Stellaris

Stellaris

Factional Politics
247 Comments
Apapse 19 Sep @ 9:01pm 
Is it possible to have a parliament with a monarchy/imperial authority for government rather than just the estates general. To kind of convey a constitutional monarchy such as the UK?
Mystic 18 Sep @ 11:51am 
Would you consider implementing this mechanic of support decay and replacing the "win more" mechanic with it?
So that if the player wants to maintain the current order, they have to actively work on overcoming the support decay, and if they don't then the Ethics of their Empire shift into another direction bringing another Faction to power.

I personally think it would be great to redesign the currently completely irrelevant Empire Focus / Empire Tasks system for this purpose - Factions generate Tasks, while the Task is not completed it increases the popular support of the Factions with corresponding agendas, mimicing the dynamic of the government and political movements fighting for the population approval.
But I understand it's a lot to ask.
Mystic 18 Sep @ 11:51am 
Thank you so much for creating and maintaining this mod.
In my opinion, internal politics is the biggest missing layer of Stellaris, and I'm very grateful for you covering this niche.

I've noticed that after any of the Factions wins the elections, since it gives a huge bonus to corresponding Ethic attraction, the faction is pretty much guaranteed to stay in power forever.
It's a closed feedback of "win -> victory increases the popular support -> win more", and there are no internal dynamics in the game that could break this cycle.
Which is very different from internal politics IRL, where the population is always constantly growing tired of the current political elites and establishment and brings to power the forces directly opposing the current government.
PierdolonyKurwa 13 Sep @ 3:56am 
oh whoops my bad.

i always play with ethics and civics classic which forces monarchies to be authoritarian. now i wish parliament wasn't blocked out by the authoritarian ethic
HamHacker  [author] 8 Sep @ 4:46am 
@PierdolonyKurwa you actually can, just don't pick authoritarian ethic
PierdolonyKurwa 30 Aug @ 6:09pm 
could you allow imperial govts to have an option for parliament? i think it would be nice roleplaying as constitutional monarchies like uk, japan etc
HamHacker  [author] 25 Aug @ 11:13am 
bugfixes update:
agendas should work correctly now
some modifiers fixed
leader traits related errors fixed

couldn't replicate the elections not triggering despite fulfilled conditions (which are vanilla factions spawning and parliament legislative body policy) if it still happens please notify me of that
RedAurelian270 20 Aug @ 11:40am 
Same i have the same problem and i still have no parlament and only the editcs options.
Mystic 4 Aug @ 12:29pm 
Thank you!
I'm coming here every day to check if there is an update, good to know you are planning to do it.
Have a good vacation.
HamHacker  [author] 4 Aug @ 2:38am 
huh weird. I'm on vacations so I can't update it now, but I'll look on the issue.
Mystic 1 Aug @ 4:19am 
Same, I don't have a parliament, no voting on laws.
Apapse 31 Jul @ 7:33pm 
I can never get the parliament elections to work? Like I have the policy options of term lengths and such but no parliament or government forms
HamHacker  [author] 26 Jul @ 2:17am 
@ministry of justice oh I didn't notice that, I will patch that soon
Ministry of Justice 23 Jul @ 2:26pm 
election events being broken on latest is most likely due to the add_trait in facpol_election_events.02 they changed the syntax a few patches ago, breaking a tonna mods. if you change it to add_trait = { trait = leader_trait_maimed } it should work
Worldbuilders' Ministries 22 Jul @ 5:00pm 
Is this compatible with Ethics & Civics?
HamHacker  [author] 17 Jul @ 3:13am 
@Szybs thanks a lot I couldn't locate the issue. I will check into shipwreight agenda but i based them on pre councilor rework things so idk why it doesn't work
Szybs 16 Jul @ 12:00pm 
hi @hamhacker,

The issue with research stations agenda failing is beacuse in the file facpol_estates_general.txt there are two different variables for "counter =" it's:

counter = orbresearch_built and
counter = research_station_built

Only one should be used, so that's why the research agenda is not working properly.

But I've also found that shipwright agenda is not working, not sure why.
eqN 15 Jul @ 7:37pm 
Seconding the below, unfortunately Estates General seems to have quite some issues with registering completed 'agendas'.

Further, unsure if at all inclined for seeking a resolution, but I have noticed a few unfortunate incompatibilities with these two mods in 'pop_categories':
Expanded Mod Base
Lithoid Supremacy

