Faction Unity Gain based on Pop Amount instead of Political Power

  • 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.

Kiwibaum

Captain
43 Badges
May 17, 2016
322
394
  • Dungeonland
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • King Arthur II
  • Magicka
  • Tyranny: Archon Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Magicka 2: Ice, Death and Fury
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • War of the Roses
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
  • Cities in Motion 2
Currently Faction Unity Gain seems to be based on Approval and the summed Political Power of the Pops of that faction.

This is somewhat unintuitive and can cause confusion for example when looking at Shared Burden and why it's doubling of Egalitarian Faction Unity gain doesn't do that much. Keeping the above in mind the reason lies in comparing the Shared Burden Living Standard with for example Decent Conditions. The big difference here is that with Decent Conditions Specialists get +100% Political Power, basically making them count as two Pops for Faction Unity Gain and Leaders getting +700% Political Power counting as 7 Pops. Shared Burden instead doesn't add any Political Power. Tho due to the doubling of Base Unity Gain of Egalitarian Factions, each Pop basically counts as two.

A player shouldn't have to know such details, to figure out why Shared Burden doesn't grant you the expected benefit, which is listed as a positive in the civic description.
Additionally this adds another factor that would require balance in Living Standards, which is just frankly unnessary.

So my suggestion would be to the following: Instead of Political Power use Faction Support * (Pops/Politically Active Pops). This would make it irrelevant which Living Standard a Pop would have in determining how much Unity Gain they can add to Factions in general, but still keep it relevant for the specific Faction they are supporting.
 
  • 2Like
  • 2
  • 2
Reactions:

The5lacker

Colonel
42 Badges
Jul 23, 2022
848
2.204
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Cities in Motion 2
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
I feel like an infinitely simpler solution is just... give Shared Burdens and Utopian Abundance an increase in Political Power, across all pops. Shared Burdens is +100%, Utopian is +300%. Outside of Faction Unity, the only thing that matters is the ratio between them. You could set Political Power to +Googol%, and so long as it was the same for all three, the effect on Stability would be the same.
 
  • 4
Reactions:

XCodes

Captain
8 Badges
Apr 7, 2020
449
466
  • A Game of Dwarves
  • Stellaris
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
I think giving Shared Burdens/Utopian Abundance political power bonuses would work against what Shared Burdens is supposed to do, which is ultimate non-xenophobic Egalitarianism.

I think the intended unity formula is that the number of pops determines the total unity that can be distributed among the factions while the relative political power of the factions determines which share of that total is given by that faction.
 
  • 1
Reactions:

The5lacker

Colonel
42 Badges
Jul 23, 2022
848
2.204
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Cities in Motion 2
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
I think giving Shared Burdens/Utopian Abundance political power bonuses would work against what Shared Burdens is supposed to do, which is ultimate non-xenophobic Egalitarianism.

I think the intended unity formula is that the number of pops determines the total unity that can be distributed among the factions while the relative political power of the factions determines which share of that total is given by that faction.
I want you to explain to me what you think my point is.
 

HFY

Field Marshal
28 Badges
May 15, 2016
8.552
19.950
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
I feel like an infinitely simpler solution is just... give Shared Burdens and Utopian Abundance an increase in Political Power, across all pops. Shared Burdens is +100%, Utopian is +300%. Outside of Faction Unity, the only thing that matters is the ratio between them. You could set Political Power to +Googol%, and so long as it was the same for all three, the effect on Stability would be the same.

Yeah, it's absurd that SB gives only 60% political power to all strata.

SB should give 200% political power each, and UA should give somewhere from 300% to 400% each.
 
  • 1Like
Reactions:

Kiwibaum

Captain
43 Badges
May 17, 2016
322
394
  • Dungeonland
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • King Arthur II
  • Magicka
  • Tyranny: Archon Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Magicka 2: Ice, Death and Fury
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • War of the Roses
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
  • Cities in Motion 2
I feel like an infinitely simpler solution is just... give Shared Burdens and Utopian Abundance an increase in Political Power, across all pops. Shared Burdens is +100%, Utopian is +300%. Outside of Faction Unity, the only thing that matters is the ratio between them. You could set Political Power to +Googol%, and so long as it was the same for all three, the effect on Stability would be the same.
This is a solution that would work in 1 case, but would make you have to keep balancing other living standards whenever they added in that regard. One of the goals I had was to not have to do that, since I don't think it's a thing on every devs mind, when they design a living standard. I honestly even doubt that all devs remember how faction unity gain is calculated and think there will it might get overlooked unless they have commented their code very well.

