What would you put into an "Internal Affairs" DLC?

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Quinzal

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Title says it all. Many would say that we're sorely overdue for such a DLC, with mechanics such as the Factions system, some ethics interactions, and internal political strife sorely needing another pass-over. Most of the game's acknowledgement toward events inside of your empire occurs solely through one-time events, or through situations related to shortages.

However, "Internal Affairs" is a wide net to cast, even though those (as well as "Internal Politics") are the words many people use to describe what they want in the next major content pack. Religion, revolt, planning, culture, trade...

What new features, content, or changes to existing systems would *you* want to see in an Internal Affairs DLC?
 
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HFY

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Complex Factions

Factions don't have a pre-written list of demands. They each represent an alliance of interests, including the colony where the faction has its HQ.

I have some thoughts about complex factions over here: https://forum.paradoxplaza.com/forum/threads/complex-factions-brainstorming.1474105/

These factions would gain power if you appoint their members to Cabinet positions (e.g. Head of Engineering Research).

-> There would need to be more Cabinet positions.


Deeper Local Organizations

Leaders don't just appear when rolled, they are grown. Show the organization growing them.

- Each Colony has a local governor, an unpaid junior Leader generated by one of the Ruler stratum pops, which grows and has traits and can be hired for Unity cost (based on level). These leaders join or create Factions to represent the colony's interests.

- Each "booster" building which creates a Ruler job also creates a junior Leader with factional interests.

- These juniors are your pool for Leaders. You don't get new ones rolled every year, but rather the existing juniors are replaced upon hiring, or when they die. It's a bigger pool -- especially for a Wide empire -- but it's not as easy to fish for a specific trait.


Authorities and Civics generate junior Leaders, too:

- Imperial Authority has a family or mentorship tree for its Ruler, not just a single Heir generated from nothing. The "backup heirs" are also junior Leaders and can join factions or be hired as full Leaders.

- Aristocratic Elite generates a number of ruling families which jockey for positions. With this civic you don't get Eager leaders, you get bribes from the big families, and each bribe comes with a policy cost.

- Civics about "Guilds" could generate a guild with its own elite leadership, representing that industry.



Authorities might have more mechanical hooks:

- Imperial is stable. Incoming Heir is known and factions have already acclimated to the transfer. No changes.

- Dictatorship is only stable during the dictator's life. Upon Ruler replacement, the ruling circle gets purged (maybe all, maybe some fraction). You lose experienced Leaders upon election, but you get to choose your Ruler.

- Oligarchy is stable if the ruling party remains the same. Smooth transitions between Rulers but perhaps some harsh transitions if the incoming Ruler is from an opposing Faction.

- Democracy needs a boost, and perhaps painless instability can be their niche -- you'd change the top Leaders upon new Ruler election, but the leaders wouldn't be purged, they'd just swap back into junior positions. So you'd maintain a pool of more-experienced Leaders, because you don't need to kill them upon regime change. Dividends of a peaceful transfer of power.
 
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ZomgK3tchup

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- Factions should have “ownership” of worlds and habitats like how estates in EU4 used to own provinces. You’d basically get a modifier based on which faction owned that world and would have to pay a hefty influence cost to change this.

- Factions should have a capital world or HQ that gets an even bigger bonus.

- If a sector has a shipyard, it should be able to build construction ships that auto-build stations.

- If a sector has a shipyard, it should be able to build a small defense/patrol fleet.

- There should be a distinction between founder species and dominant species. Dominant species would be whichever species has the most political power in your empire, and while that’s typically your founder species, this isn’t always the case.

- Obligatory “Paradox, please do something with sectors”.
 
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HFY

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- There should be a distinction between founder species and dominant species. Dominant species would be whichever species has the most political power in your empire, and while that’s typically your founder species, this isn’t always the case.

Some factions will be species-specific ("Tzynn Purity Polity") and will care about founder / dominant / etc.

Some factions will be stratum-specific ("Labor Party") and will NOT care about species.

Some factions will start species-specific ("Friends of Sol III") and may start out species-specific (or not) but can change to be more general (or be more specific) as the sector develops.
 
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Koopatin

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interactions with my planets would be nice.

for example even as egalitarian i would declare single planets to be one species only for several (RP) resaons like xenopobe aliens on this single planet would strike if i force free movment onto them.
 

James_K

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I would like to see some development of sectors. At the moment, Stellaris's economic game has a big scale problem. The game's interface wants you to manage each planet individually, but even medium-sized Stellaris maps are too large for this to be feasible. I would like to see sectors be a technology you develop, and once you have them you would manage the whole sector like it was a planet - you would order districts and building built, and the AI would just place them on an appropriate planet in the sector.
 
