Fix faction and ethics for new games.

  • 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.

Badesumofu

Field Marshal
70 Badges
Dec 1, 2016
4.457
1.000
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Pillars of Eternity
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Imperator: Rome Sign Up
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
It's better now in 2.6.3 than it was in 2.6.2. I still got a mix of ethics at game-start but in the 10 years before factions can form, the numbers had shifted enough so that only factions of my governing ethics formed. I'd designed my empire to promote my governing ethics, including making my species natural engineers to give some extra Materialist attraction. So at 2210 I had only an Egalitarian and Materialist faction. I had pops of other ethics, but no more than 2 or 3 per ethic. Then I did a bunch of deals with xenos and got enough Xenophile attraction that a faction of those formed. Now in 2260, I have no pops of any ethic other than Xenophile, Materialist, or Egalitarian. The percentages of those shift around a little bit.

My concern is when I start conquering I'm going to get factions form for other ethics and that will create enough attraction that I'll be stuck with them. It also seems that there is very little difference in how many pops you'll get of two different ethics once they both have any significant level of attraction. My empire should be about 50% Mat, and 25% of each other ethic, but in practice they all hover around a third each most of the time.
 

Peter Ebbesen

the Conqueror
61 Badges
Mar 3, 2001
16.910
4.844
  • 500k Club
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
As a previous comment suggests, a mod called 'real pop ethics shifting' fixes the issue and makes things work perfectly. Maybe the devs should ask the modder for some advice on how to fix their game :rolleyes:
Perfectly? No, I didn't say that. It is a brute force approach with a performance overhead based on raising the defines that seem to work to extreme values, to ensure frequent evaluation, whereas a good solution would be more gentle and perform fewer checks spread over more time. But it works good enough for me.

The defines from the latest (2.6.2) version of the mod are:
Code:
NGameplay = {
   POP_ETHOS_LOWER_ETHIC_THRESHOLD               = 5.0   # If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
   POP_ETHOS_UPPER_ETHIC_THRESHOLD               = 2.0   # If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
   POP_ETHOS_DIVERGENCE_INTERVAL               = 360   # Number of days until a Pop has a change to diverge from empire ethos
   POP_ETHOS_DIVERGENCE_RATE_MULT               = 1900.00      # Chance of a pop evaluating its ethics every year
   POP_CHANGE_FACTION_CHANCE               = 100.00   # Once every month a pop has X chance to change faction but only if the pop wants to
}

Whereas 2.63 values in the beta patch are:
Code:
       POP_ETHOS_LOWER_ETHIC_THRESHOLD               = 0.5   # If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
       POP_ETHOS_UPPER_ETHIC_THRESHOLD               = 2.0   # If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
       POP_MIN_ETHIC_RELATIVE_ATTRACTION           = 0.1   # If relative attraction is less than this, do not diverge to this ethic
       POP_ETHOS_DIVERGENCE_INTERVAL               = 360   # Number of days until a Pop has a change to diverge from empire ethos
       POP_ETHOS_DIVERGENCE_RATE_MULT               = 0.05   # Chance of a pop evaluating its ethics every year
       POP_CHANGE_FACTION_CHANCE                   = 0.05   # Once every month a pop has X chance to change faction but only if the pop wants to
Only three values in the mod are changed, the others are currently the same as default. See if you can spot the difference and find the changed values. :D

Since the mod doesn't fiddle with POP_MIN_ETHIC_RELATIVE_ATTRACTION, the default one is used.

(It is possible the 2.6.3 "fix" means that the mod-values can be lowered rather than having to be so extreme, or perhaps it really has been fixed? time will tell.)

EDIT: Let me make clear that I don't know whether 2.6.3 has fixed the issue, rendering the mod no longer needed, as I have not tested 2.6.3. But if you are finding that it hasn't, I recommend the mod.
 
Last edited:

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
Perfectly? No, I didn't say that. It is a brute force approach with a performance overhead based on raising the defines that seem to work to extreme values, to ensure frequent evaluation, whereas a good solution would be more gentle and perform fewer checks spread over more time. But it works good enough for me.

