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Feedback Requested: Factions and Politics

Hello Stellaris Community!

The devs have started trickling back into the office, and we expect to resume our regularly scheduled dev diaries next week! This means this is our final feedback post of the holiday break, but we’re ending strong with something that we know a lot of you have been wanting for a long time: factions and politics.

Internal politics is such a nebulous term, and it means many different things to different people, and we’ve discussed internally many times just what “Internal Politics” means to us. But this is our opportunity to ask:

What does internal politics mean to you?

Here’s what Eladrin said in DD#364:
Factions and Politics
Governments in Stellaris may hold a grudge against you for centuries for your atrocities but pops and factions are very quick to forgive and forget. There are no revanchist or irredentist factions that make trouble when borders change, nor variety within the factions themselves. I’d also like to see factions have their own tenets and goals and different ways that you can deal with them. There have been a lot of calls for an “internal politics” expansion, but I think that it would really be politics and culture in general, affecting both your empires and those around you.

If we were to do something along those lines, I’d also want to add some variant of factions to Gestalt empires - maybe Instincts for Hives that grow more dominant based on your behavior or Directives that compete for priority in Machine Intelligences. They’d have to feel different from individualistic factions, however. Among individualistic factions, I could see the tenets of an Egalitarian faction from a Shared Burdens empire being very different from the Egalitarian faction in a non-Worker Coop MegaCorp, and these tenets might also be used to define the beliefs of your Spiritualist factions. I’d certainly want to explore spreading my factions into other empires.

As previously mentioned in all of these feedback posts: This is not a guarantee that an internal politics rework will happen at some point in the future. This is us collecting feedback from the community to inform potential future development.

So, Stellaris Community, let us know what you think about the current implementation of Factions, and what internal politics means to you in our final feedback form: Internal Factions and Politics.

Thank you for all your feedback over the holiday season, and we can’t wait to see what you think of what’s coming next for Stellaris!
 
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I'm indifferent to factions and politics but the main thing I do like about the system is that its rather passive. Stellaris already has a lot going on between exploration, expansion, warfare, and many many other things that I'm grateful that factions don't take up too much time and attention. With that said, I'm personally wary of a large-scale "internal politics" expansion because well, a lot of it sounds like content for contents sake. Complicated elections/leader replacement, more demanding factions, lots of politically focused consequences; a lot of this feels like it would be fun to play through only a couple times and then never again. Also something the AI would have trouble with, they are already hilariously incompetent at managing amenities, crime, and stability so adding more systems like that seems like a way to make them loose harder.
Ethics, politics and factions are what I live for. It's a matter of taste of course, and I would surely hope it doesn't get too cumbersome and that the AI is half-decent at it. But roleplay is just so important for me and how the country looks internally is core to the way I experience Stellaris. So I absolutely want this hypothetical expansion I just hope it gets executed well and addresses your concerns fully.
 
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I imagine that the largest changes will probably be tied to a DLC and not the base game, so there's that. Really I do hope that they are able to come up with a system that is engaging and not a nuisance. If the new ascension situations are anything to go by, they've taken a step in the right direction
 
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There should be multiple factions per ethic, and even some for different ethic combinations. One can come to the same conclusion through different means, and they should have different policies because of it. In a way, factions should work like civics, with factions that have enough influence being able to be selectable on the council, or their leaders should have a special councilor trait dependent on their support.

We already have the supremacist and isolationist factions for xenophobe, but the effect of embracing them is the same. In reality, these two factions should have different effects when embraced, like embracing the isolationist faction shouldn't take away the citizenship of the species that previously had it. It is especially glaring because the isolationist faction is supposed to be the xenophobic faction for your non-primary species. Factions should work like an expansion on the preexisting ethics rather than one size fits all solution.

Allow Militarists to bicker between what is more important: honor or the military industrial complex; Spiritualists to argue between space Catholics and space protestants; Egalitarians between equality of opportunity vs. equality of outcome; Xenophobes arguing about competetive purging vs. building the space wall. ect.
 
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Here's the issues I think factions have.

