So the only means to manipulate population is migration and luxury boosters (which I almost never even think to do). So I thought there is ample room to do something more interesting with that, particularly at the intersection of population meeting politics.


It would go in this format:


"Movement Name" 

"Population Type" - "Required Political Party"

"Influence Cost to Start Movement" - "Turns with Required Party in Senate"


Influence would be reduced per amount of the population. Turns would be reduce based on how long the party has been in the senate.


So take Haroshem for instance. They are Pacifists, but let's say that they want to promote that Politics. So, maybe you are doing a Craver Pacifist run, so you pay the influence start the movement that, after a certain amount of turns grants a law or empire improvement that boost the pacifist party.


That's just an example, but the basic idea is, Spend Influence to get an ability that requires a combination of a Population and a Political Party. What is grants (imo) is neither here nor there. It would just be something to do with Influence and also allow for two very interesting aspects of the game to be connected (which makes sense) and open another option.