Expanded Mod Base seems to just add a script to each pop type, while Lithoid Supremacy has quite a bit more nuance being added on some pop types due to certain species traits and more (not even sure how viable compatibility would be here).
HamHacker  [author] 10 Jul @ 1:39pm 
@kayindreemurr huh I will have to look into that
KayinDreemurr 10 Jul @ 4:48am 
Estates general is bugged. I've had two agenda's fail now even though I met the conditions for them. Build 4 research stations? I built 5. Build to 75% or more naval capacity? Done, had only two naval capacity left, it lists it as conditions met, but then it fails anyways!
Lord Roguy 8 Jul @ 5:28am 
should add political parties that revolve around ideologies not just ethics
ozmium 4 Jul @ 6:16am 
Does anyone know how this mod interacts with MrFunEGUY's Civil Wars mod? I'm curious because apparently this mod is compatible with Bug Branch, but Civil Wars is not (Seemingly due to the factions)
eqN 4 Jul @ 2:41am 
Should I place this below Bug Branch? Thanks for the awesome mod!
HamHacker  [author] 25 Jun @ 2:31am 
@E i will look into that then
E 23 Jun @ 3:59am 
I can confirm that the issue still exists even after starting a new game with parliament at the start. Both 3 and 5 year term elections did not work for me.
E 22 Jun @ 12:21pm 
I have same issue as @Cpt.Esq.Sr.Col.Oliford though i took parliament option later in the game, though I do not know if that affects that or not, and yes I do have factions
HamHacker  [author] 22 Jun @ 1:51am 
@alankraskow oh they must have been deleted when i was swapping some code lines, thx for informing me
alankraskow 22 Jun @ 12:29am 
@HamHacker hey, I happened to be looking inside the events files and noticed tat in facpol_faction_events.txt the first event isn't fully commented. There are lines that are still active. Not sure if this affects the script itself, but I thought I just let you know. Cheers.
HamHacker  [author] 18 Jun @ 11:52am 
@nukestar sorry that was leftovers from my previous attempted pop mechanics, but since the 4.0 update killed a lot pop functions that allowed for what i planned it's no longer needed. Will rename it in next update.
nukestar 18 Jun @ 10:36am 
Especially when the changes are so unimportant to the function of this mod.
nukestar 18 Jun @ 10:34am 
If this mod should be loaded before overhauls, why is the overwrite of 00_pop_social_classes deliberately named to be loaded last?
Szybs 17 Jun @ 9:24am 
hi HamHacker

I've got the same issue with Estates General mission to build the 4 research stations that @Random Tank reported.

I've built 8 new stations and 4 were requested and yet the task failed.
Cpt.Esq.Sr.Col.Oliford 12 Jun @ 9:17pm 
I'll keep trying to use it and if I am able to figure anything out I'll let you know, thank you for responding so quickly
HamHacker  [author] 12 Jun @ 4:10am 
@Cpt.Esq.Sr.Col.Oliford the elections should begin on the begining of the year if you have factions and the parilament policy
Cpt.Esq.Sr.Col.Oliford 12 Jun @ 3:28am 
@hamhacker yeah, factions spawn, parliament is also on but even after they spawn all I get are the notifications for the bonuses the different factions give or take away when they support or hate you but no elections and no laws being brought forward to vote on even after enabling the ability to veto, I'm not sure if it's just taking forever to trigger these or if something is conflicting
IndAVdiv 12 Jun @ 3:10am 
Does this mod Compatible with Star Trek New Civilization?
HamHacker  [author] 12 Jun @ 1:34am 
@Cpt.Esq.Sr.Col.Oliford check your policies, if you want elections you need parliament on, also you need factions for the elections to trigger
Cpt.Esq.Sr.Col.Oliford 11 Jun @ 2:11am 
for some reason I'm not getting any of the events for elections and forming coalition governments lately was there some type of update that messed with that aspect of the mod?
HamHacker  [author] 8 Jun @ 3:40am 
@IndAVdiv if they add new factions the elections might be messy, and depending on what files they overwrite there might be overrides conflict
IndAVdiv 7 Jun @ 8:52pm 
I guess that Mod "More Societies: Infinity" is not compatible?
arieviloj 4 Jun @ 7:14am 
@HamHacker oh i see...fair.
HamHacker  [author] 4 Jun @ 1:46am 
@Nikal most of the triggered problems are inbuilt compatibility modifiers and triggers with bug branch ethics and civics. In my game it doesn't trigger a problem if I run the game because they're all gated behind global_flag check activated by the mod, but Linux might load the game differently, breaking the mod. I have no experience with Linux so there's little I can help you in this regard.
HamHacker  [author] 4 Jun @ 1:38am 
@arieviloj I could if more players demand it
arieviloj 3 Jun @ 4:07pm 
Can you please upload a 3.14 legacy version to ppl who dont play this s❤❤❤ 4.0 stellaris? Thanks in advance.
Nikal 3 Jun @ 10:52am 
The mod just hardlocks my game on load, both with and without other mods. I see nobody else complaining, so I thought it might be a Linux specific issue. Put the files through a batch renamer to lowercase everything, since this is usually what's causing such crashes, but that didn't work.

I didn't look into it further as the error log confirms something might be amiss.
https://justpaste.it/jo8en
HamHacker  [author] 3 Jun @ 1:25am 
@Illuminatus369 yes i think it will work
Illuminatus369 2 Jun @ 3:09pm 
can this be added mid-game or does it require a new save?
AltoidsMaximus 30 May @ 2:49pm 
Magnificent
HamHacker  [author] 29 May @ 10:09am 
The mod should work now, please report of any bugs you find!
Alyosha Karamazov 25 May @ 5:00am 
Good luck! Thanks for all your effort!