- Democratic Authority:
– Factions are still accessible as an information list on Pops and their Ethics, with all Ethics formable from the start, with a big bias towards Egalitarian being the largest at the start of the game – which, in a Democratic authority, translates to citizen liberal/libertarianism/voltaireism. However, exactly two Ethics, once they gain traction/a certain minimum Pop following, can now form a Party. A Party can be composed of any 2 ethics that are not opposite to each-other. Parties can also dissolve if they lose the minimum following. The limit of Party count is the Ethics themselves, so up to Four Parties may be former (2 ethics per 1 Party). Parties, much like factions, provide influence based on the two Ethics they represent, with the Influence provided increased if the elected President is their member, and reduced Influence if he's a member of a polar opposite Party. Example: Elected President is a member of the Egalitarian-Militarist Party. This will make any formed Party in opposition that is composed of either Authoritarian or Pacifist Ethics provide less influence. An Opposition Party refers to any Party that is representing values opposite of that of the current President.
– Leaders becoming Presidents is unchanged, however most Leaders are now provided by different formed Parties – with a free, corresponding trait stating which Party they are a member of. There's a miniscule chance a Leader may be an Independent however, with a corresponding trait stating that. Independants do not please nor displease Parties, they're the 'true neutral' election choice.
– Every 1 year, a rulling president of a Party has a chance to experience negative or positive minor events, decided by rolling a dice – stuff like public scandals, improving/worsening relationships with a neighbour empire, attempts at impeachment, attempts at assassination (if successful, new elections), increased or decreased support from their own Party, or a smear campaign initiated by the Opposition Party (if there's any) – which if successful, lowers their chances of re-election.
– All Leaders are now Oligarchs who have Personal Coffers. Personal Coffers can be tracked by a window somewhere in the Leader UI. All Leaders generate wealth in their Personal Coffers, however some do more than others – unhired leaders generate the least, hired leaders – more, leaders actively performing an action, be it researching, excavating, warfare or other such – even more, and the Rulling Leader – the most. The wealth value in a leader's Personal Coffers is a modifier to how likely they are to be "elected" as rulers, or re-elected for that matter. However, Personal Coffers can also be forcibly drained from a Leader, awarding the player executing that decision some extra Energy Credits and Influence, but lowering Stability empire-wide and banishing/killing the chosen Leader oligarch. Thematically, this is some oligarchs screwing over/absorbing other oligarchs, it's an oligarch-eats-oligarch world after all.
– Every 5 years or so there is a chance roll for moderately-impactful events to transpire, such as getting alot of extra Energy Credits, losing a lot of Energy Credits, and/or your rulling Oligarch suddenly tragically suffering an "accident" and it just so happens that a new random Oligarch (from your existing ones) instantly takes his place without elections. Really odd, but accidents happen…
– Factions are reworked, much like the democratic authority. Factions are now condensed into two large Blocs of approved or dissapproval, called the Populus Approval and Regime Support respectively. Populus Approval refers to whether or not the masses under the dictatorial rule well, approve of said dictatorship. Regime Support refers to various elements within the dictatorial government and its means of enforcing its dictatorship and loyalty to said Dictator such as the army, police, secret services, rivals etc. Like with democratic parties, these 2 blocs represent different, but set in stone Ethics of Pops within the dictatorial Empire. The Populus Approval is composed of Pacifists, Xenophile, Egalitarian and Spiritualist pops; the Regime Support is composed of Militarists, Xenophobe, Authoritarian and Materialist pops. As such, maintaining either a delicate balance or gaining enourmous support from one of the 2 Blocs is the main challenge of the Dictatorial Authority; displeasing either of the 2 Blocs without the absolute backing of the other gives a high chance of negative consequences;
– Losing support from the Regime is the milder negative consequence of the two, but a negative nonetheless: A coup may be staged, where the dictatorial empire's rulling dictator is assassinated and replaced with another, while the nation as a whole loses stability and/or Influence empire-wide for a set period of time;
– Losing Populus Approval can lead to drastic consequences – from assaulting the dictator's palace and publicly lynching them, forcing a reform of the government Authority to something non-Dictatorial, non-Imperial, to spawning a civil war by creating a new nation of Seperatists composed of the worlds and systems containing displeased Pop members of the Populus Approval Bloc and stealing a portion of the Regime's fleet doing so.
