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New ways to influence ideology

ElectionsPopulationPoliticsDiplomacy

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8 years ago
Nov 16, 2016, 8:44:40 PM

For now, we know a handful of ways to modify the ideology of populations.

- Passive traits (ex. : materialist) which modify the influence of all events and give the default ideology of the population ;

- Effects of constructions (ex. : ships => militaristic ideology involved) ;

- Effects of events (ex. : meeting the Cravers), quests and dilemmas ;

- Ideology support during elections (with various costs and efficiency depending on the political regime).


I think we should also add : 

- For some factions (the neutral ones in term of aggressiveness), a war weariness effect : the pacifist ideology would rise after many turns of conflict or important losses in ships or population. At the opposite, a revanchist effect could increase militarist ideology if some systems have been captured by an enemy or a war has been decisively lost ;

- Ideological conflicts : the main ideology of an enemy (except for pacifism/militarism) will increase the influence of the opposite ideology in your empire (we must take the default ideology into account though : two warring Sophons won't become religious), and, at the opposite, the ideology of an ally will be more influential in your systems ;

- Maybe an ideological influence on the systems of empires less happy than you are ; 


And others. What do you think ? Have you suggestions ?

Updated 2 months ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

As many of our players already feel that the political system is too difficult to predict, we have decided against adding more triggers that would interact with the various population traits in potentially hard to predict ways.

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8 years ago
Nov 22, 2016, 6:51:23 PM

This looks great. I especially like the idea of your population reacting negatively to the ideology of a rival empire, or positively towards the ideology of a friendly one. To me, this would be similar to how the USA adopted "In God We Trust" as their official motto in reaction to the state atheism of the USSR. It also makes sense that less happy empires would want to be more like empires happier than themselves.  


All of these ideas are passive things that the player doesn't have a lot of control over. What do you think about ways for the player to enact a bit of control over political ideology, such as something like internal or external propaganda? 

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8 years ago
Nov 22, 2016, 8:04:12 PM
dragons111888 wrote:

All of these ideas are passive things that the player doesn't have a lot of control over. What do you think about ways for the player to enact a bit of control over political ideology, such as something like internal or external propaganda? 

Maybe propaganda could have more effects than simply make populations of adjacent systems come to yours : a long exposure to propaganda could maybe influence the ideology of these systems (but balancing would be crucial : this kind of mechanics could lead to abuse). It could allow some interesting strategies : during the major faction contest, the main idea about my faction (the Few) was that it wanted to have some systems in the heart of other empires in order to influence them through passive and active abilities, the goal being to maintain the galaxy as peaceful as possible by limiting militaristic ideology => By creating ideological outposts using commercial justifications, you can maintain an eye on your "allies".

Concerning the influence through happiness, I think only the systems adjacent to the ones targeted should be taken into account (it could lead to some surprising tactics : similarly to what North Korea does at its frontier, these systems could be artificially maintained as happy to give the best image possible to the other empires).


Do you have any idea concerning active ways to influence ideology ?


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8 years ago
Nov 23, 2016, 6:36:08 PM

My idea concerning affecting ideology would be to connect those abilities to the espionage systems. It seems like a natural fit. I also think you should be able to manipulate the ideology of your own people as well. It seems like your Faction idea would fit well with that; they would doubtless have to use propaganda and espionage to have the desired effect on the systems around them. 


I also think you're right that adjacent systems should be the ones affected. If you could affect a whole empire, I think that would be a bit imbalanced. 


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8 years ago
Nov 23, 2016, 9:35:14 PM

Hi! I like the idea of external politics' impact upon domestic ones. But I suggest going farther and introducing a reverse effect. Let me just copy my old post.


Theory: factions with the same prevalent party should have influence discount on treaties and declarations.

Justification: similarity of ideologies is a basis for either an increased mutual understanding or hatred. Specific interpretation of attitudes:

Prevalent partiesCooperationCompetition
Religious They might be misled now but we are moving to a common goal of embracing the Sacred.Burn the heretics!
Scientific We+they=knowledge*2Knowledge*fools=disaster
IndustrialistAlone, we are building a new empire. Together, we are building a new world.Your empire is either a factory to acquire or a scrap to process. This way or another, keep away from my resources!
EcologistThe environment they form might be non-idyllic for our species, but I am glad their new colony is not a toxic wasteland inhabited by zombie-worms any more.Environment-friendly? Here, we call it pollution.
MilitaristWe truly respect the way you fearlessly nuked this planet of disgusting unicorns.I am confused: if militarists kill each other, is it war or friendship?
Commercialist (Pacifist)What about a joint venture?Look, I bought that star system at the latest auction and I need it for my trade route. What?! You don't acknowledge our constellation's securities?!


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8 years ago
Dec 9, 2016, 6:41:45 PM

Right now I got an issue, I always end up as militiraist since I build tons of ship, and got difficulty to go towards other party, the problem is can build ship forever, making me go militarist forever BUT nothing toward something else.


I think we may need new type of construction/ship should make us go toward any (other) party.



Religious: 


Propaganda Ship (boost influence in % or boost happiness)


Scientific: 


Scientific Ship (boost science)

Planet Cracker Factory perhaps should increase scientifist party


Industrialist:


 Factory Ship (increase prod and/or increase ressource prod)


Ecologist: 


Revitalizer Ship (boost food prod in %)



Millitarist: 


Millitary ship



Pacifist:


Commercial Ship (boost gold in % or we can send them in the commercial trade way)

Public 3D printing perhaps should increase pacifist party


Or stuff like this.

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8 years ago
Dec 9, 2016, 9:05:08 PM

Sotnik : I'm not totally sure about your idea (although I'm pretty fond of the naming of the different parties for each faction) : maybe, depending on the type of government, the way the cost of declaration/treaties decreases could vary : for some, the factions with the same main ideology could be considered as rivals (so decreased cost for declarations), for others, the opposite ideology could be seen as more dangerous (so, once again, decreased cost for treaties).

The fact is that I would like to see more types of government (maybe a new "idea" about this could be interesting) : there could be so much types of political formation we could imagine.


Soketsu : There are in fact some modules which already modify the type of ideology the ship increases when produced, but they are scarce. I think more "support modules" with various effect should be added to the game (along with various unique technologies).

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Nice to have

The NICE TO HAVE status is given by the dev team to ideas they would like to have in the game.

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

The status of this idea has been changed to WISHLIST as it we hope to implement it in our game.

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8 years ago
Dec 26, 2016, 7:20:40 PM

To those who follow this idea (or are simply interested in it), I just wanted to inform you that I have posted another idea on the same subject (politics, laws, ideologies etc).

Here it is : https://www.games2gether.com/endless-space-2/ideas/252-refunding-the-definition-and-effects-of-political-regimes


If you want to comment it, please do so (I would like to have some feedback). Thank you in advance and have a good week.

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8 years ago
May 27, 2017, 11:46:07 AM

- Effects of constructions : the change is useless. As a player, I just build what I need, and really don't care about ideology.

So I upvoted your idea, because there is a need to interact more with politics.

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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

As many of our players already feel that the political system is too difficult to predict, we have decided against adding more triggers that would interact with the various population traits in potentially hard to predict ways.

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