The defines from the latest (2.6.2) version of the mod are:
Code:
NGameplay = {
   POP_ETHOS_LOWER_ETHIC_THRESHOLD               = 5.0   # If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
   POP_ETHOS_UPPER_ETHIC_THRESHOLD               = 2.0   # If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
   POP_ETHOS_DIVERGENCE_INTERVAL               = 360   # Number of days until a Pop has a change to diverge from empire ethos
   POP_ETHOS_DIVERGENCE_RATE_MULT               = 1900.00      # Chance of a pop evaluating its ethics every year
   POP_CHANGE_FACTION_CHANCE               = 100.00   # Once every month a pop has X chance to change faction but only if the pop wants to
}

Whereas 2.63 values in the beta patch are:
Code:
       POP_ETHOS_LOWER_ETHIC_THRESHOLD               = 0.5   # If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
       POP_ETHOS_UPPER_ETHIC_THRESHOLD               = 2.0   # If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
       POP_MIN_ETHIC_RELATIVE_ATTRACTION           = 0.1   # If relative attraction is less than this, do not diverge to this ethic
       POP_ETHOS_DIVERGENCE_INTERVAL               = 360   # Number of days until a Pop has a change to diverge from empire ethos
       POP_ETHOS_DIVERGENCE_RATE_MULT               = 0.05   # Chance of a pop evaluating its ethics every year
       POP_CHANGE_FACTION_CHANCE                   = 0.05   # Once every month a pop has X chance to change faction but only if the pop wants to
Only three values in the mod are changed, the others are currently the same as default. See if you can spot the difference and find the changed values. :D

Since the mod doesn't fiddle with POP_MIN_ETHIC_RELATIVE_ATTRACTION, the default one is used.

(It is possible the 2.6.3 "fix" means that the mod-values can be lowered rather than having to be so extreme, or perhaps it really has been fixed? time will tell.)

EDIT: Let me make clear that I don't know whether 2.6.3 has fixed the issue, rendering the mod no longer needed, as I have not tested 2.6.3. But if you are finding that it hasn't, I recommend the mod.

The 2.6.3 'fix' didn't improve the issue as far as I can see. I'm now testing the mod to see if the update has broken it.

The mod making it work perfectly is perhaps an exaggeration, but compared to the non-functional system in game it's a massive improvement.
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
Perfectly? No, I didn't say that. It is a brute force approach with a performance overhead based on raising the defines that seem to work to extreme values, to ensure frequent evaluation, whereas a good solution would be more gentle and perform fewer checks spread over more time. But it works good enough for me.

The defines from the latest (2.6.2) version of the mod are:
Code:
NGameplay = {
   POP_ETHOS_LOWER_ETHIC_THRESHOLD               = 5.0   # If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
   POP_ETHOS_UPPER_ETHIC_THRESHOLD               = 2.0   # If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
   POP_ETHOS_DIVERGENCE_INTERVAL               = 360   # Number of days until a Pop has a change to diverge from empire ethos
   POP_ETHOS_DIVERGENCE_RATE_MULT               = 1900.00      # Chance of a pop evaluating its ethics every year
   POP_CHANGE_FACTION_CHANCE               = 100.00   # Once every month a pop has X chance to change faction but only if the pop wants to
}

Whereas 2.63 values in the beta patch are:
Code:
       POP_ETHOS_LOWER_ETHIC_THRESHOLD               = 0.5   # If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
       POP_ETHOS_UPPER_ETHIC_THRESHOLD               = 2.0   # If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
       POP_MIN_ETHIC_RELATIVE_ATTRACTION           = 0.1   # If relative attraction is less than this, do not diverge to this ethic
       POP_ETHOS_DIVERGENCE_INTERVAL               = 360   # Number of days until a Pop has a change to diverge from empire ethos
       POP_ETHOS_DIVERGENCE_RATE_MULT               = 0.05   # Chance of a pop evaluating its ethics every year
       POP_CHANGE_FACTION_CHANCE                   = 0.05   # Once every month a pop has X chance to change faction but only if the pop wants to
Only three values in the mod are changed, the others are currently the same as default. See if you can spot the difference and find the changed values. :D

Since the mod doesn't fiddle with POP_MIN_ETHIC_RELATIVE_ATTRACTION, the default one is used.