Another thing: This would also mean that it would be relevant to each living standarts unity production how the strata distribution would look like. Which I am not sure is intended.

So yes this would be a simpler solution to implement, but honestly I don't think by much and it wouldn't fix the systematic issue and might cause more work down the line.
 

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
This is a solution that would work in 1 case, but would make you have to keep balancing other living standards whenever they added in that regard. One of the goals I had was to not have to do that, since I don't think it's a thing on every devs mind, when they design a living standard. I honestly even doubt that all devs remember how faction unity gain is calculated and think there will it might get overlooked unless they have commented their code very well.

Another thing: This would also mean that it would be relevant to each living standarts unity production how the strata distribution would look like. Which I am not sure is intended.

So yes this would be a simpler solution to implement, but honestly I don't think by much and it wouldn't fix the systematic issue and might cause more work down the line.
Balancing living standards by political power is intentional.

Why do you think Stratified Economy reduces worker political power, instead of just increasing ruler/specialist power even further? Why does Social Welfare increase worker political power instead of just scaling down specialists and rulers (more than they already are)? Total political power of your population (and the faction unity that results) is (I assume) an intentional balancing point for living standards.

To some extent, I suspect it's for approval rating effects when there are multiple living standards/slaves on the planet, but that's a much smaller effect than the faction unity one, and probably less common. I don't often run empires with mixed living standards (except "you are slaves, and the xenophobe master race is not", if applicable), but there may be other scenarios (like your main species gets Social Welfare to make happy workers while your residents are stuck with something less pleasant).

Utopian Abundance and Shared Burdens are just oddly left behind.

It would be simpler to make faction unity based on pop count (or have a fixed fund based on pop count, distributed between factions based on political power), but it would be simplifying by removing a mechanic from the game.
 
Last edited:
  • 2Like
Reactions:

The5lacker

Colonel
42 Badges
Jul 23, 2022
848
2.204
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Cities in Motion 2
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
This is a solution that would work in 1 case, but would make you have to keep balancing other living standards whenever they added in that regard. One of the goals I had was to not have to do that, since I don't think it's a thing on every devs mind, when they design a living standard. I honestly even doubt that all devs remember how faction unity gain is calculated and think there will it might get overlooked unless they have commented their code very well.

Another thing: This would also mean that it would be relevant to each living standarts unity production how the strata distribution would look like. Which I am not sure is intended.

So yes this would be a simpler solution to implement, but honestly I don't think by much and it wouldn't fix the systematic issue and might cause more work down the line.
How many living standards do you think they're going to add? Also how would it not fix the systemic issue? It's literally just tying Faction Unity more or less directly to CG Upkeep in pretty much the same way as Living Standard Trade Value.
 

XCodes

Captain
8 Badges
Apr 7, 2020
449
466
  • A Game of Dwarves
  • Stellaris
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
I want you to explain to me what you think my point is.
You want to give the Egalitarian lifestyles a political power bonus. However, if you do that then each species can have different political powers, which means that you're semi-breaking the rule of Shared Burdens' uber-equality.

The bonuses would just have to be the same is all.
 

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
He's pointing out that if you have UA at +300% and SB at +100%, then you can have some pops that have 2x as much political power as others on the same planet.

A most amusing version of "all animals are equal, but some are more equal than others".

I don't think it's a good objection (the same issue already applies, getting crappy Shared Burdens bonuses while your neighbors live in Utopian Abundance would suck), but you're not understanding his objection.

Giving the same power to all three strata is a given. Both living standards already do that. Giving different political power to different SB-available living standards that can simultaneously coexist is the issue.

Like he said, it would be fine if you just gave the same to both (+100% to both SB and UA, for instance).
 
  • 3
Reactions:

Kiwibaum

Captain
43 Badges
May 17, 2016
322
394
  • Dungeonland
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • King Arthur II
  • Magicka
  • Tyranny: Archon Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Magicka 2: Ice, Death and Fury
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • War of the Roses
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
  • Cities in Motion 2
Balancing living standards by political power is intentional.