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1775guy

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The internal-market is supposed to represent trading with actors in the empire, whom do not get represented. I think the first step would be representing them somewhat:
-Syndicates
-Guilds
-Unions/worker cooperatives
-Corporations
-Organized crime
 
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Lazy Name

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One thing I’d like would be a system specifically for something like “Hostile Factions,” factions which are directly opposing your empire but aren’t strong enough to fight your military head-on yet, and instead hide from sight and slowly grow their influence. Currently, one problem is that it’s hard for things like rebels or pirates or anything else smaller than an empire to actually be a threat, since realistically no military force they can put together would ever be able to stand up to your entire fleet in the regular warfare system. A system for these kinds of discreet factions that's fun to interact with would imo be necessary for an internal politics DLC to work, since dealing with these kinds of conflicts is vital for a lot of the flavour of internal politics.

It could also interact with a lot of other mechanics well, especially espionage. If the main way to interact with and fight hostile factions was through operations or if you could use them to support the hostile factions in an enemy empire, it could make espionage feel more impactful and create interesting flavours for empires (e.g. An authoritarian surveillance state that spies on its citizens so thoroughly that they can stamp out hostile factions as soon as they emerge, an shared burdens empire discreetly encouraging worker uprisings in neighbouring empires, etc). A lot of things already in the game could also possibly be tied to these types of factions to add some extra depth and impact, like maybe the Contingency creating a Synthetic Infiltration hostile faction, larger unhappy ethic factions turning hostile and starting ideological civil wars, an interstellar criminal organization forming in your empire if crime is high enough, or dictatorships having a chance of an admiral scheming up a military coup. I'd imagine each flavour of hostile faction would try to grow and gather influence in a different way, until their influence reaches a critical mass and they openly reveal themselves and declare war.
 
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StellarisPlayer

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Some of these themes have been mentioned already, but really differentiating the different government types would be good. Give democracies political parties and have your actions and galactic events influence the support they have, so that election time means something major for you, with parties able to block certain policies while giving ethic-appropriate bonuses while in power. Give monarchies a few noble houses and make the player try to balance between them in terms of marrying off their heirs and assigning the duties/obligations for their heads or the stewardship of different planets, while succession crises await players who don't secure the support of major houses. Megacorps have to please their shareholders by fulfilling a better version of the 'mandates' we currently have in the game and receiving bonuses from achieving more of the - or paying off shareholders by issuing energy credits to mollify them, while dictatorships should have to contend with keeping rival factions in line, etc.

For the gestalt empires, hiveminds could manage the cerebrates below them, granting more or less autonomy but guarding against them going rogue, while ai empires could develop deeper specialization over time at the cost of growing weaker in other areas.
 
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Handzum

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More fluid factions, as HFY laid out would be a good start.

Internal affairs DLC should come with an espionage/diplomacy/factions Custodian update. There is a lot of potential to expand and connect these systems in a way that doesn't REQUIRE either the Nemesis DLC or an Internal Affairs DLC to function, though internal affairs would likely use the same Espionage systems as Nemesis. I also think the return of some sector based policies such as species rights and living standards would really bring a lot of depth to the game, and opportunities for a DLC to expand upon.

Factions should care more about the Galactic Community, what resolutions you vote for/against, what is passed, who is on the Council/is Custodian/Emperor. Certain factions that are within your governing ethics should be happy whenever you pass ANY resolution, even if they also do not necessarily LIKE the resolution. Authoritarians, Xenophobes, and Militarist should be more pleased by flexing your authority, regardless of the resolution. As an example, a Militarist leaning faction within a Megacorp with the PMC civic would be very displeased by you calling for and successfully repealing Security Contractors (due to PMC civic, regular Militarist faction may or may not like this), but would be somewhat offset by you flexing that you can, and would be less displeased if you only voted to repeal it and didn't call for the resolution yourself. Had you instead proposed and passed this resolution, they would be very happy, whereas the Pacifists or more centralized Militarist among you may not be happy. The Xenophobe faction may not like that you partake in the Galactic Community in general, but would LOVE to be constitutionally immune, like to repeal resolutions rival empires passed, and in general vote NO on as many beneficial things as possible.