(It is possible the 2.6.3 "fix" means that the mod-values can be lowered rather than having to be so extreme, or perhaps it really has been fixed? time will tell.)

EDIT: Let me make clear that I don't know whether 2.6.3 has fixed the issue, rendering the mod no longer needed, as I have not tested 2.6.3. But if you are finding that it hasn't, I recommend the mod.

To give you an update, I loaded my save from the vanilla 2.6.3 beta where pop ethics attraction wasn't working, after reinstalling the mod. It doesn't seem to work either. Unsure if this is because the save-game was from vanilla or if the beta breaks the mod. Either way, if the devs are not going to fix the issue themselves, I'd rather they stopped breaking the mod with their 'fixes'.
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
It is unclear if this feature is broken or not. But it's probably broken.

I've run more tests using empires with different origins and ethics. It's definitely still broken. If how it is right now is working as intended then it needs to be reconsidered.

Unfortunately whatever 'fix' was included in the beta has also broken the mod I was using. Again. Guess I'll have to wait a week or two for the mod's author to fix the bug which has stumped the devs for 2+ years.
 

Gort11

Field Marshal
84 Badges
May 22, 2011
4.553
3.762
  • Victoria 2: A House Divided
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Tyranny - Tales from the Tiers
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Stellaris
  • Victoria 2
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
I've run more tests using empires with different origins and ethics. It's definitely still broken. If how it is right now is working as intended then it needs to be reconsidered.

You sure? Running unmodded as Fanatic Egalitarian and Xenophile I got 19 Egalitarian and 11 Xenophile pops when the factions showed up.
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
You sure? Running unmodded as Fanatic Egalitarian and Xenophile I got 19 Egalitarian and 11 Xenophile pops when the factions showed up.

Certain. I just started as fanatic xenophile/materialists with voidborne origin and I ended up having more militaristic pops than any other ethic somehow...

In another save I went from 3300 to 3400 with 0% expected spiritualist ethic, in my fanatic materialist empire, and spiritualism actually grew... That is not what I call fixed or working. It's a joke.
 

Rathengar

Sergeant
38 Badges
May 20, 2016
89
11
  • Europa Universalis III: Chronicles
  • Stellaris: Synthetic Dawn
  • Pillars of Eternity
  • Warlock 2: The Exiled
  • Heir to the Throne
  • Europa Universalis III
  • Divine Wind
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Stellaris
It is unclear if this feature is broken or not. But it's probably broken.

I disagree. There is nothing unclear about it. I used over 2 hours yesterday sitting and restarting new games with same custom race i hade put together. Each time starting on a Ringworld. And every single game except a few exception, the minor faction hade less followers then a 3rd unwanted faction, usual one directly against one of your chosen ethics. And this was right when i entered a new game i checked population faction %.

Then i supressed the unwanted faction and let game run some years and the unwanted supressed faction was ALLWAYS gaining members just as fast as the minor or was ahead of it in members.

So its 100% broken when it comes to both supress and faction. Because before newest DLC. I could like i said in a earlier post often go 100% years times, before i saw a 3rd faction when i hade the 30% "ethics atraction" to my race. Which i also hade in yesterdays test, except now i hade 100% a 3rd faction RIGHT on game start atleast. Now and then i hade enough people to get several factions. No i did wait 10 years. But i did let game run a few years each test, and i saw % gaining while supressed even. Some i did while not supressing and they gained same speed as the supressed test runs.
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
I disagree. There is nothing unclear about it. I used over 2 hours yesterday sitting and restarting new games with same custom race i hade put together. Each time starting on a Ringworld. And every single game except a few exception, the minor faction hade less followers then a 3rd unwanted faction, usual one directly against one of your chosen ethics. And this was right when i entered a new game i checked population faction %.

Then i supressed the unwanted faction and let game run some years and the unwanted supressed faction was ALLWAYS gaining members just as fast as the minor or was ahead of it in members.

