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Stellaris Dev Diary #29 - Pop Factions & Elections

Greetings fellow Spacers!

Today’s dev diary is about Pop Factions and Elections, which might sound like two wildly different topics, but they actually have some common ground. Let’s start with the Pop Factions. Now, as you know, each individual unit of population (a.k.a. “Pop”), has its own race, ethos and possibly even genetic differences compared to its species of origin. People who live far from the capital world of an empire - especially those who live in Administrative Sectors - tend to diverge in their Ethics over time. When you combine this with alien immigration and the conquest of alien worlds, you will soon have to deal with a potentially explosive mix of cultural diversity. As your empire grows, it will get harder and harder to keep everyone happy and your core group of loyalists might eventually find itself a minority. Discontent can manifest in two ways; the happiness of an individual Pop, and the growth of “Factions”, a type of political movement.

stellaris_dev_diary_29_02_20160411_factions.jpg


Unhappy Pops will tend to join or start the most appropriate Faction, depending on the reasons for their discontent. The most basic (and probably most dangerous) type of Faction is the Separatists, who desire independence. There are actually three Separatist variations; some want freedom for a single planet, some want their Sector to secede, and some are integrated aliens who seek the restoration of their lost empire. Another important Faction is the Democracy Faction, whose member Pops might prefer a change of Government Form, or just the right to vote (for example in the case of alien Pops who are denied the vote through a Policy.) There are other Factions as well, but one thing they all have in common is that you can actually deal with them before things get violent. This is an important use for Influence (and sometimes Energy Credits.) For example, you could bribe the Faction leader to prevent a revolt for a time, or you could grant a Separatist Faction limited independence as a vassal state. There are different potential actions depending on which type of Faction it is.

This brings us to Elections and how they tie into the overall scheme. All of the Democratic Government Forms in the game have Elections, though the terms might vary. One difference between the various forms of democracy is which leader characters are the most valid and supported candidates for the chief executive office. In a Military Republic, for example, your Admirals and Generals tend to win the elections. However, all of the Faction leaders are also valid candidates; even the ones who seek independence for their species. If a Faction leader wins an election, that does not mean that their demands are immediately met, however. Instead, what happens is that the Faction becomes passive and will not revolt, which is great for you. Unfortunately, it also increases the attraction of the Faction, which means that it is likely to get far more member Pops…

stellaris_dev_diary_29_01_20160411_election.jpg


Does the player have any direct control over Election outcomes? Yes, you can spend Influence in order to campaign for the candidate of your choice, but it’s not a sure thing, and the cost can be prohibitive if the candidate enjoys little popular support.

The main point of the Faction system is that big empires should become unstable and challenging to keep together. You should see a lot of dynamism in the galaxy, with many big empires descending into civil wars and breaking up. Of course, a lot of this depends on your choice of Ethics and general play style (using slavery and purges, etc), which trades internal stability for increased external pressure…

That’s all for now folks! Stay tuned for next week...
 
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I would really like to learn more about genetic engineering pops. Hopefully the Blorg stream will take a look at it.
 
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*Intent to create a mod with an empty galaxy devoid of other intelligent life forms, but full of full of new xenoarcheology events, to be played by a decadent and rapidly expanding humanity prone to internal divisions and conflicts intensifies*
 
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Awesome diary !

Still, I'm concerned about the lack of diversity in alien names...
If you look at the election screenshot, you can see that two candidates have the same first name, and two have the same last name... o_O
 
Military hierarchies have a nasty habit of elevating incompetents to high rank; or worse, of elevating competent generals to high political ranks for which they are utterly unsuitable. The payment of influence to pick a candidare can therefore be seen as your attempt to circumvent the normal rules of promotion and put the "right person" into power. The various "opposition" leaders could be seen as members of the General Staff who have different political views.

Military dictatorships also have a nasty habit of fracturing into civil war (or at least the serious risk of civil war) upon the death of the dictator. I'd go so far as to say that of all the government types, they're the least likely to have an orderly succession.

But you never answered my question. You just talked about how bad military dictatorships are.
 