– Instead of Factions, Imperial Authority gains a Dynasty Tree. The Dynasty Tree's founding member is their first monarch Leader. As with the current system, a Heir is generated aswell, but up to two more Royal family offspring. A Heir remains locked in the Empire slot, however 0-2 extra royals are available as Leaders in the leader menu, bearing powerful bonuses (extra free trait) where-ever they are placed – be it as Governors, Scientists, Admirals etc. Active extra royal Leaders have a small chance, rolled every 10 years, to spawn offspring of their own (1-2), who are also normally available for hire in the leader menu. Royal family Leaders cannot be fired but also cost no upkeep. Non-Heir Royal family members can also be used as currency – they can be traded away in the Diplomatic Trade menu in exchange for other resources; if Xeno-Compatibility is researched by the empire receiving these royal family members, they can use them to expand their own Dynasty Tree/merge with the player one. If not they can simply use the bonuses and the extra Leader.
– The Dynasty Tree keeps track of every new generations of Royal Family, both the Rulling one and the Heir's aswell as side branches of non-rulling Royalty. Initially, a Dynasty Tree can only be composed from the founding species' race, however that can be changed if Xeno-Compatibility ascension perk is chosen – this allow existing multiple Dynasties within the galaxy to possibly merge or inter-marry in uncommon circumstances.
– While the reward is powerful, free extra Leaders, there is a small chance for Dynastic internal chaos. This chance only affects the generation of non-Rulers that share the "birth" date with the currently Rulling Monarch, not their own offspring. A very small chance with extremely damaging consequences is rolled every once in a while so long as there's any other contenders to the throne that are not the Heir themselves:
A) Dethronation Coup – a contender assassinates the currently-rulling Monarch, usurping the Throne for themselves, aswell as disposal of their Heir and replacing it with one of their own children, if they have any – if not, any other offspring of the former ruler. Severely damages Influence gain and Stability empire-wide for a set duration.
B) Secession War – a contender carves up an Imperial realm for themselves, using a random non-homeworld world in the empire and all bordering systems, aswell as stealing up to 50% of the original empire's fleet. Declares war immediately, but may be inclined to sue for peace (as a Peace Treaty will legitimize the new realm). If the new seccessionist empire survives, they are no longer part of the original empire – but are still, technically, part of the Dynasty Tree.
C) Foreign Throne – a contender leaves the Empire, attempting to assume the Throne of another Imperial Empire via the means of Dethronation Coup – the chances of which are slim, with some modifiers to it. If they succeed, the former dynasty in the foreign empire is now overruled by the player's dynasty. If they don't, this causes a severe diplomatic relationship crash between the two nations involved. Foreign Throne can happen both From and To the player. Certain civics may incorporate greater chance of success in Player's favour and lesser chance against their favour, such as Feudal Society (which needs a buff anyway), making it so your Dynasty can remain stable and secure while toppling the throne of lesser ones across the Galaxy.
– Excluding the natural negative modifiers to diplomatic relationships involved with Secession Wars, galactic Empires who have Imperial Rulers from the same Dynasty gain increased diplomatic relationship otherwise.
– Should Imperial Authority is dissolved entirely via a Reform Government or a lost Liberation War, the dynastic tree's tracing continues, but is locked to the view of the player. Should monarchy is re-instituted again, the player can either reset it and start a new dynasty for free, or pick their old dynasty, which needs to be restored by precuring atleast 1 surviving member of it, if they exist anywhere, be it in the Leaderpool or in another Empire (in which case, the player may need to "buy them back" from the diplomatic trade menu). The Dynasty Tree screen thus would be of help to track suitable royal bloods to give the Throne to.
- Hive Minds
– the Hive Mind "leader" Ruler can now use Agendas. The player can manually pick, choose and change Agendas at any given time from the Empire screen, at a cost of Influence.
That is all on HMs, really, atleast when it comes to big changes. The Hivemind can "make up their mind", literally, that way, aswell as give the Player at the helm and extra 'oomph' depending on what they themselves are focusing on – warfare, economy, etc.
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© Post "Internal politics/mechanics/empire building/empire flavour/gameplay Suggestions" for game Stellaris.
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