They are static and predictable. experienced players know what factions are likely to form based on their empire's ethics. The only differences between factions are their checklists of requirements to gain their approval. These do not change they remain the same, the list only grows longer as you meet other empires or make discoveries.

All factions provide unity based on their size and approval, while also providing happiness to the pops within the faction based on approval. (Correct me If I am wrong on this point. But I think this is how it works?) They do not provide other benefits nor do they have any choices to alter that outside of one type of advanced government.

Factions lack events, situations and special projects. Outside of a few mechanics such as edicts and jobs that provide ethics attraction and or ethics shift changes. There is not anything else that can influence their growth, approval or output.

Factions are tied too heavily to egalitarian ethics and the democratic government, If you want to make the most of factions you're best off picking these. There are no civics for other government types to increase faction output or support.

What do I suggest?

Well I think some new factions could be a good idea, to help freshen things up. You could add factions based on what ascension path an empire goes down. Maybe certain civics could influence what kind of factions form like suggested in the original post. What if there were worker, specialist or ruler only factions?

I think adding an additional output or choice of changing the output to factions could be a good idea. What if the militarist faction also gave extra naval cap up to a limit of course. What if a materialist faction gave extra research speed or just research? Again up to a limit. What if the hypothetical new worker faction could allow you to choose a bonus output for a basic resource? Again up to a limit. We don't want people breaking things.

Adding events, situations and special projects to factions that allow us to gain more approval for a time could help make them feel more alive. Make it feel as if our people are out asking us for things? Maybe factions have events and special projects where they grant tech research options based on what kind of faction they are. They then require you to research it for a boost to their approval. Failing to do lowers their approval. Situations could be things like rallies and protests. Factions with high approval hold rallies that angers other factions especially the opposing ones but boosts their attraction and approval while the situation is on going. Protests are done by factions with low approval decreasing happiness and stability while the situation is on going. With one way of stopping it being giving into their demands. Both situations could have mid situation events where political violence occurs increasing or adding new effects to the situation. Maybe a rally or protest turns into a riot if things get out of hand. A situation that causes crime, stability loss and minor devastation while it's on going.

Adding civics and modifiers for factions to other government types or even unique factions for them could help address the issue of democratic being the faction government. Factions could have slightly different mechanics based on the type of government they from under. Perhaps they are not so much political factions but guilds instead?

What I like in the original post.

I am excited by the possibility of a equivalent being added to gestalt empires. The idea of a hive mind having instincts that shape its behavior as a whole is an interesting concept that raises a lot of possibilities. If it is driven by player behavior then perhaps it's more of a system to reward the player for what they do? A hive that is aggressive might get bonuses to naval cap, ship fire rate or ship damage for example. While a hive that is more about researching and exploring might get research speed, output or modifiers. A peaceful hive mind might be get a raised trust cap and or opinion for non hive empires. That's just a little speculation, I'm sure the team will come up with something great.

I'm also pleased by the idea of having civics affect how factions behave. As it's inline with what I think would help the factions.

Final thoughts.

A politics rework would be a big undertaking and I think it would be best done as part of a mechanical expansion pack where it is the focus. I hope my feedback will be useful/informative to your plans in reworking these parts of the game.
 
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I'm indifferent to factions and politics but the main thing I do like about the system is that its rather passive. Stellaris already has a lot going on between exploration, expansion, warfare, and many many other things that I'm grateful that factions don't take up too much time and attention. With that said, I'm personally wary of a large-scale "internal politics" expansion because well, a lot of it sounds like content for contents sake. Complicated elections/leader replacement, more demanding factions, lots of politically focused consequences; a lot of this feels like it would be fun to play through only a couple times and then never again. Also something the AI would have trouble with, they are already hilariously incompetent at managing amenities, crime, and stability so adding more systems like that seems like a way to make them loose harder.

I do agree with your point that there is a lot going on in Stellaris and this has bloated over time. The game now hits you with notifications every few seconds sometimes, mixing up things you actually want to know about with things you have no reason to care about (storms on the other side of the galaxy). Not to mention the endless, constant requests for embassies and migration treaties from every empire in the galaxy.

