[Suggestion] Governments and Internal Politics/Affairs

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EmperorZelos

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This is a more fleshed out version of my previous post on governments, so I'll recap it. In there I describe that the governments gameplay, not bonuses, is technically divided into 4 categories.
  • Duration: How long does the current set of rulers, or ruler, last?
  • Focus of power: Is it one man/woman with all the power or a group of people? Autocracy vs oligocracy
  • Ruling Class: Which class of people in society is the one with the greatest amount of influence?
  • Elective: Is the ruling person/people determined through some electrive process or are there rules that simply determine it with no popular opinion input?
Elections are usually in a society governed by the ruling class somehow, either by them deciding whom the candidates are or simply by them being the only ones having the right to vote.
------------------------------
Internal Politics
But within an empire there will be internal politics to struggle with as well. In democracies and their various forms we have the political parties wanting their irrelevant issues (Don't go political here!) and in monarchies you've had the various houses, lords etc that also want their own things which kings, queens, emperors and much else must listen to as none works independently. While our beloved Vic2 uses political parties and our classical philosophies my thought is more to base them around the ethos we have here. Where parties and houses would have things that depend on the ethos they have, which is also something that would be added. The leaders would have ethos assigned to them as well which I'd say affects what policies and such they are likely to call for. That is the mission they promise to lead for extra influence.

Now onto my idea concretely. Let's say we have an autocratic non-elective empire, the emperor rules supremely! As I have bluebloods being the ruling class. Through this there will have been families and such through history that has developed on, after all emperors have often more than one child (especially if you're arthropoid) and spreading off so they will naturally pop up in history. Now the empire have let's say 5 houses, excluding yours. They will naturally hold significant power and influence as one of the houses and like the estates in EUIV will want some control, which can be done by assigning them sectors. All happy and dandy as they take control and you could even give them slight personallities.

However as time progresses the houses risk drifting from the imperial ethos. I am Fanatic materialist militarist but one of the houses suddenly goes fanatic materialist and nothing else. This would dribble down onto all planets in the sector(s) they control, making them more prone to converge toward the houses ethos rather than the imperial one. Of course there must be a way to control this for the empire. There should be be interactions with the houses. One way to solve this would be by assasinating the house leader and reinstate one there that shares the imperial views. Of course if it's caught or whatnot population happiness would plummet, or perhaps house loyalty instead and you risk them going to war right away. Rather than it slowly building up. In this case I'd also say that the houses can build up an army, which is nothing but a number telling what they have. And it could be recruited in desperate times of war, or if they are disloyal, be used against you and when they have enough they declare war for their freedom.

This works for bluebloods but what about other ruling classes? For the academic it'd be universities instead that are the so called houses, for military it'd be subdivisions, merchants it'd be massive cooperations and so on. You could have these occasionally getting into wars and disputes like in EUIV, although a war wouldn't be fought explicitly in fleets and such, in order to save processing power and much else it'd be a randomized branching tree of events where power (which could be a variable) shifts between the two to mark their power and influence within the empire. After all we don't want vast amounts of processing power to be wasted on these.

How about for the proper democracies? These could be done with a check where "Majority vote" when elective is choosen if one is to expand my previous idea. Here it is the general populus that vote while the ruling class provides the candidates they pick between. This too can be used for internal things where political parties instead start nagging at each other and hwenpeople diverge ethos wise we get more and more problems. People joining different ethos parties which in turn increases likelyhood of their prefered (again candidates would have ethos and mandates that is dictated by them) candidate to be picked.

This is not a well fleshed out system but I figured it'd be interesting in peacetimes.
 
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Slug-thing

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Sounds interesting. The game needs more depth, and this is one possibility.

One thing that immediately came to mind: what if the game had more leaders, and more positions for them? A democracy might have multiple ministers, with the benefits accruing from the one who "wins" a policy debate. In a military government, there'd be multiple leaders pushing their own agenda in whichever sector they're assigned to, influencing ethics divergence, etc. Maybe leaders of a sector would have more autonomy, deciding on their own whether the focus should be science, or production, or how hard to clamp down on dissidents. You'd have to make hard choices when you have a leader with some great traits but a personality that clashes with your imperial goals...and that leader happens to be popular with certain other leaders or POP factions, and removing him would make them unhappy.

Apply some more autonomous personalities to admirals and generals too. One might have excellent battle-winning traits, but might be more generous than you (allowing the enemy to retreat without pursuit) or more bloodthirsty (bombarding a planet causing diplomatic problems). I'm willing to give up some direct control if it will mean a more entertaining story unfolding.
 
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CplKatie

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I want to see sectors elect their own governors and then have to compete against governors to put your own leaders into power. If you lose you become a sector manager lol.
 
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ConcermedCanuck

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Heh, are we all saying we want Stellaris + some CK2 love? :-D

Love everything in this thread. I was thinking almost exactly like @CplKatie, each new sector comes with a low skill default governor that comes from some process that's consistent with the government type (e.g., as @EmperorZelos says: sector lord, despotic henchman or elected governor) that builds their own power base within their sector and starts to make some autonomous decisions (rebelling, competing for rule of the empire, possibly even contacting and allying with other species in their quest for power). Making changes to a sector could come with a whole new set of consequences as you reward/piss off the respective sector governors.

We don't need spouses or marriages, but some more politics would add such a rich RPG element to the game..... and something makes me think Paradox is way ahead of us on this one with some future DLC.
 
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EmperorZelos

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Heh, are we all saying we want Stellaris + some CK2 love? :-D

Love everything in this thread. I was thinking almost exactly like @CplKatie, each new sector comes with a low skill default governor that comes from some process that's consistent with the government type (e.g., as @EmperorZelos says: sector lord, despotic henchman or elected governor) that builds their own power base within their sector and starts to make some autonomous decisions (rebelling, competing for rule of the empire, possibly even contacting and allying with other species in their quest for power). Making changes to a sector could come with a whole new set of consequences as you reward/piss off the respective sector governors.

We don't need spouses or marriages, but some more politics would add such a rich RPG element to the game..... and something makes me think Paradox is way ahead of us on this one with some future DLC.
Spouces nad stuff would indeed be quite superflous but some form of itnernal struggles in empires would be good
 

EmperorZelos

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I really hope they do add politics tied to sectors but before they do that they need to give sectors their own fleets and construction ships and even colony ships.
I'd say any ships beyond construction and colonization should just be numbers, not rendered