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Regarding the fact that factions won't revolt while their leader is the empire's leader, but become far more popular- I believe this will create a strong incentive to grant concessions to the faction while their leader is still in office, which will functionally be the democratic success of their agenda. After all, if you go through the whole term WITHOUT resolving the fundamental situation, they'll be much stronger and primed to revolt.
 
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Yeah, that's a very good point. Although maybe some sort of critical mass of support should be required. As in first election they have gained enough support to get their faction leader in power and then during that term they gain more support and so by then next election they have enough of a majority to push through whatever they were looking for and so on re-election there is a prompt to either enact the reform or face additional unrest.

Well, a delayed response is possible. I think it would be simpler to say that if you don't like the election results, you ignore them (with appropriate consequences).

I think though that we do see in real world politics very often that politicians will say what they need to to get themselves elected and don't always follow through on them.

It's possible, but I don't think it should be the default. Usually it is the result of voter inconsistency (we demand more and better services and lower taxes all around) or complex government rules than evil politicians. For instance, voters can elect a president of one party and give the other party control of the legislature. Since Stellaris isn't modelling all of those details, a simple "has a mandate or doesn't have a mandate" would be enough IMO. Maybe a player could have the option to try to buy off the election winner if they didn't want them to implement their agenda, as opposed to a coup or assassination.

That being said, I wouldn't be opposed to a future DLC greatly expanding on all the political content. And of course, not having played the game, I can only wait with excitement to see how the mechanics that are already implemented play out.

I also look forward to the potential for extending the political side, and of course I look forward to seeing how the existing system plays.
 
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But you never answered my question. You just talked about how bad military dictatorships are.

My apologies if I made my point poorly. I mean, military dictatorships can be modelled using factions and competing leaders just as much as any other autocracy can. There is definitely precedent for it; it's by no means a matter of a single optimal successor.
 
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Roman Empire would be either a Military Dictatorship, a Despotic Empire or a Divine Mandate, depending on the timeframe. I'm not sure what real-life government could be described as a military republic, really, except perhaps ancient Greek city states, and particularly Sparta (ignoring the helots).
 
My apologies if I made my point poorly. I mean, military dictatorships can be modelled using factions and competing leaders just as much as any other autocracy can. There is definitely precedent for it; it's by no means a matter of a single optimal successor.

I understand but tying this back to the OP. Elections are out per my government type. So I have pops and their factions that want to be free/independent or whatever. How does the game allow me to handle this within my government type? There are no elections so they can't take over except through rebellion or a civil war I guess. Are the rebellions? Do they just leave the empire? What mechanics do I have to stop this from happening?
 
I understand but tying this back to the OP. Elections are out per my government type. So I have pops and their factions that want to be free/independent or whatever. How does the game allow me to handle this within my government type? There are no elections so they can't take over except through rebellion or a civil war I guess. Are the rebellions? Do they just leave the empire? What mechanics do I have to stop this from happening?

I believe that the following is true:

You have an "election" upon the death of your dictator, to decide who will succeed them. This wouldn't be called an "election" in-character but uses the same game system. Generals and admirals may lead factions and may be considered for it. It may erupt into civil war as per any election.

For example:
After many years, General Von Oldruler dies. The successors include Admiral Von Hardliner (who represents the reactionary faction), General Von Polski (who represents the Space!Polish separatist faction) and Admiral Von Zapf-Brannigan (who is a capable commander but a disastrous civilian leader.) Depending upon who gets into power, the various factions may be either mollified or angry.

The Joint Chiefs will appoint a successor but you might choose to spend some Influence on trying to steer their choice depending on which of the three you think is the best option.
 
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I'm curious how autocratic governments work. Both democracies and oligarchies have elections - do the monarchies have some kind of an heir mechanic instead? I know pretender wars were mentioned before.
 
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Admiral Von Zapf-Brannigan (who is a capable commander but a disastrous civilian leader.)

Only thanks to his great leadership did they come to know that each single vessel of the fallen empire could only incinerate a billion civilians, before its kill quota was used up.

And they only had so many fleets.
 