But I don’t think that’s an argument against better factions. I think it’s an argument for the devs to spend some time re-examining the information overload given to the player. A well made faction system would satisfy a lot of the goals of Stellaris in terms of being a grand strategy game that draws heavily from science fiction to give a sense of running a vast space empire. That type of improvement shouldn’t be stopped due to the attention demands the game currently has.
 
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Factions are underused and they have so much potential for any sort of peaceful periods. And stuff to do during peaceful periods after the exploration is over is something the game sorely lacks. Obviously there is risk of making them too complicated or time consuming.
 
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The big problem is that it's just positive feedback. "I hate you so I do things that make me hate you more. I like you so I do things that make me like you more."

There's no "I don't like you but I'll defensive pact with you so the Purifiers don't kill me", it's just "I know the purifiers will kill me but the +Mutual Threats bonus isn't high enough yet".

There's no "Open your borders or I threaten you with war."

There's no "Hey, I know you're both my friends and hate each other but can I mediate you?"

It needs to be DRASTICALLY overhauled. While we're at it get rid of this 'sum of our mutual opinion of each other' nonsense, it contributes nothing.
 
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I don't know if this is going to be even slightly considered, but one idea I had to spice up politics in general was to make a new Ethics axis which I called Progressive-Traditional.

This idea came to me from a purely RP standpoint, and the essential premise is that this axis would determine an Empire's opinion on Ascension Paths and Machines (and maybe a few other things), with Progressive fully accepting things like mind uploading and genetic engineering while Traditional sees them as unnatural (the Natural Design Civic comes close, though). I believe this would be a good way of providing players with the ability to roleplay as Spiritualist Empires that accept Machines without needing to have their Founder Species be of the Machine Phenotype.

Additionally, I firmly believe that the two different branches that the Synthetic Ascension Path offers shouldn't give specific Ethics Attraction, as perhaps a player would want to play as a Spiritualist Empire that considers Virtual Synthetic Ascension to be rising into heaven, for example. In my opinion, it would be better to have the two branches provide Ethics Attraction of the Ethics of the Empire or no Ethics Attraction at all.

Finally, another idea I had was to split the Egalitarian-Authoritarian Ethics axis into Egalitarian-Hierarchical (relating to an Empire's opinion on the subject of social classes like the Worker-Specialist-Ruler Job System) and Libertarian-Authoritarian (relating to an Empire's opinion on the political freedom of the citizenry). However, I am aware that adding more Ethics would be a great undertaking that would take up a lot of work considering how ingrained they are in the game's mechanics, so take these ideas merely as additional considerations.
 
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Properly implemented internal politics mean that there are other forces (besides the player) that have some agency within the empire - something like interest groups in Victoria 3 or factions in Frostpunk 2. When I think of internal politics several elements come to mind:
1) Factions should have various agendas - they may be benevolent or not.
2) Factions may be public (like political parties or religious organizations) or secret (like organized crime groups, Chaos god cults, or lobbies sponsored by enemy empires).
3) All leaders should be members of factions. Some leaders may be members of several factions (for example, your minister of defense may be the head of the military faction but also be a member of the secret crime faction of corrupt politicians or the Chaos cult of Khorne, etc.)
4) Factions should have influence, which is based on their wealth (controlled planets, resources) and the positions of their members.
5) Factions should have some level of contentment (or loyalty). Disloyal factions may start a civil war (if it's powerful enough), assassinate leaders of rival factions, etc.
6) Faction influence and loyalty may be hidden from the player. There should be some instruments of counter-espionage (domestic) to get some info on the political landscape of your empire.
7) Factions should be able to act independently (with limited player control) to promote their agendas.
8) Players should be able to interact with factions in various ways (gift or take planets or resources, promote or depose/assassinate leaders, etc.).
 
