2) look at faciton and see what worlds members of that faction are on
3) find them, find their pop ID # by hovering mouse over pops on population page
4) in console, type: remove_ethic_pop # ethic_"whatever"
(e.g. remove_ethic_pop 2248 ethic_xenophile)
5) then you need to add something: add_ethic_pop # ethic_"whatever"
(e.g. add_ethic_pop 2248 ethic_xenophobe)
If you don't add a new ethic, one will be assigned, and it seems to often (annoyingly) be the one that was just removed, so I find it easier to to just assign a new one immediately and be done

If you do it early when there are only 5 or so pops, it only takes a few minutes. I'm sure it would be a nightmare to try to do now that you have 350 pops, so ... really a management option for future games.

Again, I hate to advocate just consoling that **** out, but ... if it's ruining your fun (as it was for me), sometimes it's better to just remove it quickly and get on with playing the rest of the game in a manner that doesn't feel arbitrarily crapped on by poor mechanics.

To each their own, of course. Just an option for you if you want it.
 
Last edited:

Stars_and_Bars

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I actually like having wildly different factions in my empires. I took the deviants trait just for that. It feels weird when my species obeys my spiritualist-xenophobe-pacifist triumvirate without question. Having materialist,militarist, xenophile, egalitarian,authoritarian factions just adds to my role-playing. That said, they should stick more or less to their percent government attraction.
 

kgptzac

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The point of the faction system is a limiter on how united your empire's pops are, and the point is to having to manage ethics attractions. Yes it can be wonky at a lot of times but it's way past silliness to brandish console commands at any time an opposition faction forms... the game already let you do that by letting you play gestalt empires.

My experience (till 2.1) for playing xenophile is don't sign migration treaty with empire with slavery or with repugnant pops (as already mentioned in the thread). If you gain new planets from other empires, those new pops joining opposition faction is how the system is intended to behave.
 

Stars_and_Bars

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The point of the faction system is a limiter on how united your empire's pops are, and the point is to having to manage ethics attractions. Yes it can be wonky at a lot of times but it's way past silliness to brandish console commands at any time an opposition faction forms... the game already let you do that by letting you play gestalt empires.

My experience (till 2.1) for playing xenophile is don't sign migration treaty with empire with slavery or with repugnant pops (as already mentioned in the thread). If you gain new planets from other empires, those new pops joining opposition faction is how the system is intended to behave.
Yeah, the main benefit of Xenophilia is faster population growth through galactic immigration. One downside is that some of these pops could become a fifth column. Though, a proper xenophile will introduce so many different species into their empire so that no one species has the ability to overthrow the government.
 

WJLIII3

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I have no idea, but I've always felt there was an "opposing ethic" attraction in there somewhere. Default UNE always seems to get Xenophobe early, and my egalitarians always get authoritarians fast. Urzas posts suggests it may also be that filthy slaving xenos (as opposed to the other, nice, happy kind of xenos) are pushing up numbers elsewhere.