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GatorFanEvan

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I really like the new faction system so far. I think it's far better than the old ethics divergence system where you'd have pops in a loyalist faction and then angry pops that formed separatist movements (on top of recently conquered pops that want to return to their old empires). However, I think a few things should be addressed/changed in coming updates.

1. Factions lack depth - one of the issues with factions is that they're relatively shallow. You have only a dozen or so different groups (which is still many times better than the old system), but it's basically the same deal every game. You have imperialist factions at odds with prosperity factions, xenoist factions at odds with supremacist factions, etc.

Additionally, some of the factions associated with certain ethics don't really make much sense. For example, I imagine that militarist factions in democratic crusader empires would be extremely different from militarists in fanatical purifier empires, narratively speaking. Militarists in democratic crusader empires would probably be more neoconservative/liberal internationalist, and I don't imagine them having much of an issue being in a federation with other democracies like imperialist factions do. But since the imperialist faction is the only kind of militarist faction available, you get this problem.

The same goes for pacifists, who are entirely different in peaceful trader empires than they are in xenophobic isolationist empires. The prosperity faction makes a ton of sense for peaceful traders, but seems less perfect for xenophobic isolationists, who probably only care about keeping to themselves and staying out of galactic affairs.

This leads me into my other point:

2. Pops should have more than one ethic - I think that the way to resolve this discrepancy is to give pops two ethic points. That way, there can be more nuance with factions. Maybe there's a pacifist/xenophile prosperity faction at odds with a pacifist/xenophobe isolationist faction within a federation builder empire with low governing ethics attraction. You can still keep existing factions (the progressive and technologist factions could be the factions for fanatic egalitarians and fanatic materialists, respectively). The game could get very complicated considering the number of combinations, and ultimately the number of factions, possible, and could get even more complicated with different AI personalities and such, but I think it could do wonders for the game.

Overall, the new faction system is far better than the old one, and I'm looking forward to seeing what the dev team does with them in future updates. I'm curious what everyone else thinks.
 

Omanes

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There are two xenophobe factions that appear in different contexts. One in militarist empires, the other in pacifist empires (not sure what happens in the middle). The xenopobe in the pacifist empire is all about isolationism, closing borders etc. The xenophobes in the militarist empires are more about supremacy, enslaving xenos etc. I guess this is the sort of thing that probably should be aimed for really if pops are allowed to have two ethics. In this case one representing the pacifists and xenophobic, the other representing those who are militarist and xenophobic. Still other than that it doesn't have much depth, agree pretty wholeheartedly. Should really interact with other things a little more, such as ascension perks and traditions, as well as having some not totally happiness linked events attached to stir the pot if something is done to upset them (protests, coups, strikes, riots, resignations, emigration). Making happiness go down is okay I guess, but it's very very easily compensated for by using armies, harmony traditions and/or increasing the consumer goods level species get.
 

mergele

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Hmm, more nuanced factions for more nuanced political positions..... no, I'm totally not drooling right now...
Though I don't think every possible combination needs a faction. I'm not sure how moddable this is but there is the potential for some awesome mods. (I don't think paradox will return to internal politics in force for some time now (and other parts of the game do also need love)).
 

arktky

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My only issue with the factions aside from lack of depth in some areas is that they're all only ethics based. There should be separatist factions for example.
 

Moonsteel

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So far i'm not impressed by the faction system. It has the potential to be far better then the old but right now...

Decided to give pacifist non purging a shot again. Pacifist, Spiritualist, Egalitarian and the reasons for the specific 3 is "why not?". bonuses focused on unity, government ethic attraction and consumer goods cost reduction.

Apparently i did something that wasn't intended since i now have 6 factions, i'm suppressing 2 and cant afford to suppress more.

So what i have learned. There is no information on what actions i take that increases the likely hood of a faction (well once they spawned you can sort of guess from what they want).
2 Nap 1Dap and 2 research agreements proced xenophile for me at level where it attracted people on the same level as my government ethics (+70% government ethic attraction).
1 liberation war proced militarists. Well i guess fine it was a war but 1 war and they demand unrestricted warfare and hasnt decreased even though im suppressing them.
Got xenophobe from something which im not sure. Suppressing and no change yet.

Size of empire roughly 3 radius of a basic wormhole jump with the home planet roughly in the middle.

I feel that if you give me choice then dont punish me for chosing... (describing a feeling and not a fact)



All in all to many bugs and new system with to little tooltip info, i cant even begin to guess if my experience is intended or not and if its intended why does it play out like that.
Didn't you learn from the release and the Fleet missing in action crap that took way to long to fix among other bugs and missing tooltips/information.
/Disapointed stellaris fan