Democracy is... not good to say the least

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Aed

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Being unable to resettle and being unable to force pops to work certain jobs is just immersive. The more authoritarian you are, the more control you have.
I wouldn't say its that immersive, there are plenty of examples in the real world where democracies target specific groups of people to make up a shortfall in their economy, for example the UK has a special immigration route available only fornmedical professionals.

Resettling as a democracy in Stellaris would just the goverment sponsoring a campaign for specific people from one planet to resettle in another. It should cost more than the authoritian version obviously.

"Miners of Earth! Our new colony on Sirius III needs you! Applicants get free travel, a guaranteed job and a brand new home. All covered by the Ministry of the Migration."


Even if not applicable for bios, its ridiculous that we cannot control non-sentient robot pops.
 

AlanC9

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Losing scientists to elections isn't much of an issue in my experience. In the early game I find that I can direct elections as I please, since I'm alloy-bound rather than influence-bound. By the time that's cleared up and I can't afford to waste influence on elections, losing a scientist won't hurt much since most of the surveying is done. Of course, this is highly dependent on galaxy size and number of alien empires.
 

Kryndude

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In the early game I find that I can direct elections as I please, since I'm alloy-bound rather than influence-bound.

I disagree with that. You are always short of influence no matter the playstyle/period. Spending it on electing a slightly more favorable leader that would only last for 10 years is a huge waste imo. I'd rather take another system or wait and activate an edict.
 

AlanC9

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Like I said, not my experience. Influence I can't use just sits there. At the stage of the game I'm talking about the only edict I have will be Map the Stars, which will be active, and I'll be claiming systems as fast as I can build the bases.
 

Jiav

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I wouldn't say its that immersive, there are plenty of examples in the real world where democracies target specific groups of people to make up a shortfall in their economy, for example the UK has a special immigration route available only fornmedical professionals.

Resettling as a democracy in Stellaris would just the goverment sponsoring a campaign for specific people from one planet to resettle in another. It should cost more than the authoritian version obviously.

"Miners of Earth! Our new colony on Sirius III needs you! Applicants get free travel, a guaranteed job and a brand new home. All covered by the Ministry of the Migration."


Even if not applicable for bios, its ridiculous that we cannot control non-sentient robot pops.

it already does as slaves costs -50% energy to resettle.
 

evilcat

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At start of the game Democracy is not bad, since we get unity for things we are doing anyway.
On paper egalitarian is ok, since more influence has potencial to give more than Authoritarian and bonus to specialist production is more unique.

But...
We cant resetle, we cant limit migration, we cant even choose pop to grow. We cant enforce population control. So our empire will be overrun by xenos.
Which is ok, if we setup our main specie as super leaders, and use the crossbreading ascession perk. And just assume that our empire will have all specie but not our main.
 

AlanC9

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Or set up your first species for early-game advantage, and leave the late-game pop situation as a random free-for-all.
 

Lhiannon

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At least with Democracy, the ruler rejoins the workforce... Oligarchy often bugs out and rulers retire after they're elected out of office.
This is only true if said ruler originally came from the workforce; your starting ruler will vanish sooner or later since he levels slower than your scientists which means he or she will not be the leader of the strongest faction, forcing you to either spend a questionable amount of influence to keep the ruler in power or loose him or her.
This problem gets compounded by the fact that the "raise production of resource X to amount Y"-mandate is buged and never gets acknowledged even if you are vastly over the demanded threshould, giving you the penalty on voting for not fullfilling your mandate. Once your starting ruler gets ousted from office, he or she simply vanishes, likely cursing the ungratefull subjects for not appreciating their hard work.
In previous version, said ruler simply would have been demoted to gouverneur but i guess they just cant take it anymore and need to take a long vacation on a remote island they bought with all the influence we spend to keep him or her in power.
 

AlanC9

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Once your starting ruler gets ousted from office, he or she simply vanishes, likely cursing the ungratefull subjects for not appreciating their hard work..

I've never seen that happen.
 

Lhiannon

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I've never seen that happen.
Now that you mention it, i run my democracies with the "meritocracy"-civic, which means by the time the factions spawn my scientist have outleveled my ruler consistently due to the +25% leader experience gain which makes them the leaders of my factions. I assume in your case your ruler was the leader of a faction, demanding its further existence, can you verify this baseless assumption of mine?
 