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Factions for gestalt empires are a no-brainer. A gestalt empire could be just like a single person who happens to have billions of mostly dependent minds, so why can't they have personality traits? Factions could be more so like "beliefs", "instincts" or something like that. I especially like the idea of a collectivism/individualism "ethic" as to finally make gestalt empires behave not just like the borg but kinda like regular empires. So for example a gestalt empire could have the following authorities:

- Centralized (enabled by collectivist): Happiness is shared across all planets, consumer goods are consumed based a policy and increase/decrease global happiness which only depends on this policy and some empire-wide modifiers.
- Decentralized (disabled by fanatic collectivist and fanatic individualist): Happiness is shared per planet, consumer goods are consumed based on a policy and increase/decrease happiness on a per planet basis, however planets can be happier or unhappier based on their amenities and other local factors.
- Autonomous (enabled by individualist): Happiness is per-pop, consumer goods are consumed based on living standards and amenities impact individual happiness. Basically like a regular empire except with some subtle differences such as policies, ethics effects, unique civics and different answers to events. Basically if you want to play an "egalitarian hive mind" this is how you do it.

Extra points if I can turn a regular empire into gestalt via ascension as so many people have asked before, or even the other way around presumably also through ascension.
I've been thinking recently about the difference between "hivemind" and "group mind" concepts, all of this is great and it goes in that direction
 
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This, but also factions should be a hook that attaches to espionage and diplomacy. If factions can get up to mischief and push policies dynamically, then that opens up room for foreign empires to use those features. If you can build up relations with a faction in a foreign empire, then perhaps if that empire has a revolution, you can wind up with much better or worse diplomacy on that basis. Factions can be a way to stitch the galaxy together and start telling stories that aren't siloed within one empire.
 
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This is related more so on culture, but also on internal politics, and I am more or less copy pasting my wall of text from the form I filled. as it inspired me a slight bit to write on my way from work, while adding few thoughts I had after posting, but anyways, here goes nothing...


In game terms this could affect unity and stability depending on how it is handled if/when you let your species to drift apart, or force unified culture and tradition by force. Possibly eventually turning ultra-conservative or Fanatical as more authoritarian means are used to enforce united state and people. Possibly requiring more resources as your Empire grows larger, as well as what kind of drifting apart you allow. Which is further influenced by neighbors and planetary distances, as well as population density, possibly making high population non-gaia, non-ringworlds more unstable due to population density affecting cohesion. (also a way to buff gaia worlds thanks to their natural boost to happiness) as well as to put extra thought on whenever or not you should colonize the low habitability planet right from the start.

While Authoritarian Empires should easier time just stamping out unwanted influences in society, and choose what to allow or turn blind eye to, up to a limit. Egalitarians in turn can sustain more drift before it begins to affect stability, But even Egalitarian empire should end up having planets with local princes and nobles, that pay lipservice to the so called democratic values, and its up to you as the player to choose if you allow local planets turn into noble houses and communist dictatorships, or if you make democracy non negotiable.

Feudal Empires in turn I could easily see allow much wider drift, as long as local mayor on egalitarian planet still honors their feudal duties just as much as the Marshal on a fortress world does.
Same with things such as Aristocratic Elite, while Cutthroat Politics and Police State, have further bonus on maintaining order and enforcing your, the players will.
Free Heaven and Beacon of Liberty in turn as examples could easily have no debuffs at all, as your Ethics allow it all in the name of freedom and liberty, possibly in turn having lesser buffs to balance things out.

I've not thought what bonuses and debuffs exactly would be given by cultural and social drift. possibly happiness / stability boost as more drift and independence is allowed. while less independence and more authoritarian means give bonus unity and production output at the cost of happiness and stability. Making it a balancing act to allow some but not all things.
 
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I think a quick fix would be that authoritarians starting out with the militarized economy policy. Its strange because even playing fanatic militarist doesn't has you start with mixed but authoritarian pacifist starts out with a militarized economy. Like why is this a thing? It is very strange to me. There should also be a delay on annexed empires pops effecting my factions. Even if Im xenophobe I could have perfect unity then suddenly after I annex an enemy state "XENO RIGHTS FACTION" like who invited you to the government mate, residence pops should not have factions. Some flavor regarding integrating new planets would be nice. Like a coreing mechanic mabye but I still want some resources from the annexed planet. Otherwise in terms of a total rework I would prefer the philosophy of minimal interaction. Could it use more flavor? Sure but I think the pace of the game would be drastically disturbed if I had ANNOYING random events that subverted my government constantly that I had to deal with, if I wanted that I would play Europa Universalis. Stellaris should avoid Board game RNG as much as possible. If internal political mechanics are added it should respond to my actions in the game and not just be random pop ups.
 
