[MOD] Imperial Routine - Sectors, Factions, Politics

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LastLeviathan

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Hello everyone.
So, my expectations have been confirmed, and I have to rewrite my mod almost from scratches, as PDX done too much changes to faction and ethics systems. However, I really like new improvements and additions, they look like more interesting rather than before.

So, here are some teasers of my sector and faction features.
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Looking forward to the update, keep up the great work.
 

Iyur

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I've noticed an interest thing. When you're transferring the planet from one sector to another, pops will keep their previous sector faction for a while. So this could be used for a some negative factors which will affect any transfers between sectors making it not so easy.
 

Iyur

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So, now sector faction not so satisfied when you're transferring planets out from it's borders. This will cause negative happiness effect until the last pop leave this faction being within other sector. This also works for ceding to core sectors.
fb917fc3c8a44138bc19c0955850e4d9.png

Ezak faction has one pop in Shutra system which I want to transfer to Afrmyke Sector.
63039972ad374323be243c88e611bc7d.png

So now Ezak Faction unhappy because they've lost their planet.
 
Last edited:

Iyur

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Some additions to rulers and governors.

Generic
I’ve copied some skills from ruler class to governors, as seems that they are really necessary for deepening the governor specialisation. Also, some new skills were created.

Ruler Skills
  • Negotiator, increasing trade attractiveness
  • Perfect Administrator, additional core system
  • Outer Space, decreasing distance effect for expansion
Governor Skills
  • Industrialist, increasing minerals output
  • Investor, increasing energy output
  • Charismatic, increasing edict length, lowering the cost
Faction Leader's Role
The next idea was to bring more life to leaders. Currently the sector/coreworld governors are mostly static instances. They can gain experience, some new skills and abilities, but they mostly don’t affect gameplay of this scopes in general. There’re also some leader-related events, but it can’t fix the situation. I mean, they should be more linked to their holdings, directly affecting the demographic, economy and politics sides. And this is especially for the sector scope. Ruling the entire region with a several planets, the governor should be one of the key personalities with whom your empire have to deal. Will he become a good and loyal governor, supporting your policy even on the distant worlds, or he’ll become a real pain in the ass, pushing his region to nationalism and separatism. Regional aspect should be an important thing as well. It’s logical, that on your coreworlds or capital planets the local leaders will have less tends to struggle against your authority. And the opposite to the outer colonies and sectors, where their local roots making them more unloyal and different to empire.

Now every sector faction will have it’s own local leader who was born at one of the sector worlds. This person has a default governor class and will lead the faction until his death. He has a specific skills and traits, mostly based on primary sector ethos with some potential deviations. The leader is also a bridge between the sector and faction, as he wants to get the sector governor seat. This was made to link them together, increasing the impact of faction governor within the sector. This unfulfilled demand will cause a significant negative effect for people, forcing you to assign faction leader as a governor.

Besides some basic skills like default governors, faction leaders will also have some kind of “political views” determining their political preferences. They could be just a simple ethic alignment or reflect the relationships with your empire in general — leader could support you and be a real loyalist, but he also could become a regional nationalist, affecting the entire region. Some of them will be generated already with leader, some could be gained later while leveling up. Specific skills are available only for faction leaders.

So, the list of available traits:

Specific Skills
  • Faction Leader, temporary skill removing the recruitment cost
  • Overseer, increasing government ethic at the expense of happiness
  • Populist, increasing happiness at the expense of consumer goods
  • Better Worlds, boosting migration effects at the expense of energy
  • Keeper, boosting unity at the expense of productivity
  • Elder, additional skill, old age, decreased experience gain
  • Puppet, increasing pop happiness, decreasing faction happiness
Ethic Alignment
  • Authoritarian, increasing authoritarian attraction within sector
  • Fanatic Authoritarian, increasing authoritarian attraction within sector
  • Fanatic Materialist, increasing materialist attraction within sector
Political Views
  • Loyalist, increasing government ethic attraction
  • Rationalist, increasing pop & faction happiness
  • Nationalist, decreasing government ethic attraction
  • Isolationist, decreasing migration attraction and border range
  • Radical, increasing planet total unrest
  • Corrupted, decreasing energy income
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Last edited:

Iyur

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Faction Demands
As was said earlier, faction has it’s own demands. Some of them are permanent, some could be changed or triggered later.

Faction Governorate (+5% / -20%)
This is a first and primary faction demand — people want their faction leader be the sector governor as a representor on empire level. Otherwise, unfulfilled demand will cause negative happiness effects.

Colonial Infrastructure (+2.5% / -5%)
Well developed sector provides all necessary services. So, establishing Planetary Administration on each sector planet will make the population happier.

