Internal Politics - what do you NOT want to see?

  • 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.

TrotBot

Banned
48 Badges
Feb 2, 2018
3.472
5.353
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • 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
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
I rather not remove more player freedom. The ethics already forces you to play a certain way. Xenophobic prevents you from treating xenos as equals, spiritualist prevents you from treating robots as equals, and egalitarian prevents you from being a dictatorship or imperial.
what? those are choices you made. i agree with decoupling spiritualist from anti-ai xenophobia, but being a xenophobe is by definition treating xenos as lesser. being egalitarian is by definition being opposed to dictatorship and empire. that "removal of choice" can be made more organic by letting people do what they want, but, it impacts your empire ethics. you're a xenophile, but don't have the same living standards for your main species as your xenos? xenophile faction (or whatever it merges into, because factions should be mergeable in my opinion), should be unhappy and protest. enslaved some xenos? they should revolt. fanatic egalitarian but you have shadow council? your egalitarian faction should be preparing for revolution. escalating from protests, to strikes, to rebellions. or the shadow council itself should be preparing for a coup which will remove your fanatic egalitarianism. you see where this is going? sure, more choice, but also, more consequence.
 
  • 10
Reactions:

apples951

Sergeant
30 Badges
Oct 27, 2021
60
278
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
what? those are choices you made. i agree with decoupling spiritualist from anti-ai xenophobia, but being a xenophobe is by definition treating xenos as lesser. being egalitarian is by definition being opposed to dictatorship and empire. that "removal of choice" can be made more organic by letting people do what they want, but, it impacts your empire ethics. you're a xenophile, but don't have the same living standards for your main species as your xenos? xenophile faction (or whatever it merges into, because factions should be mergeable in my opinion), should be unhappy and protest. enslaved some xenos? they should revolt. fanatic egalitarian but you have shadow council? your egalitarian faction should be preparing for revolution. escalating from protests, to strikes, to rebellions. or the shadow council itself should be preparing for a coup which will remove your fanatic egalitarianism. you see where this is going? sure, more choice, but also, more consequence.
I'm not suggesting that we remove the restrictions already in place. A xenophobic empire that treats xenos as equals isn't xenophobic. However, I have a issue with how the game considers somethings as bring pro x ethic or anti y ethic.

Why should an authoritarian empire be punish for having welfare living standard?
(Welfare increase egalitarian attraction)

Why should a spiritualist empire be punish for having NON-SAPIENT robots despite that fact that they are only meant be to against sapient ai only.
(Robots boost materialist attraction and lowers approval for the spiritualist faction)

I wouldn't mind having more consequence if Stellaris was clear on the ethics.
 
  • 11
Reactions:

Cassilda

Queen in Yellow
113 Badges
Oct 18, 2005
1.146
1.133
  • Europa Universalis IV
  • Crusader Kings II
  • Battle for Bosporus
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Empire of Sin
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Age of Wonders: Planetfall Season pass
  • Crusader Kings III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars Pre-Order
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
I don't want ethics to be too much fixed, I think the actual system should be made more "gradual", roughly like HoI 2, in which the ethics were the extremes and there was a slider the player could move. I think also that the state ideology should be tailored by the player with some set of ideological foundations: I definitely not want too many "set in stone" principles, especially on grey areas.
For example, authoritarians or xenophobic empires should be allowed to grant a very high standards of life to the founder species, and maybe to a couple of "assimilated loyal subjects" species, as long most of the other subjects aren't allowed to the same standards. Because that's a stratified colonial society, not egalitarianism.
Also, I don't really want to see revolts spring up from nothing like it happens now with piracy, since Stellaris is not EU or CK and you can't really have jacqueries in space as I personally find difficult to believe that disgruntled citizens can make a space fleet from nothing, being something that should require an industrial base.
 
  • 6
  • 1Like
Reactions:

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Don't make it too event-driven. In threads about internal politics I always feel like some people want it to be a lot of narrative thrown at you all the time, but imagine how frustrating that would become in no time. There is a balance to be struck between events making things more interesting, and events just getting in the way of the things you actually want to be doing.

So I believe the core of such a system needs to be gameplay-based, with a solid backbone of systems that are tied into the rest of the mechanics and stay relevant throughout the game. Events and event chains should be the spice that adds extra flavor. And when impactful changes are on the horizon, that's when events should take over to tell the story.
This.
 

TrotBot

Banned
48 Badges
Feb 2, 2018
3.472
5.353
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • 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
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
I don't want ethics to be too much fixed, I think the actual system should be made more "gradual", roughly like HoI 2, in which the ethics were the extremes and there was a slider the player could move. I think also that the state ideology should be tailored by the player with some set of ideological foundations: I definitely not want too many "set in stone" principles, especially on grey areas.
For example, authoritarians or xenophobic empires should be allowed to grant a very high standards of life to the founder species, and maybe to a couple of "assimilated loyal subjects" species, as long most of the other subjects aren't allowed to the same standards. Because that's a stratified colonial society, not egalitarianism.
Also, I don't really want to see revolts spring up from nothing like it happens now with piracy, since Stellaris is not EU or CK and you can't really have jacqueries in space as I personally find difficult to believe that disgruntled citizens can make a space fleet from nothing, being something that should require an industrial base.
Yeah, when referencing the pirate mechanics, I just meant they should be able to fight over territory without immediately taking it and becoming an independent empire. There should be riots represented as soldiers, but not planetary takeovers right away even if they win, basically. and fleets eventually, but even then they should not start taking over space with it, just being a nuisance that gets gradually more serious. i want the military aspect of the revolutions to be something ongoing you're dealing with (presence of riot troops on a planet gives debuffs and escalates the risk of open revolt on the planet), rather than a one and done "oh no i lost this planet and these starbases and there's a new empire i have to reconquer".
 
  • 3
Reactions:

MadCow94

Second Lieutenant
103 Badges
Jun 18, 2021
158
360
  • Crusader Kings II: Horse Lords
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Rome Gold
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Nemesis
  • Divine Wind
  • Cities in Motion 2
  • Crusader Kings II
  • 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
  • Europa Universalis III
  • Europa Universalis III Complete
  • Cities in Motion
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
Absolutely agree with not "over eventing" it. Events should be the end-zones of (either end of) stability on a planet/sector. If your people love you, maybe once in a great while a positive event fires or something "lucky" happens. If you're at the bottom end... pirates, random 2-army rebellions (which scale the longer you're in the danger zone) until a faction leader with a faction that hates you because you ignore them.... breaks away with a sector.
 
  • 3
  • 1Like
Reactions:

TrotBot

Banned
48 Badges
Feb 2, 2018
3.472
5.353
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • 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
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
breaks away with a sector.
i think this should be one possible result, i think them taking over and flipping your ethics should be another. also, breaking away should be very much last last result in an impasse where he can't defeat you and you can't fully defeat him. i think the other types and results of rebellion are more interesting and need to be developed much more.
 
  • 4
  • 1Like
Reactions:

gyutop

Recruit
49 Badges
Apr 30, 2017
8
32
  • Cities in Motion 2
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Magicka
  • Cities: Skylines Industries
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Tyranny: Archon Edition
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
I don't want whatever systems are introduced to be heavily resourced based. This will probably be hard to do with Unity and Influence already being a thing, but the game already feels like a spreadsheet manager. Don't get me wrong, I love a good spreadsheet, but I think Stellaris needs some more story based gameplay.
 
  • 2Like
  • 1
Reactions:

TrotBot

Banned
48 Badges
Feb 2, 2018
3.472
5.353
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • 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
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
I don't want whatever systems are introduced to be heavily resourced based. This will probably be hard to do with Unity and Influence already being a thing, but the game already feels like a spreadsheet manager. Don't get me wrong, I love a good spreadsheet, but I think Stellaris needs some more story based gameplay.
yeah definitely agree with you there. there should be some consequences tied into the unity system, and tied into happiness, which should be expanded to be more logical. like slaves should not become authoritarian and happy because of slavery. happiness needs to make more logical sense for the conditions of each layer, worker, specialist, ruler. but other than unity and happiness being given deeper interactions with rebellion, it should be as you said not about resources.

it should be about ethics, about species rights, about whether you give utopian abundance to one (making them happy) and slavery to another (making them unhappy of course, but even more so because of the jealousy question that they see others living in utopian abundance), etc... it should be about designing a faction, or a sect for the spiritualists. it should be about tying your factional ethics to the federation system and letting you impose species rights, living standards, ai rights, refugees welcome, and specific ethics on your federation. it should be about designing the governing system you're imposing in a liberation war, so that i don't have to remove someone's quirky pacifism to impose my mandatory fanatic egalitarianism on the galaxy. etc... etc... it should be about molding the galactic community into a new institution based on those chosen ethics you wanted, the way the imperium does to some extent.

it should be about tools for inserting your roleplay into every part of the game, and having the game react to it with deep consequences. as you said, not about excel sheets.
 
  • 1Like
Reactions:

Quinzal

Gun Pointed at the Head of the Universe
23 Badges
Jan 12, 2017
564
1.259
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris
Of all the possible DLCs I can think of, the"internal politics" one makes most sense to ignore gestalt empires.

I think at best, they couldn expect to benefit from possible changes to the crime/deviancy system.

It's been established that Machine Empires are not centralized consciousnesses, but networks of robots. Additionally, deviancy causes networks of robots to splinter off from the main collective, so it wouldn't be off the table for such a network to try to influence the rest of the collective.

Additionally, Hive Minds have been said to be a lot more fluid than they are gameplay-wise, and with there being semi-independent drones in the positions of leaders, who's to say one of them wouldn't have an idea for bettering the mind?
 
  • 7Like
  • 1
Reactions:

TrotBot

Banned
48 Badges
Feb 2, 2018
3.472
5.353
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • 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
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
It's been established that Machine Empires are not centralized consciousnesses, but networks of robots. Additionally, deviancy causes networks of robots to splinter off from the main collective, so it wouldn't be off the table for such a network to try to influence the rest of the collective.

Additionally, Hive Minds have been said to be a lot more fluid than they are gameplay-wise, and with there being semi-independent drones in the positions of leaders, who's to say one of them wouldn't have an idea for bettering the mind?
it would be nice to have a minor type of faction system within gestalts, the way you had the true geth, and the heretic geth. then we could roleplay things like "voluntary driven assimilators" joining a federation for migration lol, and you could have the nice type of rogue servitors and the pop raiding type. it would add depth, and then it would even allow for servitors to impose ideology on the organics instead of conquering them, cause if they have some sort of politics it makes sense they would do what the culture did and impose it and uplift the organics into automated moneylessness. if you aren't gonna let us pamper you, then you must at least pamper yourselves according to the living standard list of the final egalitarian GC resolution. is what my servitor faction would say. maybe yours would say differently lol.
 
  • 2Like
Reactions:

GloatingSwine

Field Marshal
42 Badges
Aug 6, 2010
4.527
3.197
  • 500k Club
  • Crusader Kings III: Royal Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
You can tell who are the Hearts of Iron fans and who are the Crusader Kings fans (I have a theory that Stellaris draws from both and that both sides are constantly at war). HOI fans are like, "Rebellions suck", CK fans are like, "If my empire doesn't collapse so I have to rebuild it every 50 years the game gets boring."

The question is does a rebellion lead to or proceed from interesting gameplay. In Stellaris the answer is no. You don't have any systems or levers to use which affect a rebellion, it's not attached to anything like a relationship between characters in the game, nor is it driven by anything that can be read as a perceptible desire on the part of those doing the rebelling. It's entirely one-dimensional based on a single abstract (stability) so it has no variance in causes or outcomes which can lead to gameplay.
 
  • 3Like
  • 2
Reactions:

Liggi

Lt. General
80 Badges
Mar 28, 2017
1.273
8.777
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
The question is does a rebellion lead to or proceed from interesting gameplay. In Stellaris the answer is no. You don't have any systems or levers to use which affect a rebellion, it's not attached to anything like a relationship between characters in the game, nor is it driven by anything that can be read as a perceptible desire on the part of those doing the rebelling. It's entirely one-dimensional based on a single abstract (stability) so it has no variance in causes or outcomes which can lead to gameplay.

This ties into something else I've been thinking. Rebellions shouldn't be something that are purely bad and to be avoided.

I want there to be situations where fostering a rebellion of a particular type within my empire might be a good idea. If I'm playing a Fanatic Materialist, and I find myself surrounded by Spiritualists, I might decide that my best option is to deliberately foster a Spiritualist rebellion within my own empire so I can team up with them. Or, I might decide not to, maybe I want to suppress all Spiritualism and try to become powerful enough to impose it on all of my neighbours. Or maybe I don't want to do it through military power, I want to do it via more subtle methods like diplomacy and espionage. All of those should be valid approaches, including the rebellion one.