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There's also this old idea of mine I dug up here:
Right now, Stellaris' internal politics model is a bit... dead. There are ethics, which are broad-brush, relatively static popular opinions, but they're too big and slow to change to make it feel like politics is going on - much like the factions, which just sit there giving constant modifiers to your empire. That's cool and all, but politics ought to be about things happening, on similar timescales to war - weeks and months, not decades. That's where the real action is.

Therefore, I propose a system I'll call 'Political Agendas'. These are ongoing, timed events (on the model of elections) representing political priorities whose 'time has come' - demands for a policy change, calls for pre-emptive war against an alien menace, calls for the end of said war, sector demands for independence, calls for revolution - that sort of thing. Most likely it would only be possible to have one going at any given time. Pops, factions, and characters would take stances for or against the active Agenda based on their Ethics and (in the case of factions) other priorities. Agendas would have degrees of popular support and opposition - a minor one might only have 10% of the population care about it either way, whereas a massive upheaval will see 90% or more of the population taking a side - which can be modified by spending Influence or by suppressing the pops on one side or the other.

Sometimes it might be possible to choose to resolve an Agenda - generally, carry out/stop the policy proposal within the time limit - at will; at other times, there might be conditions you need to fulfil to either carry out the proposal or prevent it from being automatically carried out, such as getting enough votes in the Senate (ie. bringing the right Factions or characters on-side with influence or bribes) or ensuring your favoured side has more popular support. (Elections would be one obvious example of the latter kind - the Agenda model would handle them very nicely.) The means available to change an Agenda's outcome would vary with your government type and the nature of the Agenda - a military junta might give generals and admirals the ultimate say over the outcome of ordinary Agendas, for example, while a democracy would give votes to Factions proportional to their popular support among citizens with voting rights.

If an Agenda is not going their way, however, Factions with the ability and willingness to do so might choose to escalate matters by initiating protests on planets, reducing production and shifting the balance of the Agenda in their direction. You could then, if you have the right government type, suppress these protests with troops, shifting the balance back - if the generals of the armies are willing to do it. If you order a general to suppress a protest and they refuse, they would thereby shift the Agenda's balance further in the protesting faction's direction.

The decision to start protests would depend upon factors pertinent to the Faction leader's 'loyalty to the system' - that is, the chance would be reduced by their sharing Ethics, particularly on the authoritarian-egalitarian scale, with the government type, by the percentage of their Pops who shared their position (if it's a minor Agenda, only a small percentage of them would actively endorse their Faction's position, with the rest remaining neutral), and especially by their Faction being democratically represented - but increased by their being treated as a second-class citizen, by having a majority of members of their Faction not represented, or by their having opposing Ethics to the government type. A general's decision whether to suppress a protest would depend upon whether they shared or opposed the protesting faction's Ethics and the Ethics of the government type, and whether the empire was at war (they would be more likely to put down unrest during wartime). If the general themselves were a member of the protesting faction, the chances of their not suppressing the protest would be much higher. Naturally, when the government system itself is at stake in the Agenda, many of the factors weighing against protest and refusal to suppress will be nullified.

The conclusion of an Agenda would make the Pops and factions on the side that got its way happier, and on the other side, angrier. Depending on the Agenda, there might be other benefits and risks, too.

Agendas could be initiated by the player spending Influence to launch them, but often they would arise spontaneously - Factions (which under this system would have their own supplies of energy and influence) would spend Influence to kick off their own Agendas. The Influence cost of initiating an Agenda would rise with the population of the empire and hence the number and Influence income of its factions, meaning that the player would never be overwhelmed with Agenda after Agenda hitting their desk. This rising cost would also simulate the difficulty of reforming a massive empire, forcing the player to become more involved in and reliant upon the Faction system as their empire grows. Techs and Traditions would then give the player new ways to manage this growth in difficulty.