AlanC9

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Don't have an appropriate save. But the starting leader is always governor-type, and goes back to that pool if voted out. Not very useful in the early game unless you get unlucky with sector boundaries. Might actually be worth firing the leader in that case, rather than pay the energy upkeep.
 

Lhiannon

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Now i am thoroughly confused because that is the behaviour one consistently encountered pre 2.2 and i assumed it would still apply, yet once my starting ruler got voted out of office, he or she would simply vanish. i am rather certain since i obsessively try to micro my leaders, and especially with my venerable space-elfs i would have sooner or later rediscovered the originall revered elder. i would chalk it up to a weird combination of fanatic spirituallist/egalitarian with meritocracy and ideallistic foundation but i also encountered it in an UNE multiplayer session and i am also 100% convinced you are telling the truth, so i am at a loss regarding this behaviour.
 

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I certainly agree Egalitarians ought to be able to resettle pops, and I often use droids to circumvent that restriction as is. It might take more coding, but the ideal solution would be that Egalitarians can only resettle pops to planets with both housing and work available, of high enough habitability, and that the pop selected be semi-random (unemployed pops of correct habitability first, of the highest job tier with slots open). In addition, resettling should cost twice the energy credits, as subsidized housing or other benefits to attract the required migration. What most egalitarians shouldn't be able to do is mess with employment, turning on or off jobs at will. Perhaps only select civics should allow that, with the Byzantine and Efficient Bureaucracy, Shared Burdens, and Police State civics all having enough state control to allow such meddling (for different reasons, of course).
On another note, Democracies should have the same Agenda mechanics as the other types, and the Xenophilic agenda needs to be buffed to be in line with the Xenophobic agenda. Xenophiles might be good now, but they've been suffering under weak mechanics for ages and I don't know how they haven't fixed that.
 

exogeologist

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I'd always played the good guy in this game, until I started a new one a few days ago as an Imperial slaving empire of Illithids. For the first time, I've had to deal with crime, unhappiness, and unemployment that doesn't fix itself (slaves won't auto-promote into specialist jobs).

But also for the first time, I can forcibly resettle pops, which is a pretty nice way to deal with overcrowding.

While I honestly feel like my human federation and communist space elves were stronger economically, I've figured out the groove of these slavers. It's just different. But the RP aspect is super fun, and the main reason I love this game. Who cares about min/maxing, just pick an RP philosophy and challenge yourself to adhere to it through thick and thin. :)
 

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My xenophobic Illithids refused to join any Federation until we cracked open the L-gates and got swarmed by nanites.

So we joined the first Fed that would take us, just to keep our enemies off our backs while we dealt with the nanites. Lost a couple of systems but have been holding our ground while big chunks of the galaxy are getting pwned.

And then the Khan awakens, lol. Immediately submitted to them (we shared a border) and have been enjoying the occasional Khan-nanite battle playing out in the wastelands that once held my enemy empires. Slowly grabbing those now empty systems while I build up my fleet to storm Terminal Egress. Then I just need to hold that until the Khan dies, and I'll go from owning <20% of the galaxy to owning close to 50%.

My economy and gov't models have little to do with this insanity... and I'm having the time of my life. :D
 

AlanC9

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Now i am thoroughly confused because that is the behaviour one consistently encountered pre 2.2 and i assumed it would still apply, yet once my starting ruler got voted out of office, he or she would simply vanish. i am rather certain since i obsessively try to micro my leaders, and especially with my venerable space-elfs i would have sooner or later rediscovered the originall revered elder. i would chalk it up to a weird combination of fanatic spirituallist/egalitarian with meritocracy and ideallistic foundation but i also encountered it in an UNE multiplayer session and i am also 100% convinced you are telling the truth, so i am at a loss regarding this behaviour.

I'll try and verify. My current game's reached a stalemate -- there's just nobody left worth attacking -- so I'll start a new one and make sure that my leader loses the first election. We should bug report if this is the case.
 

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  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Golden Century
  • Age of Wonders: Planetfall
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines - Parklife
  • Stellaris: Federations
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Losing a leader every 10 years is a minor inconvenience early on, but for wide play you're going to be spending a lot of energy every decade for a replacement. Also the unity bonus from fulfilling mandates is trivial outside of the first couple of decades.

Democratic governments also unlock the following civics: Beacon of Liberty, Citizen Service, Meritocracy, Parliamentary System. They range from worthless (Meritocracy) to mediocre.

Fanatic Egalitarian (and thus Democratic) is required for Shared Burdens and I don't have any experience with that.