Why do you think Stratified Economy reduces worker political power, instead of just increasing ruler/specialist power even further? Why does Social Welfare increase worker political power instead of just scaling down specialists and rulers (more than they already are)? Total political power of your population (and the faction unity that results) is (I assume) an intentional balancing point for living standards.

To some extent, I suspect it's for approval rating effects when there are multiple living standards/slaves on the planet, but that's a much smaller effect than the faction unity one, and probably less common. I don't often run empires with mixed living standards (except "you are slaves, and the xenophobe master race is not", if applicable), but there may be other scenarios (like your main species gets Social Welfare to make happy workers while your residents are stuck with something less pleasant).

Utopian Abundance and Shared Burdens are just oddly left behind.

It would be simpler to make faction unity based on pop count (or have a fixed fund based on pop count, distributed between factions based on political power), but it would be simplifying by removing a mechanic from the game.
Honestly I don't see much point in this mechanic. I've not known that this is how it works till I wondered why shared burden doesn't have the expected effect. Never have I seen someone mention or consciously interact with this mechanic.

So should such a mechanic that isn't interacted with much and quite frankly usually doesn't have the biggest effect and at worst can cause confusion in the case of one civic be removed? In my opinion yes. Simplifying is not always bad. Actually simplifying is rather important.

And for the intentional part: I'd not be entirely sure especially with the tooltip being false. It mentions faction Support as part of some of the calculations, which is wrong. Faction Support is correlated to some degree, but just because it's based on the same thing.
The one reason for it working that way that I can see would be that some Living Standards are supposed to generate less unity, like utopian abundance, but I don't think this is an important thing balance wise.
I think the relative political power between different species with different living standards is much more likely to be the reason as to why stratified economy gets a - on workers. Another one being simply just giving a feeling for the living standard. Showing that workers have less to say than in the average living standard.
 

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
Honestly I don't see much point in this mechanic. I've not known that this is how it works till I wondered why shared burden doesn't have the expected effect. Never have I seen someone mention or consciously interact with this mechanic.
This gets discussed all the time, practically any time unity balanced is mentioned (which usually ropes in faction unity). It's also an active consideration when choosing living standards (like Academic Privilege) which would otherwise be more trouble than they're worth without this mechanic.

"I haven't seen any of the many discussions where people talk about it, so it should be removed" is not a particularly compelling line of reasoning.

All the faction unity tooltips are wrong. For one thing, the formula has a random .5 thrown in there (so that e.g. a pop with 100% (+0%) political power in a faction with 100% approval makes .25 unity, not the .5 unity that the tooltip states). But that's an issue with the UI, not necessarily an issue with the mechanic.
 

Kiwibaum

Captain
43 Badges
May 17, 2016
322
394
  • Dungeonland
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • King Arthur II
  • Magicka
  • Tyranny: Archon Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Magicka 2: Ice, Death and Fury
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis III: Collection
  • War of the Roses
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
  • Cities in Motion 2
This gets discussed all the time, practically any time unity balanced is mentioned (which usually ropes in faction unity). It's also an active consideration when choosing living standards (like Academic Privilege) which would otherwise be more trouble than they're worth without this mechanic.

"I haven't seen any of the many discussions where people talk about it, so it should be removed" is not a particularly compelling line of reasoning.

All the faction unity tooltips are wrong. For one thing, the formula has a random .5 thrown in there (so that e.g. a pop with 100% (+0%) political power in a faction with 100% approval makes .25 unity, not the .5 unity that the tooltip states). But that's an issue with the UI, not necessarily an issue with the mechanic.
If this is actually discussed a lot and an important decision point for the choice of living standards for many and I just missed it then it is indeed a valid mechanic. Maybe me not having noticed it on any of the living standards dicussions I've seen is just either unlucky or me not being as active as you on the forums.

In that case however it would be very important to highlight that mechanic and how it works. So the tooltips would need to be much, much better (Tho it needs improvements already anyways), as the minority of players is very active on the forums or goes throug the wikis I assume. So the tooltips would need to be much, much better.

Honestly: I think even then a lot of people would miss it, since it's such an indirect thing and not seen directly on the living standard tool tip. I think not having this mechanic and insteadd balancing the living standards outside of this would be the better call.
 