Implementing the Agenda system would entail altering the other game systems in two main ways. First of all, changing policies, civics, species rights, and government types - which can be done at will right now, if the player hasn't done it for a while - would need an Agenda. Declaring war might even be subject to Agenda-based approval, under certain war policies. Secondly, rather than happy Factions feeding you a steady stream of Influence, Factions would reward you with lump sums of it from their stockpiles for carrying out Agendas they like - especially ones they initiated. (In order to make this system work, there would have to be a set of repeatable Agendas - policies that last for a set amount of time, possibly replacing some of the current Edicts.)

Moreover, once the game has an espionage system, Agendas - and Factions' attendant functionality - give spies and diplomats something to find out about and interfere in. There are obvious points of potential interaction with @Alblaka's Diplomacy 3.0 system - the beginning of negotiations might provoke a faction to set an Agenda to oppose the proposal. On top of all that, the ability to set Agendas could open up interesting gameplay choices. A cunning player might rule like Putin, for example - creating and promoting a 'Defeat Alien Menace' agenda, and then going to war with the target, winning popular support and conquering territory.

What this system would do, overall, is to give internal empire politics impact and drama. A change of government would feel like a revolution, rather than the barely-perceptible anticlimax of the current system. The transfer of power in a dictatorship might be as fraught as it is in the real world; contested elections might bring an empire to its knees. Factions would cease to be passive entities to be milked for Influence, and become active entities engaged in changing the direction of your empire. Stellaris' slow midgame would be enlivened by the player's trying to ride the changing winds of politics.

(This system could also be extended further - if a protesting Faction still isn't winning, they might then make the decision to begin a civil war. This would add to the Agenda the removal of the current leadership, and obviously also starts warfare within your borders, with ragtag troops rising up against your forces on planets. The Agenda would not time out until the war is over! Characters and Factions would pick sides in a similar manner to the decision process outlined above for initiating and refusing to suppress protests. The player, too, would have to pick a side to control - their survival in the game would then depend on their side winning. This additional system would be a lot more involved than the Agenda system as a whole, though, and wouldn't be needed to make it work.)
Additional points I forgot:

  • Factions would spend their Influence and/or Energy to promote/oppose Agendas - bringing Pops, Characters, and neutral Factions onto their side. (They might choose to save their resources for future use, though.)
  • Multiple policy, civic, etc. changes can be bundled into a single Agenda. The higher the skill of the proposer of the Agenda (either the Faction leader or the empire's ruler) the more changes can be packaged into one. Pops, factions, and characters would then ignore all the elements that don't matter to them and take their positions based on the average of their opinions of the bits they do care about. (Certain changes would always count as a single change if doing them one-by-one would make no sense, such as changing the status and conditions of multiple alien species in the same direction (ie. improving them all or worsening them all) to the same status & condition combo.)
  • Electoral mandates as they are under the current system would be replaced by making a particular Agenda free for the player to initiate.
  • Actions that affect the balance of an Agenda - Influence spends by the player or the Factions on it, for example - would extend the timer to give the other side time to respond.
  • Agendas could not only cover political changes - they could also act as 'quests', demanding the player (for example) build up a fleet of a certain size, or build a certain number of mining stations, within a certain time. Agendas of this type would probably have little opposition. Agendas of this sort might give the player the option to extend the deadline considerably, whilst increasing the penalty for failure.
There are also some possible mechanics for added player control that might be worthwhile:

  • If a Faction is happy enough with you, their reserves could become available to you to spend on influencing the balance of the Agenda in their favoured direction (although to be clear a Faction's resources could only be spent to promote the side of the Agenda they support).
  • Additionally, if a Faction supports you enough or if their leader is your ruler, you could gain control over which of their Agendas to promote and when.
So suppose your empire is a democracy and you want to change default species rights on aliens from 'Undesirables' to 'Residency'. You would open the Species window, as you do now, and lay out the change you wanted to make as you would now - but once you'd done so, you'd be presented with a 'Propose Changes' button on the window, showing the Influence cost of putting the changes forth as an Agenda. The button's tooltip would show you relevant information about how likely it would be to pass - since you're a democracy, Factions' votes would be proportional to their membership, and you as leader would also have a number of votes - and the Influence cost to propose it.

