ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
As Lumeris, I'm having the opposite problem: by Turn 50, the Pacifists lose to the Militarists. Even if I don't have any Militant populations and my only fights are against 1 Craver fleet snooping around my territory.
Personally, I think building military ships contributes too much to it. The mere act of building a proper defensive force propels the Militarists into power.
The Vodyani don't seem to have this issue, to that point where at turn 44 I still have 100% Religious... which to be honest is probably a bug of some sort.
Nah, that sounds about right. They start with a religious hero, have only their own population (Which is religious) and have predominantly religious upgrades when advancing (Arks and population boost both add to religious). I eventually got Military to show up late game, but Religious will likely always be your dominant party.
I got militaristic with Lumeris too, and they are supose to gain half suport from anything from military ( because they are pacifist) . And i was with a heavy focus on dust/trade tecs, and lobing for the pacifist partie.
The problem I had is militaristic faction gaining a ton of support. I barely built enough ships to keep my territory safe (and only after coming under attack), but they won two elections in a row, despite all the science/whatever system improvements.
At present it seems like constructing something affects party popularity. While not bad in itself, this system needs tweaking. For example, it might be better if everything continuously affects party standing, and recent construction has less of an effect. Just because I'm not building any science improvements (because I already built all the available ones) doesn't mean my people would stop being scientifically inclined (it might even make more sense for the effect to build up over time, since military ships come and go, but laboratories remain).
Did a Voydani run where I tried to take advantage of righteous fury, only to have it derailed by an overwhelming militarist influence that rooted itself in my government by turn 40. I just tried keeping a fleet with each arc to bat off the Craver invasions, and building these ships spiked their support by like, 80 percent.
Didn't have this problem when I did Cravers though. In fact, if my government wasn't a dictatorship, the pacifists would of taken over. You think eating two minor civilizations would of prompted more aggression.
Probably this has to do with the fact that this is a alpha, but it seens to me that the major faction population and initial political partie lose very early and very rapidly. To the point of not feeling that im playing that faction.
Althought i find very cool the minor factions integration and the whole political system, i think that the major population and initial political partie should be a lot stronger.
All of my games have had the Militarist political party constantly gaining dominant status. It's either them or the Industrialists because I focus a lot on production output to provide a steady science boost after Era 3. Want to try a party without needing to defend yourself? Welp too bad, you built a corvette so the Militarists are now your overlords.
The way the parties' support is influenced by decisions is backwards at the moment. Voters should react against decisions they disagree with by voting for the party that is closest to their views, but the way the system is designed at the moment, populations basically just shrug and say 'meh' to decisions they should completely hate.
For example, build a science improvement, and Religious-inclined voters react with a small increase in their support for the Scientists party. That makes no sense. They should react by increasing their support for the Religious party.
In the real world, people tend to vote against things they hate more than they vote for things they like. And building this dynamic into the game would create political consequences for decisions that are unacceptable to your population.
So:
If you start a war, or build lots of warships, pacifists in your population should switch support to the anti-war party in protest. But militarists in your population will be filled with jingoistic fervour and increase their support for the militarist party. Everyone else should more or less get on with their daily lives and continue voting for the status quo (i.e. it's not that much of an influence on them)
If you build factories all over nice green countryside, voters who care about the environment should switch to the Ecologist party. But the people who want to work in those factories (i.e. industrialist populations) should be delighted and increase support for the industrialist party. Everyone else shrugs and carries on.
If you knock down a church to build a laboratory in its place, religious folk should be outraged and vote for the religious party. But scientific populations should be delighted and vote for the scientific party. Everyone else says 'meh' and carries on more or less as before.
Political effect of laws
This should also be reflected in some laws. Passing a controversial law should create consequences in terms of political support ('Dust not Rust' should increase support for Ecologist and Industrialist parties among populations already inclined toward them). Some laws should even directly undermine the support of the party whose law it is (e.g. the Industrialists' 'Work not Shirk' Bill should hurt the support for the Industrialist party among Industrial-ish voters - as it is an example of a party directly attacking the interests of the voters who support it - i.e. factory workers).
Local politics
Here's an idea to make things even more interesting: depending on the system of government, the dominant party in each system should affect build costs of system developments or ships. E.g. there should be a penalty on building science improvements in a system with a lot of Religious representatives, but a bonus in a system with lots of senators for the Scientist party.
Party names
Wishful thinking here, but for the purposes of immersion, please could we have faction-specific names for the parties (alongside their Mil/Ind/Sci/Rel/Eco/Pac logo)? They could even be linked to the Heroes leading them.
Here's an idea to make things even more interesting: depending on the system of government, the dominant party in each system should affect build costs of system developments or ships. E.g. there should be a penalty on building science improvements in a system with a lot of Religious representatives, but a bonus in a system with lots of senators for the Scientist party.
That's a good idea. will make things interesting. But not sure they can or want to implement it.
I think one of the current issues is not how buildings affect support, but rather how other actions do.
From what I recall building a ship or an improvement both have the same amount of support given to a faction.
The issue comes from fleets winning combat, and gaining influence for EACH ship they killed. So you wipe a craver fleet and it's 6 times as much support than a simple building.
This makes some senese because if you're fighting a lot there should be support, but because the AI will always have small fleets to kill you're always going to be gaining a ton of influence there.
I think ideally ships you kill should give very little boost to your ideology unless you're at war, at which point it should be much more.
The Vodyani don't seem to have this issue, to that point where at turn 44 I still have 100% Religious... which to be honest is probably a bug of some sort.
I think I read somewhere (was it the game manual?) that the Vodyani do not tolerate other races in their population as a faction trait. But what I don't understand is how do the militarists get a part in the government despite this trait? It doesn't make sense.
The Vodyani don't seem to have this issue, to that point where at turn 44 I still have 100% Religious... which to be honest is probably a bug of some sort.
I think I read somewhere (was it the game manual?) that the Vodyani do not tolerate other races in their population as a faction trait. But what I don't understand is how do the militarists get a part in the government despite this trait? It doesn't make sense.
The Vodyani can and will divert from the Religious path as I've seen in my playthroughs. The fact that religious triggers have double the effect on them is no guarantee that they won't turn Militarists or Industrialists or whatever at some point.
It may happen later in game in comparison with the more "democratic" races, but it will happen.
See the picture of the population census that I posted above, where the Militarists have the upper hand and there are even a few Scientists (supposedly difficult for the Vodyani). At that time the Militarists had won 2 elections in a row.
I managed to bring the Religious back in power only by intimidating their rival parties. Financial campaign wasn't even close to being enough.
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