Foursteps

Recruit
34 Badges
Oct 13, 2022
1
2
  • Shadowrun: Hong Kong
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Pillars of Eternity
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Crusader Kings II
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
The problem with the current way political power modifiers work is that it disproportionally buffs Academic Priviledge compared to not just Shared Burdens and Utopian Abundance but just flat out all living standards in the game.

If one starts with Parliamentary system, fanatic egalitarian, and materialist it's an easy extra 15 unity output compared to other living standards per month that only continues to scale higher as the game progresses. The only start that is able to keep up is spiritualist fanatic egalitarian but thats more by virtue of the global unity modifier and priests having stronger base output. Decent conditions and social welfare cannot compete, since the total amount of political power modifiers they have is simply lower and the early game heavily tends to prioritize specialist pops.

As it stands, academic priviledge is king of faction unity gain simply because their political power numbers are bigger than the rest, effectively giving one extra virtual pops for factions instead of making it a relative weight on which pops matter more when looking at faction support.
 
Last edited:
  • 2
Reactions:

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
The problem with the current way political power modifiers work is that it disproportionally buffs Academic Priviledge compared to not just Shared Burdens and Utopian Abundance but just flat out all living standards in the game.

If one starts with Parliamentary system, fanatic egalitarian, and materialist it's an easy extra 15 unity output compared to other living standards per month that only continues to scale higher as the game progresses. The only start that is able to keep up is spiritualist fanatic egalitarian but thats more by virtue of the global unity modifier and priests having stronger base output. Decent conditions and social welfare cannot compete, since the total amount of political power modifiers they have is simply lower and the early game heavily tends to prioritize specialist pops.

As it stands, academic priviledge is king of faction unity gain simply because their political power numbers are bigger than the rest, effectively giving one extra virtual pops for factions instead of making it a relative weight on which pops matter more when looking at faction support.
Why is this a problem? You say it's a problem, but then you just describe the mechanic. What's problematic about it? "Academic Privilege is too strong" could be a problem, but presumably that should be fixed by a nerf to AP, rather than deleting an entire game system where AP has an unfair advantage.

Faction unity is a means for turning CG into unity, with slight variations in efficiency for balance or flavor. Academic Privilege has increased CG for specialists (and its whole theme is empowering specialists), so they produce increased unity.

The only issues, as I see it, are that SB has almost Social-Welfare-worker or every-living-standard-specialist levels of CG consumption but everything is at the default 100%, and that UA has ruler level CG consumption for all pops, but also has default levels.

Like I said, those two are just weirdly left behind. The rest is a fairly cohesive system.
 
Last edited:
  • 2Like
Reactions:

civ_v_freak

Feztis
29 Badges
Sep 2, 2015
294
186
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
Why is this a problem?
Because it becomes an arbitrary factor that messes up both the theme and balance of the living standards. The primary effect of political power should be on the weights of pop approval rating as well as on faction support. The fact is that political power currently make pops in the more powerful living standards like Stratified Economy and Academic Privilege be "more united" than other pops, which is essentially a hierarchical bias and not grounded in any fundamental aspect of society in my opinion.

It would be simpler to make faction unity based on pop count (or have a fixed fund based on pop count, distributed between factions based on political power), but it would be simplifying by removing a mechanic from the game.
Yes, it would be a lot simpler, and when (arguably unnecessary levels of) complexity causes undesirable outcomes like outlined above I would argue simplicity is the more preferable way to go. It definitely does not remove a mechanic from the game, but what it does do is remove the influence of pop political power on the mechanic of faction unity. By doing this it also opens another level of strategy: establish a very hierarchical slaver society with a lot pops that are not able to join factions and therefore not contribute to faction unity, OR go for a more egalitarian society (egalitarian ethic not necessary, ofc) where you'll have more pops participating in factions and therefore generating more faction unity.

This is how I imagine it should have always been, as this makes for a more consistent and logical set of design and gameplay choices. I will admit this would obviously have consequences for current balancing between slaver and individualist empires, as well as ethics/civics/living standards generally, but these things are solved for the most part via value tweaking of current effects. Political power would still have its influence on approval rating and relative faction support, and living standards like Utopian Abundance and Shared Burdens would finally have their disproportionate effect on faction unity gain realized, as is so obviously intended.