So you click 'Propose Changes' and the Agenda is set. A (let's say) sixty-day countdown begins until the Agenda resolves. No other Agenda can be set until this one is concluded. It's presented as an icon dangling from the top bar. You can click on it to bring up its window, showing you its content, the balance of public opinion, and the votes of the relevant parties - in this case, Factions. On this window, you have the options to assign your votes to one side or the other, to add items to the Agenda up to your leader's skill level, to spend Energy on whipping up public support or opposition to it, or to pay Factions Influence to sway their votes.

So let's say you have a powerful Xenophobic faction (who are obviously dead set against the measure) and a few other factions - scientists, militarists, and trades unionists - who don't really care one way or the other. These latter factions will abstain unless their supporters are significantly more supportive of one side than the other. Now you've just spent a chunk of Influence on proposing this measure, and you want to colonise a new planet soon, so you don't fancy spending more on political manoeuvring in the Senate. You could try to sway the public in favour of the measure - you can see the breakdown of support and opposition by Faction in the tooltip - but you might want that cash for something else. So you decide to sweeten the deal for the trades unionists. You click 'Add measures', select the 'Policies and Edicts' option, and on the Policies and Edicts screen you select 'Unions' and then select a change in your union regulations to allow stronger unions. When you mouse over the option, the tooltip shows you that the trades unionist faction will like this and the others will be indifferent. Perfect! You then click the 'Add to Agenda', returning you to the Agenda panel, where you can see the sixty-day counter has been reset. Now the trades unionists are in favour of the measure, and with their votes on top of yours, it's set to pass.

But the xenophobes aren't finished yet. A few days later, you are notified that they have expended some of their Influence to bring the militarists around to their side. The counter is reset, and the measure will fail if you do nothing! So you consider your options, and decide you'll just have to spend some of that cash on propaganda. You've researched the Voter Targeting tech, so you can spend your money more efficiently to mobilise the supporters of particular Factions. Now you could target the scientists' supporters - but there aren't very many of them. What you decide to do instead is target the militarists' supporters. So you spend the money, and, faced with opposition from their base, the militarists go back to abstaining. The timer resets again, and the Xenophobes have either run out of resources or have decided to conserve them - you can see how much Energy and Influence they have left on the Factions displays. Finally, the timer runs out, and the measure passes. The Xenophobes are 10% less happy, but the unionists are 10% happier and have gifted you a chunk of Influence, and you've achieved your goal. Now all you have to worry about is what the Militarists are going to do with all the Influence the Xenophobes gave them...
So a few months have passed and the Militarists have a plan. They spend some of their stock of Influence to set the political Agenda - and they're proposing to change your Empire's ethics from 'Egalitarian' to 'Militarist'! Their leader, being a cunning high-level swine, immediately adds a measure closing the borders to migrants and refugees, bringing the furious Xenophobes on-side. Now the Agenda is set to pass, despite the unionists' opposition.

You're caught in a bind. You've just blown your Influence on colonising a new planet and claiming some systems, and your treasury is bare because of the bite the stronger unions took out of your Energy income. What can you do? You spend what little money you have mobilising the Scientists' supporters against the measure, but it's not enough.

Then, faced with the empire abandoning their values, the trades unionists decide to take to the streets! Production is slashed on your capital world. You start to go into the red. This is becoming a national crisis - and the balance of the measure is still in the Militarists' favour.

But a cunning plan occurs to you. You have a general who is a committed egalitarian, and this is a constitutional crisis. It's a long shot, but you take the risk. You assign the general to the army sitting on your capital world, and give her the order to suppress the protests.

Just as you hoped, she refuses! This piece of political jiujitsu flushes the movement against the Agenda with vital strength, and tips the scales against it.

Now the Militarists turn out their stockpiles of Influence, lavishing it on the Scientists until they flip from opposition to support. Thankfully for you, the Trades Unionists have cash to hand. They spend it on propagandising the Scientists' base, swinging them back to abstention, and with the parties' resources exhausted, the measure times out, narrowly failing to pass.

