Democracy is... not good to say the least

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
it isn't as before, before you could actually pick whatever robot you want to build and your own species wouldn't suddenly stop growing until all of your other species have reached the same population number, not to mention your other species would actually just grow on planets which they were present

its literally NOT the same as before

It's the same for me. Like I said, I wasn't ever big on dealing with that stuff in the first place.

If I'm playing the kind of game where I'm signing migration treaties, I'm not invested in what species mix ends up on any particular planet, or in the empire as a whole. They're all citizens anyway, right?
 

Bearjuden

Colonel
82 Badges
Jan 7, 2014
1.148
3.225
  • Crusader Kings II
  • Europa Universalis IV: Common Sense
  • BATTLETECH
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Sign Up
  • Surviving Mars: Digital Deluxe Edition
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Darkest Hour
  • Europa Universalis IV
  • Cities: Skylines - Campus
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Way of Life
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines
  • Hearts of Iron IV: Death or Dishonor
Yeah, I hate losing my top scientists to elections every ten years. Would be nice if the game generated mostly new candidates each time, with one or two already-existing leaders at most.

Nah, you should have an election from amongst your governors, with other leaders rarely making it on and auto-generated ones mixed in with the governors. It makes sense that your governors should be in the running, they have the job closest to that of ruler anyway.

And governors should only lose a level or two when being elected, other leaders lose a few more, and auto-generated ones are the only ones that are always level 1.
 

LeanneKaos

First Lieutenant
24 Badges
May 11, 2016
255
9
  • Sword of the Stars II
  • Sword of the Stars
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock 2: The Exiled
  • Stellaris: Synthetic Dawn
I'll just quote my previous post as it addressed the same question.

Well, sort of. It addressed why that wasn't good enough for you, but didn't touch on how it was already close to what you described as a rationalization for a 'democratic' manual resettlement.

[QUOTE="Aed, post: 25045280, member: 829765"
You could do that for sure, although I'd argue for a strata specific decision though, otherwise we could end up with our specialists ditching their jobs to go be a miner somewhere else, which would be both frustrating to deal with and not make much sense logically either.[/quote]

The way priorities, stratum and the abstracted migration model work, that should be very unlikely to happen. You'd have to have enough migration push from one planet to create a declining pop, have the decline erase an active specialist, *and* not have any workers around to immediately promote up into the now-vacant job.

And you know, even in a democracy you can still turn the Resettlement policy to 'allowed.' It just annoys the Progressive (egalitarian) faction, which costs you a little bit of influence and a little happiness across your empire.