A more perfect union is possible!
 
Last edited:
  • 1
  • 1
Reactions:

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
Because it becomes an arbitrary factor that messes up both the theme and balance of the living standards.
It doesn't "mess up" the balance of living standards. Living standards would be unbalanced without it. Academic Privilege would be trash. Social Welfare would be way stronger than Decent Conditions despite only having a small extra cost. Stratified Economy would be even stronger at the start, and even weaker at the end (amplifying its balance issues). And Basic Subsistence would be weirdly useful, instead of being the last-resort option.

Political power producing faction unity is a balance point. If the issue is that some things are unbalanced in the system, then fix those things. "Let's delete the entire system because a few things are imbalanced in it" is practically the definition of throwing the baby out with the bathwater.

The primary effect of political power should be on the weights of pop approval rating as well as on faction support. The fact is that political power currently make pops in the more powerful living standards like Stratified Economy and Academic Privilege be "more united" than other pops, which is essentially a hierarchical bias and not grounded in any fundamental aspect of society in my opinion.
Under Academic Privilege and Stratified Economy, pops with high living standards have the means to participate politically. Hence they generate high unity, through factions. By contrast, under Basic Subsistence, no one but rulers can make their voices heard (even specialists have a malus to political power), so you generate substantially less.

As I understand it (my headcanon, technically, though I'm pretty sure that this is how the system is supposed to be interpreted), factions produce unity because they make pops feel represented. Pops without political power can't participate, don't feel represented, and therefore don't produce unity. That's why political power is roughly correlated with lifestyle upkeep, both positively and negatively. This is also why non-citizens make less faction unity (less political power) and slaves make none at all (can't even join factions). It even matches the effects of political power in planet stability: you don't have to worry about making your workers happy if they have near 0 political power (like Stratified Economy), so you're free to abuse them with e.g. Extended Shifts. That sure seems like it would cause some disunity, wouldn't it?

Yes, it would be a lot simpler, and when (arguably unnecessary levels of) complexity causes undesirable outcomes like outlined above I would argue simplicity is the more preferable way to go.
"It doesn't add enough to be worth the complexity it adds" is certainly a valid perspective, though I disagree. The system isn't very complex at all, in my opinion ("each pop makes .25*approval*political power unity from factions" isn't particularly complicated). It's just obscure because the tooltips were incorrectly updated with the unity rework.

It's a UI issue, not a mechanics issue.
It definitely does not remove a mechanic from the game, but what it does do is remove the influence of pop political power on the mechanic of faction unity.
You are quite literally arguing "remove the mechanic where increased political power leads to increased faction unity, so that all living standards produce the same net unity". What do you mean "it definitely does not remove a mechanic from the game"?

By doing this it also opens another level of strategy: establish a very hierarchical slaver society with a lot pops that are not able to join factions and therefore not contribute to faction unity, OR go for a more egalitarian society (egalitarian ethic not necessary, ofc) where you'll have more pops participating in factions and therefore generating more faction unity.
...you can already do this. This is already a thing in game, with exactly the same tradeoffs. Slaves don't join factions and don't produce unity, so you're losing out on faction unity by enslaving them. It's part of why slavery is currently so weak.

Even without slaves, Stratified Economy gives your rulers a bit of extra unity (+200% over Decent Conditions), but it takes it from your workers (-25%). Social Welfare has the roughly inverse, doubled (-300% for rulers, but +50% for workers) and comes with a much larger net happiness boost as well.

At the start of the game, you have 2 rulers and 18 workers, so the faction unity is slightly net negative for Stratified Economy, to go with the slight CG savings. Though the ratios don't stay that way for long. And with slaves (say, Slaver Guilds or Indentured Assets), you'll be enslaving (hopefully) half workers and losing 750% total political power.