Certain factions should care about certain espionage actions, and there should be more. Materialists should be happy about stealing tech for example, spiritualists could get an action to sabotage robot pops, increasing their upkeep, authoritarians and egalitarians could like promoting rebels in opposing ethic empires, xenophiles/phobes would like actions based on helping xenos rise up against their overlords, and terrorizing xenos in other empires, while pacifists could start up protests, and militarists being pleased by blowing up star bases, causing damage, and being caught doing it. There should be espionage actions that are very powerful but cannot be covered up, and immediately start wars. For example, a Fanatic militarist covertly for years building a cell in a rival empire, culminating in an attack on their parliament, killing many leaders and causing massive penalties for the opposing empire, bonuses for the empire that succeeded, and immediately beginning a war. Extremely powerful/diplomatically dangerous actions such as these should only be available without EXTREME penalties in certain circumstances, such as against an empire that has committed an atrocity against citizen species of your empire, against opposing ascension paths (synth vs psi), an empire using total wars against like minded empires, or against an empire that has used these actions themselves. An action such as this would be a cool and thematic way for the rebellion against the emperor to be started, with a thunderous applause from the plasma rifle rounds clattering on the floor, as the leader of the Rebellion reveals themselves, drawing their laspistol and putting a steaming hole in the Emperors back as chaos breaks loose in the Senate!

Ascension paths could also each give unique actions. Examples, a synth ascended empire replacing pops in a target empire to be activated and help during a future invasion, psionic infiltrators causing a localized planetary crimewave, genetic scientists developing a food-borne disease that only can survive on a certain planet and targets a certain species, or even sub-species with great finesse. These could backfire, causing diplomatic penalties with the target empire, their allies, and the galaxy at large, and maybe problems at home, if your people happen to care, or if the experiment finds its way back home somehow.

Sector factions should come back, taking their demands from the ethics of the population of that sector, and the ethics of neighboring sectors. Weighted issues for certain situations/demands/requests based on those ethics, governor traits, local leader traits such as a stationed admiral or assisting researcher, and neighboring sectors/empire wide demands and demographics. A sector nestled safe near the core, filled with research worlds and materialist and authoritarian pops routinely experimenting on pre-sapients, should not be too concerned about the war that's being won on the other side of the empire or the indiscriminate bombardment of xenos, even if some of them happen to be pacifist. Conversely, the sector, still on the other side of the empire, yet bordering xeno neighbors* would be very concerned about new border wars, and the treatment of refugees/xenos and their own safety, even if they happen not to be particularly pacifistic/phobic/phillic.

Your Authority should determine more about foreign relations than a flat opinion modifier. Rulers/envoys should have personality traits that can clash/mesh with each others foreign counterparts, determining the speed of trust gain, opinion shifts after succession, and what type of events and options for political events can fire. The ruler/envoy "personality" should be entirely separate from ruler traits that we have now so there is no cross-balancing to be done. These personality traits could be weighted and determined by Ruler pop ethic demographics and species traits.

*There should be more distinction in diplomacy whether an empire is Xeno or not, the relevance of which would be based on Authority and the ethics of ruler pops. An empire with 6 Blorg rulers and 2 Human rulers would be considered a Blorg empire, and would be treated by another Blorg empire as if they were the same species, increasing (or decreasing) trust growth based on like policies. A Fanatic Purifier Blorg empire for example may demand that a Xenophilic Blorg empire discontinue allowing aliens full citizenship, turn over their refugee pops, xeno leaders, or more. The Commonwealth of Man could attempt to force a xenophobic dictatorship or oligarchy upon the Humans of Sol, diplomatically or with their fleets, or the reverse, the UNE bringing the authoritarian Commonwealth to heel and uplifting the downtrodden.

The xeno-friendliness (can't think of a better word) of an empire would affect Factions and diplomacy, and would be based on a % weighted by authority/ethic/species rights. For example if (extremely loose numbers/mechanical idea) 35% of ruler pops are Human, and the next nearest ruler pop number is 5% with Full Citizenship, a Fanatic Authoritarian/Militarist dictatorship would be considered xeno-friendly by their own population, and other empires with similar ethics/authority. With those same demographics, but with the xenos having Residency, and Ethics of the empire being Xenophobic, not Militarist, this would be considered a Human dictatorship, as Xenophobia would weight the value of Human ruler pops much higher, and Xenos with residence would be weighted lower based on their species right. A Fanatic Xenophobic empire could see an empire where 15% of the Ruler pops are of their species as having disenfranchised their people, and would gain diplomatic actions and casus belli based on this. Conversely, a Fanatic Xenophile democracy could see a self-proclaimed "xeno-friendly" Authoritarian dictatorship as a serious threat, despite the dictatorships own beliefs on what constitutes "fairness", and some of the pops in their empire could feel the same way, being more welcoming to a potential conquest by that democracy.