So its 100% broken when it comes to both supress and faction. Because before newest DLC. I could like i said in a earlier post often go 100% years times, before i saw a 3rd faction when i hade the 30% "ethics atraction" to my race. Which i also hade in yesterdays test, except now i hade 100% a 3rd faction RIGHT on game start atleast. Now and then i hade enough people to get several factions. No i did wait 10 years. But i did let game run a few years each test, and i saw % gaining while supressed even. Some i did while not supressing and they gained same speed as the supressed test runs.

It's so infuriating to see a game mechanic like this so clearly broken for, no exaggeration, years. The only thing their 'fixes' have done is break the one mod which helped remedy the problem. The fact the Devs are putting 'fixes' in their patch notes when they clearly haven't tested them is insulting
 

pryr

Major
Mar 6, 2017
589
62
I though that it's an intentional change, like all ethics have some basic ethic attraction, so you can care less about some minor things screwing factions and influence gain.
 

Derp

nice
69 Badges
Jan 28, 2011
2.041
1.589
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • 500k Club
  • Hearts of Iron IV: Together for Victory
  • Age of Wonders: Planetfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Stellaris: Distant Stars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Stellaris: Federations
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Lithoids
  • Shadowrun Returns
  • Victoria 2
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
It is unclear if this feature is broken or not. But it's probably broken.
if it's not broken, it's very badly designed. in either case it should be changed.
under no circumstances should an empire with a fanatic ethos end up with the opposing ethic being larger at the very beginning of the game.
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
I though that it's an intentional change, like all ethics have some basic ethic attraction, so you can care less about some minor things screwing factions and influence gain.

But as it stands pops do not change ethics. It's terrible from a gameplay standpoint and needs to be fixed. I mean actually fixed, not just putting a sentence in patch notes and hoping that will convince us it isn't broken.
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.136
3.214
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
I, personally see no problem with pop ethics. It looks pretty normal, i mean somehow simillar to actual ethic atraction... that... is how it should be... or not?
 

Turean

Sergeant
9 Badges
Dec 12, 2018
52
78
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
Untitled.jpg


I can't believe no one got the reference :)

But yeah, when you start a new game with Inward Perfection and a third of your pops immediately join a militaristic faction, I would venture a guess that's not working as designed...
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
View attachment 565007

I can't believe no one got the reference :)

But yeah, when you start a new game with Inward Perfection and a third of your pops immediately join a militaristic faction, I would venture a guess that's not working as designed...

Sorry, didn't get the reference. Truth be told I'm a bit fed up - this issue is something that's bothered me for a long time, and was excited when I saw them mention a fix in the 2.6 patch notes. But now we've had two sets of patch notes where they've included a 'fix' which hasn't worked.
 

GC13

The Last Emperor of Sol
90 Badges
Dec 30, 2010
3.181
3.060
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Industries
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Sengoku
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Tyranny: Gold Edition
  • Tyranny - Bastards Wound
  • Pillars of Eternity
So if Paradox removed individual Pop ethics from the game, what has to change? Pops can still be made happier with amenities and modifiers, faction membership can be based off of the calculated attraction that the game already has, and... Am I missing anything? Because I really don't see what each individual Pop having an ethic adds to the game.
 

Cat_Fuzz

General
May 10, 2016
1.772
2.365
Just a tip - if you are able to enact the 'encourage political thought' edict, it actually does shift ethics around pretty well. I ama fanatic militarist / egalitarian, yet my elected leade was with the spiritualist faction (on account of swallowing a fanatic spiritualist empire)

I used this edict and by the time their term was up, spiritualist had risen in support to almost the same as the other two main factions.
 

GeorgieBest

Lt. General
49 Badges
Jul 31, 2014
1.429
3.248
  • Crusader Kings II
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
So if Paradox removed individual Pop ethics from the game, what has to change? Pops can still be made happier with amenities and modifiers, faction membership can be based off of the calculated attraction that the game already has, and... Am I missing anything? Because I really don't see what each individual Pop having an ethic adds to the game.

I was thinking this today.

I don't know what giving individual pops ethics does which is beneficial for gameplay. I guess it allows faction happiness modifiers to apply to pops individually? The downside is that it seems to be impossible for the Devs to find a solution to the problems people have highlighted in this thread. Maybe someone could make a thread in the recommendations section? Abstracting ethics to a population level number should make things easier to fix surely?