If the issue is that UA and SB (the most truly egalitarian living standards) have weaker political power than Social Welfare: agreed. That's nonsense. And it should be fixed:

Political power would still have its influence on approval rating and relative faction support, and living standards like Utopian Abundance and Shared Burdens would finally have their disproportionate effect on faction unity gain realized, as is so obviously intended.
If this is what you want (and it's what I want too): just buff the political power of every stratum in Utopian Abundance and Shared Burdens. Give SB +50% political power like Social Welfare to match its slightly-above-standard-worker bonuses (with a slight upward adjustment upward to account for the fact that rulers aren't presumably using their increased status to suppress workers, since they don't have increased status), and give UA +200%. UA would be competitive with all other living standards except AP (in the late game economy where 80-90% of pops are specialists) and better than all over living standards when combined with Shared Burdens.


SB shouldn't be +100%. No one gets as many resources and as much personal freedom as even a specialist under Decent Conditions or Social Welfare (.4 CG instead of .5). But +50% (the same as Social Welfare workers) seems about right.

If the issue is that UA and SB are too weak, then buff UA and SB. If it's also a problem that AP is too strong, then nerf AP. Don't delete the entire mechanic so that UA and SB (which seem to have been just left out) become stronger by default.
 
Last edited:
  • 3
Reactions:

civ_v_freak

Feztis
29 Badges
Sep 2, 2015
294
186
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
It doesn't "mess up" the balance of living standards. Living standards would be unbalanced without it.
It clearly does, and no that is not a fundamental fact. The points you made gloss over the concession I made further into my reponse that changing the status quo would obviously create a need for balancing elsewhere as rooting out a systemic issue will up-end current balance. Arguing against balancing things better (as there are obvious issues/inconsistencies) because "it would change things" is not very productive to the conversation.

Under Academic Privilege and Stratified Economy, pops with high living standards have the means to participate politically. Hence they generate high unity, through factions. By contrast, under Basic Subsistence, no one but rulers can make their voices heard (even specialists have a malus to political power), so you generate substantially less.
Conveniently Basic Subsistence pops, which according to the fluff are seemingly not allowed to vote at all, is the only "regular" living standard that Full Citizen pops (the only ones that can vote, Residency pops can't) cannot have so of course that means they can't participate in factions.

This again fails to actually respond to my point that the interaction with political power causes balance issues, as you'll have AP or SE empires "be more united" or whatever (i.e. generate more faction unity out of a void) than a UA or Shared Burdens empire with an equivalent population size simply because of their political power tying into faction unity gain... even though the former empires, especially SE with it's comparatively low pop consumer goods upkeep, can have a significantly lower share of the empire population part of factions and still generate more faction unity. This is in my opinion an arbitrary justification, rooted in nothing real or reasonable and which results in UA especially being a very unattractive living standard to go for as it's both expensive and low in faction unity (with the happiness boost not being worth it cus happiness is easy enough to get).

"It doesn't add enough to be worth the complexity it adds" is certainly a valid perspective, though I disagree. The system isn't very complex at all, in my opinion.
Not what I meant, either. If complexity causes issues, is it really worth it to keep around? SE and AP both benefit from the best of both worlds of the living standard mini-game (lots of per-pop faction unity gain AND easier per-pop stability management), whereas UA and SB suffers.

You are quite literally arguing "remove the mechanic where increased political power leads to increased faction unity, so that all living standards produce the same net unity". What do you mean "it definitely does not remove a mechanic from the game"?
We must be playing different games and speaking different languages, because taking away one interaction that political power has with other mechanics does not entail removing it as a mechanic. Whether you choose to call a mechanic's interaction with another mechanic a "mechanic" or some other kind of word is just semantics.

...you can already do this. This is already a thing in game, with exactly the same tradeoffs. Slaves don't join factions and don't produce unity, so you're losing out on faction unity by enslaving them. It's part of why slavery is currently so weak.
That wasn't my point, which is already explained above that slaver empires will already have a good if not great chance of generating more faction unity than an individualist empire will, simply because of the tie to political power. So that niche doesn't exist in practice, and to justify this with slavery being "weak" (or rather weaker than it used to be, to be accurate) also doesn't help because why can we not have both things? Improve slavery but remove the tie between faction unity and political power, simultaneously making UA and Shared Burdens better?