But the story is not over. Since your empire is a democracy, and you tried to turn the military against the populace, a new Agenda is automatically set right after the Militarists' resolves: 'Demand for the Resignation of the President', proposed by the Trades Unionists for free - they are, after all, the wronged faction. You have no Influence or Energy to spend against it, and besides, defeating it will cause the spread of Authoritarian sentiment among the populace. You opt to resolve it immediately by having your President resign from public life, triggering an election - one that only the Scientists have the resources to swing...
 
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I think a quick fix would be that authoritarians starting out with the militarized economy policy. Its strange because even playing fanatic militarist doesn't has you start with mixed but authoritarian pacifist starts out with a militarized economy. Like why is this a thing? It is very strange to me. There should also be a delay on annexed empires pops effecting my factions. Even if Im xenophobe I could have perfect unity then suddenly after I annex an enemy state "XENO RIGHTS FACTION" like who invited you to the government mate, residence pops should not have factions. Some flavor regarding integrating new planets would be nice. Like a coreing mechanic mabye but I still want some resources from the annexed planet. Otherwise in terms of a total rework I would prefer the philosophy of minimal interaction. Could it use more flavor? Sure but I think the pace of the game would be drastically disturbed if I had ANNOYING random events that subverted my government constantly that I had to deal with, if I wanted that I would play Europa Universalis. Stellaris should avoid Board game RNG as much as possible. If internal political mechanics are added it should respond to my actions in the game and not just be random pop ups.

Ethics do not work as the basic for internal politics simply because ethics is not realistically how politics work.

This then leaves us the extra problem of how Stellaris itself not a good depiction of how a society works.

In reality, Ethics are secondary to Class and societies are divided into classes. Classes are *not* occupational divisions, so the only sense that class exists in Stellaris is if you have slaves.

There are only two classes, Slaves and Non-Slaves in Stellaris. Real politics always divides into Left and Right, because of class and Ethics along Stellaris terms are cynically used by the classes for the sake of their ends and their core ideology (perhaps). The Left is normally against war only because it is Capitalist War, but once a Socialist Utopia exists, war is good if wages by the Socialist Utopia.
 
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For me, internal politics, external politics, and culture could all be achieved through a strong implementation of factions.

Factions become the internal political structure of your empire. Based on my unique ethics, I would want the factions to respond to choices I'm making, and push me to make other choices. There should be consequences for achieving what they want, or for suppressing them. Mechanically, if I could then act on pops of different factions, IE moving all of them to a penal colony to achieve my authoritarian utopia, that would be excellent.

Factions of other empires should care about choices I make as well, thus making external politics. My militarist allies should expect me to hold my own with fleet power, even if my pacifist factions are against it. My spiritualist neighbors may pressure me to convert, based on the culture of their spiritualism. Ascension should either draw in allies or create permanent enemies who are philosophically opposed to that type of ascension.

Culture could be achieved through factions evolving based on interactions with other empires. They could become purist if we don't allow other Xenos into our empire. On my first migration pact, with a whole new species moving into my empire, that should have a drastic impact on culture. Culture is like the factions you support, and the direction that therefore drives your empire.

TLDR; conflict between internal and external factions makes choices interesting and impactful
 
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One thing about Factions in stellaris is that sometimes i want to change my ethics, like make my empire egalitarian or more spiritualist, but even promoting a faction of that ethos, it is most likley to attract too few adherents to allow a change in my empire. This is of corse when those factions spawn, the vast majority of times factions from diferent ethics of the ones in my empire dont appear, so i cant change in game (at least not without cheats, as i learn recently....).

I dont know about optimization, but as they are, factions are not worth of the performance cost they have... Maybe change to something more simple, that allow us more flexibility in move our pops in the factions that we want... And change our empires more easly in the running game.

About politics, it would be good that some events may randomly happen from time to time, like scandals, riots or things like terrorist attacks or great schism betwenn factions or between empires. Like protests, unreat and others. And most of all, that this things happens over and over again (same event, but in at least X years after the last time). Also, even if you have a Utopia, were every one is 100% happy, bad things can happen, just if less frequency....
 
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