Decentralization Tradition (+2.5%)
Your empire has successful experience managing the different regions across the explored galaxy delegating the power to local authorities. You should establish at least three sectors to achieve this.

Colonial Viceroys (+2.5%)
Our control over the colonies is dependent upon us finding capable and loyal individuals that can be trusted to enforce the will of the government.

Holy World (+5%)
Sector has a Holy World inside the borders, attracting a lot of tourists and pilgrims from entire galaxy.

Border Inviolability (-20%)
Faction will be significantly displeased if you will transfer some of it’s planet to another sector/core sector. This effect will valid until the last pop of this faction outside sector borders. Pops will slowly leave the faction.

Frontier (-5%)
One of the sector worlds is close enough to a neighbour empire. There is always could be a chance that aliens will be hostile to us, as well, as colonisation issues.

Borderlands (-10%)
One of the sector worlds is close enough to a neighbour rival empire. They are quite hostile to as, causing a certain tensions near the borders. People feel no safety.
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Last edited:

Tempte

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Very interesting.

Are you thinking about implementing a way for the government to replace the current sector faction leader with their preferred choice?
Perhaps with an influence cost and a timed faction happiness modifier. Or something similar.
Could be cool both for gameplay and RP.
 

Emraldis

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I love what you're doing with the faction system! Going to give this mod a go when I have time. (And probably take it apart to improve my understanding of faction modding :p)
 

Iyur

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Very interesting.

Are you thinking about implementing a way for the government to replace the current sector faction leader with their preferred choice?
Perhaps with an influence cost and a timed faction happiness modifier. Or something similar.
Could be cool both for gameplay and RP.
Yeah, I was planning to make something like assassination, when the successful action will force faction to recreate leader. The replacing leader at the expense of influence (or unity) could be a good option too.
 

Emraldis

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Yeah, I was planning to make something like assassination, when the successful action will force faction to recreate leader. The replacing leader at the expense of influence (or unity) could be a good option too.
Or having your current leader assassinated by one of your factions, that would be cool. Perhaps giving rise to a pretender faction attempting to take control of the throne...
 

Arcturi Council Remnant

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Looking forward to trying this. Had an idea while playing my current play-through; what if sector governors/faction leaders could make sectors havens for the faction/ethics they support? So a spiritualist sector governor increases migration attraction for fellow spiritualists?
 

Iyur

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So a spiritualist sector governor increases migration attraction for fellow spiritualists?
There is a 40% chance, that leader will have "ethic trait". So, the leader potentially could be generated with spiritualist ethics, increasing spiritualist attraction within sector borders. But I cannot affect migration attraction by ethic preferences, there's no a special command or modifier for this.

However, I could write a script, which could resettle a random spiritualist pop once per year, but seems, that is not a good solution.
 

das

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No need, I think. The conversion can be taken to represent a smaller influx of likeminded individuals anyway, among other things.

That aside, I'm really intrigued by this mod. Any idea on when it would be ready?
 

Iyur

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First Trial

Ok, I’ve almost finished the initial part and decided to have some gameplay test. Currently, regionalist factions are linked to appropriate sectors, have specific demands and properties.

The key moment was the stability of the faction system. I was afraid a bit about faction lifecycle, as there is only one type for sector faction and it’s not unique. Since the 1.5 update, there were some changes to faction mechanics, and for a certain period I was trying to remove any faction copies of the same sector. So now, seems that everything is ok — faction is stable, there are no duplicates and valid until the last pop within sector borders. Potentially, it could disappear, but will be recreated soon. What I’ve noticed, there should be exactly 6 months between faction evaluations. I was playing with different conditions, triggers and effects, but the next faction could be evaluated only after the half of the year.

Here’s the midgame situation.

I have eight different sectors within my borders (they are highlighted by blue color). There could be less, but I want to check the bigger amount. The pop numbers seems ok, it’s not more than 25-35% of total population of entire sector, so the numbers are not so big, but pretty enough to have an impact on planetary economy and political situation. The happiness level is mostly average (so, there are some issues I should solve) and seems in balance. I think, some dynamic issues which I’m planning to add later will diversify the process.

The other thing — I’ve established “ethnics” sectors from former subjects. Currently they were created by myself, but later they will be generated automatically after the subject integration, to keep the concept of national-territorial autonomies. Seems, it have to be a bit harder to deal with ethics sectors.

What I’ve noticed. I have different discontent factions, but their disapproval have no effects. Logically, that there should be different rebellion cases, but the vanilla mechanism is not so clear. So, I think that I have to work with some rebellion features later, especially, link them with sector factions. And there’ll be good to increase a bit influence gain from factions, as sector faction blurs the coefficients. As well, as leader’s capacity.

Well, now I want to polish some moments and make an alpha release soon.

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Iyur

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