If the issue is that UA and SB (the most truly egalitarian living standards) have weaker political power than Social Welfare: agreed. That's nonsense.
That is not my issue, which I already explained. If political power did not tie into faction unity, Shared Burdens would be better than Social Welfare because of the double faction unity gain from the Egalitarian faction (it requires a civic-slot, after all). It would also mean that political power modifiers connected to each living standard will now be much functionally simpler and realistic: Shared Burdens would have equal impact on approval rating across strata, whereas Social Welfare still has some bias toward ruler pops. Only their relative impact on approval rating is now important, removing the arbitrary effects on faction unity gain. My problem is not with how much each strata affects approval rating, it's just about the faction unity gain, and therefore it makes sense to not tweak political power of individual living standards. Those are fine as they are, given this one simple change.
If the issue is that UA and SB are too weak, then buff UA and SB. If it's also a problem that AP is too strong, then nerf AP. Don't delete the entire mechanic so that UA and SB (which seem to have been just left out) become stronger by default.
This kills two birds in one stone, and does not delete any mechanic, just this particular interaction between two mechanics. Political power will still exist, it's not going to die. Its ties to faction unity are just unnecessary and cause problems for certain living standards. The reason I've focused on comparing UA and SB to SE and AP is because they're all locked behind particular ethics (with SB having a further ethic point cost and a civic-lock on top), and to me there's just too little given via going Egalitarian and especially Shared Burdens compared to the benefit of saving a civic slot and an ethic point for simply superior living standards in SE and AP.

Egalitarians could do with a niche, and a prime candidate for that is faction unity. Large populations of free and (more or less) equal pops should logically be generating more faction unity than a smaller population of stratified pops.
 

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
It doesn't "mess up" the balance of living standards. Living standards would be unbalanced without it.
It clearly does, and no that is not a fundamental fact. The points you made gloss over the concession I made further into my reponse that changing the status quo would obviously create a need for balancing elsewhere as rooting out a systemic issue will up-end current balance.
Sure. I can work with that. So why does it mess up the balance of living standards? Why does it need to change? Why is this mechanic (faction unity directly being increased by political power) so undesirable that it literally can't be fixed, or would require so much work to balance, such that it would be better to just remove it entirely?

The only issues I've seen presented are:
  • "Academic Privilege makes a lot of unity", which isn't a bad thing. It's just... a thing. Why is it bad that this extremely expensive living standard that is exclusive to a single ethic makes a bunch of faction unity? That this is bad is not self evident.
  • UA and SB barely make any faction unity. This is a bad thing, I agree. But is there any reason why this can't be solved by just giving the two living standards more political power, so they're balanced within the system?
Both of these are easily addressed by tweaking a few numbers in the 00_living_standards.txt file.
Arguing against balancing things better (as there are obvious issues/inconsistencies) because "it would change things" is not very productive to the conversation.
Which is why that's not what I'm doing. I'm arguing against "let's tear out the entire thing because of this one issue", when you could instead just fix the issue.

"Don't throw the baby out with the bathwater" doesn't mean "leave the baby to drown in the tub, because you'd better not throw out that bathwater either". Yes, let's fix the balance issue.

Not what I meant, either. If complexity causes issues, is it really worth it to keep around? SE and AP both benefit from the best of both worlds of the living standard mini-game (lots of per-pop faction unity gain AND easier per-pop stability management), whereas UA and SB suffers.
This again fails to actually respond to my point that the interaction with political power causes balance issues, as you'll have AP or SE empires "be more united" or whatever (i.e. generate more faction unity out of a void) than a UA or Shared Burdens empire with an equivalent population size simply because of their political power tying into faction unity gain...
That is not my issue, which I already explained. If political power did not tie into faction unity, Shared Burdens would be better than Social Welfare because of the double faction unity gain from the Egalitarian faction (it requires a civic-slot, after all). It would also mean that political power modifiers connected to each living standard will now be much functionally simpler and realistic: Shared Burdens would have equal impact on approval rating across strata, whereas Social Welfare still has some bias toward ruler pops. Only their relative impact on approval rating is now important, removing the arbitrary effects on faction unity gain. My problem is not with how much each strata affects approval rating, it's just about the faction unity gain, and therefore it makes sense to not tweak political power of individual living standards. Those are fine as they are, given this one simple change.
Point by point rebuttals are for keeping counterarguments close to the things they refute. You're not literally supposed to respond to points in exclusion (or in the order you read them, as you read them), as if the person involved said absolutely nothing else beyond the text you're quoting.