Certain governmental policies should be "available" (able to be forced upon/sought out) to the "wrong" ethics through faction demands/war goals/situations, and they should generally cause serious problems for the empire in question, unless they are willing to spend resources to reform their government to the new demands or go through with some way of reversing them. If the Blorg Purifiers force the Happy Blorgin Time Nation to give them to institute xeno slavery and give a xeno livestock tribute every year from a bordering sector, and restrict migration from the new thrall worlds, the Blorgin Time folks should be able to embrace this new change, and see what those xenoburgers taste like, or fight back against it from within, and attempt to smuggle pops away from those backwaters to a core sector (perhaps with those shiny new cloaking fields). Another example, if the Pompous Panasi Priests were forced by the Blorgin Time to open their borders and allow migrants and their droid servants to a certain few worlds with full citizenship, those pilgrims may find themselves missing scheduled food shipments, or critical maintenance parts for their droid servants, all as an orchestrated attempt by the Panasi to get them to go back to where they belong, and repeal the forced policies.

Gestalts would have a similar yet different system to other empires as they lack ethics. The consciousness could be drawn to different "goals" rather than factions and would be rewarded for following a goal with single mindedness, forgoing focusing on other parts of governance. A hive obsessed with control over galactic affairs would be rewarded for using influence in the galactic community or pursue diplomatic actions, whereas one focused on developing their core would be rewarded for providing high stability and creating hive worlds/machine worlds, or completing situations/events. I tend to have a overflow of influence as a gestalt or a sufficiently advanced empire, and more ways of spending it through situations would be useful.
 
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Tamwin5

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I made a post talking about this a while back. It's focused specifically on changing how different authority types changes how factions gain their power, with democracies focused purely on pops (as is currently), Oligarchies focused on leaders and ruler pops, Imperial taking vertical slices of your empire to represent noble houses, and Dictatorships having some amount of all of the above. It also has mechanics for Gestalt internal politics, too!

It doesn't cover anything like a parliament system or institutions, and it only loosely brushes over overhauling demands, but I think it can merge well with most other suggestions that dive into those areas.

I think a main question is are hostile internal groups (Criminal organizations, pirate groups, infiltrators, rebels, separatists, etc.) treated as normal factions with some unique rules, or managed through an entirely separate interface/system? I could see it working both ways.
 
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Cry_Havok

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Authorities and Civics generate junior Leaders, too:

- Imperial Authority has a family or mentorship tree for its Ruler, not just a single Heir generated from nothing. The "backup heirs" are also junior Leaders and can join factions or be hired as full Leaders.

- Aristocratic Elite generates a number of ruling families which jockey for positions. With this civic you don't get Eager leaders, you get bribes from the big families, and each bribe comes with a policy cost.

Aristocratic Elite's junior leaders could be represented by being pulled from the noble jobs. More noble estates means more leaders to chose from.

Philospher King + Dictatorship (elective monarchy) could combine the stability of Imperial with the ruler choice of Dictatorship. It would at least be something for a flavorful but ultimately bland civic
 
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1775guy

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I made a post talking about this a while back. It's focused specifically on changing how different authority types changes how factions gain their power, with democracies focused purely on pops (as is currently), Oligarchies focused on leaders and ruler pops, Imperial taking vertical slices of your empire to represent noble houses, and Dictatorships having some amount of all of the above. It also has mechanics for Gestalt internal politics, too!

It doesn't cover anything like a parliament system or institutions, and it only loosely brushes over overhauling demands, but I think it can merge well with most other suggestions that dive into those areas.

I think a main question is are hostile internal groups (Criminal organizations, pirate groups, infiltrators, rebels, separatists, etc.) treated as normal factions with some unique rules, or managed through an entirely separate interface/system? I could see it working both ways.
Democracies focusing purely on pops is not realistic at all.


a small (about 3%) causal factor for popular support for a policy and it passing was found in this study of nearly 2000 policies passed in the united states, significantly higher was found for casual factor of affluent (top 10%, meant to be proxy for economic elite) citizens ( around 70%) and interest groups (around 50%).

Frankly, if we had an internal politics rework, the current framing of discrete authorities should be abandoned.
 
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Merch991

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Making a quick summary of this suggestion:


I would want to see

- Deeper factions which vote (in democracies and oligarchies) and react to Reforms. Coalitions between factions, new issues and in general, more distributed power (it's fairly ridiculous to see only the 2/3 governing ethics factions throughout all the game)

- Reforms, which are ethically-aligned groups of modifiers and effects (similar to galcom resolutions).

- Demands, also voted by factions which are specific requests made by a certain faction (for example, change a Policy, take some land on a certain planet etc etc).

- Non-political factions, which are other actors (internal corporations, cultural movements, criminal and pirate organizations...) in your empire. They are something similar to enclaves and can give various benefits with some compromises.

- Reworked Leaders. No more Leaders as simple timed buffs. Instead, Leaders would have ambitions, ethics, personality traits and various interactions you can perform with them.

- Ministries and Institutions, which are basically the means through which your Empire advances. There are standard institutions, available to all empires and special institutions, linked to specific civics.

In general, I have mostly focused my entire suggestion around Empire customization and distinctiveness among all authorities.
I have also tried to find a more important role for Unity and a way to stop tech snowballing (mainly, through the mechanics of Ministries and Institutions).
 
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GloatingSwine

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A large number of minor situations which have A or B outcomes where both are minor awards of different kinds (the sort that you get from low tier anomalies in the early game.

These would fire regularly through the game, there should always be a couple of different situations going.

Espionage actions from other empires would generate situations which would appear to be part of this system but would have subtle differences, different wordings, procedurally generated deliberate errors, etc. The better your encryption compared to the initiating empire's codebreaking and the more infiltration you have of them the more of these there would be and the more obvious the path to exposing and foiling the espionage would be.
 
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Pancakelord

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It basically comes down to 6 things for me
  1. Pop political power & factions being much more dynamic. (Stability being less sticky and easy to keep near +80% & non gestalt amenities being returned would help a lot here too)
  2. Piracy scrapped & combined with the refugee system to reintroduce semi-independent nomads and spacers living in your territory (roaming fleets /habitats not owned by you). Crime, stability and how you interact with these groups could turn them in to pirates or useful allies or targets for reintegration.
  3. Rng leader traits scrapped and replaced with something akin to tradition trees (think hoi4 leaders that have categories of traits you can pursue) - auto level up would basically let you ignore this like it currently works.
  4. Authorities recieving far more depth when it comes to elections, heirs and espionage influencing this.
  5. Replacing the current policy system with something like the GC or federal law screens, with faction support needed to pass certain policies or policies above tier 2(/5 for example).
  6. Sectors made semi static, you can either follow rough galactic geography "constellations" and have a premade one or burn unity to expand it by up to one/two jumps further (for bridge stars), other things could hook in to static sectors - such as faction ownership as others mentioned. Particularly if sector capitals get unique buildings, or we can see other empire sectors on gal map - letting us target specific sectors in espionage operations (can do this already with mods but it's janky and hard to see which sector is which, when you don't get a sector overlay for other empires).
Because pdx have an art team too, and they tend to make the "big ship" for the expansion - I'd personally like to see more emphasis put on visual flair in the system view, rather than another new shipset or whatever.

Stuff like Small ships (particle VFX, like missile trails, not actual ships) flying between the starbase and the planets/between planets/planets and mining stations, a steadily growing cloud of micro-habitats and other orbital sprites surrounding heavily developed worlds.

A lot of that, however, is less 'paid expansion' and more 'patch' level stuff, as it would be pretty intrinsic to how the game works.
 
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Sectors made semi static, you can either follow rough galactic geography "constellations" and have a premade one or burn unity to expand it by up to one/two jumps further (for bridge stars), other things could hook in to static sectors - such as faction ownership as others mentioned. Particularly if sector capitals get unique buildings, or we can see other empire sectors on gal map - letting us target specific sectors in espionage operations (can do this already with mods but it's janky and hard to see which sector is which, when you don't get a sector overlay for other empires).

TBH I wouldn't mind if sectors were like Planetfall. Just clump 3-4 star clusters together and call it a sector at map creation. Then you can start attaching real gameplay functions to them without players cheesing them.
 
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TBH I wouldn't mind if sectors were like Planetfall. Just clump 3-4 star clusters together and call it a sector at map creation. Then you can start attaching real gameplay functions to them without players cheesing them.
Yeah, I played a lot of endless legend, that works in a similar way and definitely has one of the best maps around for the genre. So it would work for Gameplay and also galaxy story beats.

The galaxy map could definitely do with some extra character. If you turn the sector/constellation spawns into a script object, modders can build out lists of system initialisers, with each one populating a sector's stars, in a similar way to how orbital deposits are handled currently. There might be a 90% chance for a 'generic' sector, and a 5% chance for one to be full of ruined megastructures, or all infested worlds and so on.
 
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Dona

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I wish there was some kind of penalty for being a multispecies empire. something that would reflect the conflict of a multicultural environment, that can be resolved as society progresses.
It's still a problem on Earth, even if we're all the same species.
It would be interesting not only for an immersive issue, but also for balance:
Why terratransform a planet, or modify my species, if I can easily get the ideal species to work with an inmigration pact?
 
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