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I agree that the Roman Empire should be modelled as a military dictatorship, but I am not certain that it can be described as a model of stable succession.
You do have a point there, but several of those were conflicts between the empire's halves when it was split, and one was when it was split between multiple heirs.
Still, the fact that it persisted as an entity for so long shows that it worked.

Also succession disputes can fall into multiple distinct types, ranging from "there is no heir" to "this heir is bad/illegitimate, let's install this claimant" to "empire is split among heirs and the successor states fight to reunite themselves", along with many more, such as coups and other civil strife (that takes advantage of the change in leadership).
 
It's possible, but I don't think it should be the default.
I don't think it is the default. I think I'll quote @nweismuller on how this mechanic is representing the democratic process working.
Regarding the fact that factions won't revolt while their leader is the empire's leader, but become far more popular- I believe this will create a strong incentive to grant concessions to the faction while their leader is still in office, which will functionally be the democratic success of their agenda. After all, if you go through the whole term WITHOUT resolving the fundamental situation, they'll be much stronger and primed to revolt.

evil politicians
Lazy, corrupt, apathetic, inept and greedy isn't necessarily evil. Although they're not necessarily good traits to have in your public representatives either.
"has a mandate or doesn't have a mandate"
Hehe, mandate
I agree that the Roman Empire should be modelled as a military dictatorship, but I am not certain that it can be described as a model of stable succession.
Yeah, I was thinking the Roman Empire was anything but a model of stable succession!
I understand but tying this back to the OP. Elections are out per my government type. So I have pops and their factions that want to be free/independent or whatever. How does the game allow me to handle this within my government type? There are no elections so they can't take over except through rebellion or a civil war I guess. Are the rebellions? Do they just leave the empire? What mechanics do I have to stop this from happening?
As a military junta or dictatorship maybe your dissenting factions can't put forward a candidate for nomination that would be given any sort of genuine consideration. So yes, I imagine you're right, the only way they will ever be able to take over would be through rebellion or civil war. Yes there are rebellions, and if they win they may leave your empire (depending on what they were rebelling over).
As to what mechanics you have to stop this from happening? As to how a military dictatorship would prevent that from happening? Well the same way as a despotic hegemony would
rebel_scum.jpg
 
I believe that the following is true:

You have an "election" upon the death of your dictator, to decide who will succeed them. This wouldn't be called an "election" in-character but uses the same game system. Generals and admirals may lead factions and may be considered for it. It may erupt into civil war as per any election.

For example:
After many years, General Von Oldruler dies. The successors include Admiral Von Hardliner (who represents the reactionary faction), General Von Polski (who represents the Space!Polish separatist faction) and Admiral Von Zapf-Brannigan (who is a capable commander but a disastrous civilian leader.) Depending upon who gets into power, the various factions may be either mollified or angry.

The Joint Chiefs will appoint a successor but you might choose to spend some Influence on trying to steer their choice depending on which of the three you think is the best option.

I'm a little confused because in DD#5 the following was said:
"For example, in monarchies there are no elections, and you do not get to choose your successor when your ruler dies (except in Military Dictatorships), "

This clearly implies that as a military dictatorship I in fact do choose the next leader.
 
I'm a little confused because in DD#5 the following was said:
"For example, in monarchies there are no elections, and you do not get to choose your successor when your ruler dies (except in Military Dictatorships), "

This clearly implies that as a military dictatorship I in fact do choose the next leader.

What I believe may well be wrong then.
 
*If someone brought this up before now feel free to ignore. Haven't had time to read the pages up to this point after an idea popped into my head. If I find the answer to this in the pages once I get time to read it i'll edit/remove this*

I know they said something about being able to manipulate the governments and take over primitive planets so that once you advance them they become your urderlings etc once they reach space stage etc but now im wondering if outside factions can influence the elections in other societies that have them.

Ex: My neighbor captured some of my planets and people earlier in the game before we came to relatively neutral stand off. Me as a neighbor spends influence and resources to raise the chances that a certain leader that would be less then great for that society (ex: one of my guys if they institute the aliens can become leaders policy) but to my advantage gets elected so as to influence pop movements etc so that I can push for their independence and support them.
 
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