I didn't address the UA/SB thing in those specific sections because I addressed it elsewhere, at the bottom, in the section you quoted.

The problem:
  • UA and SB don't make enough faction unity. Logically, they should make plenty, since everyone is equally wealthy and politically active but they don't.
The root cause:
  • They inexplicably have even less political power per pop than Social Welfare. Everyone (in UA) has tons of resources at their disposal, but they only politically participate at the level of mildly oppressed worker under Decent Conditions or Academic Privilege (or drugged out of their mind like Chemical Bliss).
Possible solutions:
  • Give them more political power. Add only 6 lines to 00_living_standards.txt. Now they make an appropriate amount of faction unity. I could make you a mod for this in 30 minutes, if you like***.
  • Remove the entire faction unity system, rebalancing every living standard, reworking the faction unity calculation to be weighted by political power but not multiplied by it, and rebalancing faction unity production so that it's roughly equal to the current system (though lacking all its nuance) despite the average pop having roughly half the political power they currently have (so that faction unity stays roughly as relevant as in the current game).
So, the lack of political power for UA and SB is exactly your issue, but you would prefer to remove the entire system for some reason. And you don't want to remove the system because it's more complex than it's worth; that's not the issue either. So why do you want to take the hard way out? Why do you want to change so many things when the solution to the particular problem you're having is so simple and so readily at hand?

***Seriously, just let me know and I'll make that mod. Though you may have compatibility issues with version changes or any other mods that change living standards, since the easy way to do it is to overwrite the file. I suspect there's a way to cleanly disable the original UA/SB and add an alternate version to avoid compatibility conflicts, though I don't know it. But a mod that makes UA and SB competitive on faction unity is really easy to make.

Or, if you want, you can do it yourself by modifying the game files. Add "pop_cat_worker_political_power = 3", "pop_cat_specialist_political_power = 3", and "pop_cat_ruler_political_power = 3" to the "pop_modifier" assignment in UA's section, and add the same with 1.5 to the SB section.

This kills two birds in one stone, and does not delete any mechanic, just this particular interaction between two mechanics. Political power will still exist, it's not going to die. Its ties to faction unity are just unnecessary and cause problems for certain living standards. The reason I've focused on comparing UA and SB to SE and AP is because they're all locked behind particular ethics (with SB having a further ethic point cost and a civic-lock on top), and to me there's just too little given via going Egalitarian and especially Shared Burdens compared to the benefit of saving a civic slot and an ethic point for simply superior living standards in SE and AP.

Egalitarians could do with a niche, and a prime candidate for that is faction unity. Large populations of free and (more or less) equal pops should logically be generating more faction unity than a smaller population of stratified pops.
Except that I would like one of the birds to not die. As I have said repeatedly: I think this is a good mechanic. I think it's easily understood (once you get past the incorrect tooltips, which should be fixed), reinforces the flavor of the living standards by increasing unity with increased capacity for political participation (outside of the aberrant SB and UA values), and adds some interesting choices to things like Social Welfare vs. Decent Conditions and the expensive AP vs. anything else.

"Kill[ing] two birds with one stone" is only a good thing if they both need to be killed. Otherwise, that's called collateral damage.

So again: if the issue isn't just SB/UA's political power, which is easily fixed... why does the faction unity/political power interaction mechanic need to go? What is so bad about it that you would rather see it die than fix the specific issue that you seem to have with it?
 
Last edited:
  • 1
Reactions:

HFY

Field Marshal
28 Badges
May 15, 2016
8.552
19.950
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
I'd argue SB should make a bit more political unity than it costs in CG, because:

a) if you're using it then it might be your only current option, unlike Academic Privilege and Utopian Abundance which always have other options.

b) from an RP perspective, SB is about an entire society deciding to do something politically unified. It's not a default outgrowth of previous institutions, like Stratified Economy growing out of an aristocracy which itself grew out of tribal warlords. Shared Burdens is a deliberately constructed society -- everyone in it should be more politically aware than average.

c) you paid a Civic for it, so it should be (a little) better than its competition.

It doesn't have to be overwhelming -- it's supposed to be an entry-level mechanic, which you eventually upgrade into UA when you can -- but it should be as strong as the Civic point you paid to get locked into it.
 
  • 2
Reactions: