For Government;
Oligarchy/Plutocracy/Anocracy or for simple, oligarchy.
Rule of the few, determined by power, wealth or merit; and is different from police state wherein those individuals have more liberty to oppress others. This could either be a warlord state (such as how the Viking Jarl's were and other barbarians), an oligarchy like the Venetians/Ancient Greeks, or how corporate interests today works in a sense.
-1 Morale because of divided loyalties, -1 Probe for lack of overall faction security due to internal disputes, +1 Economy for the fact the various rulers bring their own capital and wealth, promoting commerce or other means of generating wealth, and 1+ talent for the fact oligarchs will hire/attract the best to their organizations/bands and competitive society where leaders have to be able to retain their position, meaning merit, money or power is the means to rule.
In summary; -2 Morale, -1 Probe, 1+ Economy 1+ Talent
Rather than a 4th SE, these ideas could also replace existing SEs (unless you don't mind the new SE being enabled from the start of game). I suppose another downside would be having to decide what factions get what aversions as a replacement. Would be a fair amount of rebalancing, unless you make weaker default SEs.
Rather than a 4th SE, these ideas could also replace existing SEs (unless you don't mind the new SE being enabled from the start of game). I suppose another downside would be having to decide what factions get what aversions as a replacement. Would be a fair amount of rebalancing, unless you make weaker default SEs.
Now that's an interesting thought. Could it be possible for the .exe coders to make at least one of those obligatory starting SE's as an aversion?
The same as it does now in the unmodified alpha(x) version: a blank SE line in this particular section (either politics, values, economics, or future. That is, unless it is possible to code in multiple aversions).
The same as it does now in the unmodified alpha(x) version: a blank SE line in this particular section (either politics, values, economics, or future. That is, unless it is possible to code in multiple aversions).
I seem to be missing something...under what circumstances do you currently get a blank line, and how do you want things changed?
The same as it does now in the unmodified alpha(x) version: a blank SE line in this particular section (either politics, values, economics, or future. That is, unless it is possible to code in multiple aversions).
I seem to be missing something...under what circumstances do you currently get a blank line, and how do you want things changed?
Perhaps I overstated it a bit. As it is now, the first option of each SE line has no benefits or negatives. It is just blank. But if parameters are put in there by some modder, the player can't opt out of them until the proper technology is researched. So if it was possible to have more then one aversion in the faction text file, they could be put at some (or all) of those initial positions, effectively blanking some (or most) of those initial positions out.
You completely misunderstand me. I'd like to give each faction the possibility to have multiple aversions. Say one in the politics line, one in the economics line, one in the values line and one in the future society line. Or any variation of those.
I think the issue Geo is trying to explain is:
If you set for example "Frontier" Politics to have a Tech requirement, then grant it bonuses/penalties, you will get those bonuses/penalties whether you have the technology researched or not. In effect you get the SE selected by default even though it won't show in the SE window, because there's no "NONE" option in game. Multiple aversions would be useful but I don't see how it would solve that issue. You would want some factions not averse to say "Frontier".