Rebellions shouldn't just be an annoying mechanic with no benefit (like piracy).

Likewise, internal politics shouldn't be something I just have to keep maintained or bad things will happen, like spinning plates. It should be the place for genuinely interesting and dynamic stories to play out. Within your own empire and within others.
 
  • 3Like
  • 2
Reactions:

GloatingSwine

Field Marshal
42 Badges
Aug 6, 2010
4.527
3.197
  • 500k Club
  • Crusader Kings III: Royal Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
Yeah, it's important to make sure that the prize for interacting with a system isn't no longer having to worry about it. That always makes it feel like a chore not an opportunity for gameplay.

See: Politics in Rome 2 Total War.
 
  • 4Like
  • 3
Reactions:

Foxosaur

Major
20 Badges
Aug 3, 2020
604
710
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines
  • Europa Universalis IV
- I don't want a politics rework to be intrusive to a casual playstyle. I rarely pause the game out of choice, aside when in a significant war or the game forces me too (which is all the time) but I do want internal relationships and an overall happiness of sectors/planets to be more "apparent" and important. Equally it should work that way for AI.

Maybe there should be such a thing as "Loyalty" penalties when a planets and system have a new owner, not just based on opposing ethics etc. Something that takes time to harmonize and can potentially punish land-grabbing empires that expand too quickly and don't compensate.

- I don't want things like things like a roaming pirate fleet to spawn and interrupt my supply chain of energy still to be going on by late / end game. I would like this particular aspect to be more interesting but also handled "eventually" handled by an "internal force" and it be automated. Again could be linked to "loyalty" and pop happiness.
 

Empire of Terra Nova

Captain
On Probation
37 Badges
Oct 15, 2021
307
607
  • Cities: Skylines - Campus
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
The question is does a rebellion lead to or proceed from interesting gameplay. In Stellaris the answer is no. You don't have any systems or levers to use which affect a rebellion, it's not attached to anything like a relationship between characters in the game, nor is it driven by anything that can be read as a perceptible desire on the part of those doing the rebelling. It's entirely one-dimensional based on a single abstract (stability) so it has no variance in causes or outcomes which can lead to gameplay.
well, that's exactly why players are asking more internal stuff/politics

it's not about getting more modifiers or rng cards to spend mana on, that level of abstraction is already fleshed out, even dominating. we need more engaging and story telling gameplay stuff on a more concrete and immersive level
 
  • 9
Reactions:

Pancakelord

Lord of Pancakes
43 Badges
Apr 7, 2018
3.314
11.920
  • Cities: Skylines - Green Cities
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Ancient Relics
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - After Dark
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Stellaris: Necroids
  • Crusader Kings III
  • War of the Roses
  • Cities: Skylines
  • Stellaris: Federations
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines - Snowfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • March of the Eagles
  • Darkest Hour
I don't want an 'island' mechanic.

Whether it's narrative driven, modifier driven or mechanics driven (slotting in leaders or whatever), I don't want another waiting simulator (Galactic community 2.0) with some poorly setup maths (fleetpower dominating Diplo power) totally undermining the entire system.

This I think is the most important thing, irrespective of what is/isn't added. If the system can't be actively engaged with, it'll never be engaging - and the midgame really needs a non-conquest, engaging, gameplay loop (I don't count megastructures as engaging either for what it's worth).

Ideally I wouldn't want it to be divorced from planets either - planets have stability, pop political power, political classes, an ethical distribution. That should not be ignored (in favour of some isolated 'internal politics screen a la GC) in an internal politics overhaul.
 
  • 11
  • 1Like
Reactions:

Ashantai

Lost in Time
Moderator
55 Badges
Aug 4, 2009
6.074
684
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • For The Glory
  • Rome: Vae Victis
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Europa Universalis IV: Wealth of Nations
  • 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
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
A reminder to keep posts on topic and productive please.
 

Eled the Worm Tamer

Major
30 Badges
Aug 5, 2017
673
481
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Shadowrun: Hong Kong
  • Stellaris
  • Sword of the Stars
  • Magicka
I'd hate to see it become a grab bag of random 'gotcha' type events that simply add flow breaking interruptions that look like depth and variety until you've seen them all.

Or pushed the way Mega corp spawns are if you start as one to 'create conflict' artificially.
 
  • 5
Reactions: