Factions

From Stellaris Wiki
Jump to: navigation, search

Version

Outliner top.png
This article is considered accurate for the current version (1.5) of the game.

In order to represent the struggles an empire will face in attempting to maintain control over a diverse population, Stellaris includes a system where units of an empire's population can support factions. With 1.5 the entire System was reworked - the former "Rebel Factions" have been rolled into Unrest, while the Factions are now more like Political Parties and took over nearly all the pop happiness modifiers.

Pops supporting Factions[edit]

Only pops that are fully sentient can support factions. That excludes any pre-sentients and any Robot below Synth level. Pops with Nerve-Stapled trait are also excluded. A pop can only support one Faction. Pops that are Enslaved or being Purged can not join Factions, however either option will cause a rather high level of Unrest by itself, making it a "de facto" Faction that is likely always unhappy.

Every Ethic has at least one Faction and every eligible pop of that Ethic may support it. This is very positive if the faction is happy, but can lead to massive Unrest if it is unhappy.

As a pop has to have the fitting Ethics to support a Faction, Ethics attraction plays a major role in Faction strength and distribution. Both systems interact to a degree.

Remember: First Ethics, then (maybe) Faction support.

Faction Properties[edit]

Factions screen

Every faction has all of these Properties. Happiness and Size are usually the most important figures to keep in mind.

Type/Ethic[edit]

There is at least one Faction for every Ethic. However, there might be multiple Factions for some Ethics to better allow divergent playstyles (a militant and pacifist Xenophobe Faction, for example).

Happiness[edit]

Each Faction has a happiness Rating. This is derived from its Issues, with a major modification if the Faction is Suppressed or Supported.

Faction Happiness is the base happiness for every supporting pop. As such, an unhappy Faction with a lot of Supporters will cause considerable Unrest, while happy Factions with a lot of supporters will cause happiness derived production bonuses. Starting with 60% Happiness a faction will also Produce Influence (see Effects).

Size[edit]

How many pops currently support that Faction. Happy Factions should ideally contain 100% of the Population, making them effectively your "Loyalist" Factions. This and Happiness will directly translate to Unrest across the Empire as well as the Faction Effects.

The tooltip reveals how many pops could support that Faction (fit the Ethics and other requirements) but do not do, due to lack of attraction.

Attraction[edit]

How many pops in your Empire could support this Faction (meet all the requirements).

Ideally size and Attraction are equal at all times. If attraction is higher, that either means some pops that could join this Faction did not do so yet (they might have just recently converted) or are tied up in another Faction. The only known case in 1.5 is that Aliens that are Xenophobe might join the Isolationist Faction - rather then their Xenophobic one - depending on empire Ethic

This is not to be mistaken with Ethics attraction.

Issues[edit]

Issues directly translate to happiness: the more issues that are Fulfilled, the happier the Faction. By their nature opposing Ethic Factions have opposing issues, making it impossible to make all Factions happy. An issue can either produce a happiness penalty (red), a happiness bonus (green) or be neutral (yellow). Many issues have requirements before they can appear, making it sometimes hard to know what will please a faction.

Issues come in a few common shapes that can each only have two of the above states:

  • Positive Issues will be green if Fulfilled. And Yellow if not fulfilled.
  • Negative issues will be red if not fulfilled. Yellow if fulfilled.
  • Extreme issues will be red if not fulfilled, green if fulfilled.
  • Stacking issues are a special variation of Positive issues. There are 2 or more "Levels" to fulfilling that issues. Usually the higher level is the same basic mechanic/check, but with a higher threshold. Fulfilling one Level will unlock the next one (i.e., being 10, 20 and 50 years at peace; having 1, 3 or 5 Non-Aggression Pacts with Neighbors). The levels will usually provide +2%, +3% and +5% happiness which will stack for a total of +5% or +10%. However, sometimes unrelated issues share these numbers too.

Effects[edit]

A pleased Faction will produce Influence.png Influence for the empire, depending on the Happiness of the Faction and wich percentage of the population supports the Faction.

A faction needs at least 60% Happiness to provide Influence for the Empire, at which point the gain is 2 Influence base. This base value is then multiplied by the support. Any effect that affects "+X Max Influence from Factions" will apply to that base value, potentially increasing the income for Factions drastically. Higher happiness will not produce more Influence (confirmed up to 95%).

i.e. a 60% Happy Faction with their Ethic being embraced by 90% of the pops, but only 66% in support of the Faction, will provide 2 Base Influence times 66% = 1.32 Influence.

This can be modified upwards drastically by Egalitarian.png Egalitarian Ethics and Civics.

Leader[edit]

Every Faction has a leader. That one will be drawn Randomly from the Leaders already hired or hireable in the Empire, but often with weighting towards certain leader classes or species cases. If the ruler of the Empire is elected, having a Faction leader elected will greatly increase Attraction for that Faction and its Ethics.

Actions[edit]

Actions the player can do to deal with the Faction:

  • Embrace Ethics this allows the player to change their empire Ethics one step towards that Faction's Ethics. The action is expensive (250 Influence.png influence), has a 10 year lockout, requires at least 20% support. It will make this Faction Happy (+20%) but all others Unhappy (-10%).
  • Suppression this allows the player to suppress the Ethic behind the Faction, which will in the long run eliminate that Faction. This costs 1 Influence per month and makes that Faction unhappy. It will stop if the Faction is eliminated.
  • Support this allows the player to increase Attraction for the Factions Ethics. This can be useful in preparation of an Ethics switch. It can not be applied to a Factions whose Ethics is already among the ruling Ethics and any Faction whose Ethics becomes a ruling one will have their Support canceled automatically.

Factions[edit]

For any of the Terms used, please see Game Terms.

Imperialist[edit]

Faction icons imperialists icon
Imperialist Factions desire dominance over other Empires. They like Rivalries and conquering other Empires, and dislike relying on others.
  • Guiding Ethics: Militarist.png Militarist
  • Requirement: Encountered another species.
  • Supporter Requirements: Militarist.png Militarist
  • Attraction: 100 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x1.25 for Full Citizens
  • Leader: 100 Base, no modifiers
Issue Possibility Fulfillment Yes.png No.png
Aggressive Diplomacy Contact with non-Vassal Default Empire Unrestricted War policy 0 –10
Subjugation Contact with non-Vassal Default Empire Taking a planet from and/or making a subject of any empire as a result of a peace deal (remains fulfilled for 20 years) +10 0
Border Expansion Always Establishing a new frontier outpost (remains fulfilled for 20 years) +5 0
Local Rivalry 3+ Communications 1 Neighboring Rival +2 0
Neighborhood Rivalries 3+ Communications 2 Neighboring Rivals +3 0
Galactic Nemeses 3+ Communications 3 Neighboring Rivals +5 0
Strong Alone 1+ Communications Not in Federation 0 –25
Traditional Domination Any Domination Tradition Any Domination Tradition +5 0

Summary: The Militarist Path, requires eternal Warfare. Up to +30 Happiness, but half of that requires regular action which can make more then +15 hard to sustain. Requirements are easy to meet, the Failure conditions are easily avoided but do define the Diplomatic game to a large degree.

Isolationist[edit]

Faction icons isolationists icon
Isolationist Factions desire isolation, seeking to have as few dealings with other Empires as possible - save for Non-Aggression Pacts. They dislike wars of aggression as well as being seen as an easy target.
  • Guiding Ethics: Xenophobe.png Xenophobe
  • Requirement: Encountered another species.
  • Supporter Requirements: Xenophobe.png Xenophobe. Is Xeno OR Synthetic OR empire is Pacifist.png Pacifist
  • Attraction: 100 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x1.5 if Xenophobe. x0.25 if Militarist
  • Leader: 100 Base, no modifiers
Issue Possibility Fulfillment Yes.png No.png
Stalwart Defense Contact with non-Vassal Default Empire Defensive Wars policy +5 –10
Minimal Diplomacy 1+ Communications No Migration Agreement, Research Agreement, Defense Pact, Federation or Guarantee of Independence with any empire 0 –5
Refugee Restrictions Contact with Default Empire Not All Refugees Welcome 0 –10
Non-Aggression Pact 3+ Communications 1 Non-Aggression pact with Neighbors +2 0
Non-Aggression Covenant 3+ Communications, 1 Non-Aggression pact with Neighbors 2 Non-Aggression pacts with Neighbors +3 0
Non-Aggression Protocol 3+ Communications, 2 Non-Aggression pacts with Neighbors 3 Non-Aggression pacts with Neighbors +5 0
Peace 1+ Communications 10+ years of peace +2 0
Extended Peace 1+ Communications, 10+ years of peace 25+ years of peace +3 0
Peace Everlasting 1+ Communications, 25+ years of peace 50+ years of peace +5 0

Summary: The Pacifist Xenophobe Faction somehow manages to be more pacifist then even the pacifists themselves. Bonus goes up to +25, but one of them is a waiting game ruined by any war declaration and actually getting enough neighbors for the Non-Aggression pacts might be a bit of a game of luck. If you have this Faction, you will probably also have Prosperity. On the plus side it does draw in any Xenophobe Xeno you should happen to get into your Empire.

Progressive[edit]

Faction icons progressives icon
Progressive Factions desire the advancement of individual rights and representative forms of government.
  • Guiding Ethics: Egalitarian.png Egalitarian
  • Requirement: Encountered another species OR Tech planetary unification.png Planetary Unification Technology
  • Supporter Requirements: Egalitarian.png Egalitarian
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x0.25 if Xeno [1]
  • Leader: 100 Base. x0 for Ruler in Imperial Authority empire
Issue Possibility Fulfillment Yes.png No.png
Anti-Autocratic Always Neither Imperial nor Dictatorial Authority +5 –15
Free Movement Always None of the following policies are adopted: Resettlement Allowed, Core Worlds Restricted, No Migration control (except non-Sentient Robots) +3 –10
Reproductive Freedom Always No species have Population Controls enabled +2 –10
Slavery Ban Always Slavery is Prohibited 0 –15
Born Equal Tech capacity boosters.png Capacity Boosters or Tech selected lineages.png Selected Lineages technologies Leader Enhancement Policy set to Natural Selection +5 –5
Equal Citizenry More than 1 Species in Empire Full Citizenship rights for every pop (excluding Robot Pops) +5 –10

Summary: Up to +20 bonus, but past +15 requires Research to unlock. If you have this Faction as Authoritarian, take special care not to give in to the Slavery ban. That will add even more people to that Faction, making it impossible to control while also ruining a core of your Authoritarian Attraction. A big danger is any Heir joining this Faction. Egalitarian Ethics are relatively hard to avoid and easy to maintain if you engage in any Diplomacy.

Prosperity[edit]

Faction icons prosperity icon
Prosperity Factions desire economics growth and the acquisition of resources. They like energy credits and strategic resources, and they dislike armed conflicts that disrupt internal development.
  • Guiding Ethics: Pacifist.png Pacifist
  • Requirement: Encountered other Species AND Owns original Capital World
  • Supporter Requirements: Pacifist.png Pacifist
  • Attraction: 100. x1.25 Leader is Ruler. x0.75 no Leader. x1.5 if Pacifist. x1.25 if Xeno [1]
  • Leader: 100 Base. No modifiers
Issue Possibility Fulfillment Yes.png No.png
Solid Liquidity Owns original Capital World 3000+ Energy Credits.png energy stored +5 0
Strategic Resource Acquisition Always Own 1+ unique Strategic Resources +2 0
Strategic Resource Control Own 1+ unique Strategic Resources Own 5+ unique Strategic Resources +3 0
Strategic Resource Domination Own 5+ unique Strategic Resources Own 10+ unique Strategic Resources +5 0
Traditional Prosperity Years passed > 15 Any Prosperity Trait, including Adoption +5 –5
Keep the Peace 3+ Communications Not being at War +2 –10

Summary: The pacifist Faction is surprisingly hard to get happy. Up to +22 Bonus, but Liquidity can be very hard to acquire early game and needs constant looking at the budget - dropping below it could have a runaway effect. Strategic Resources are another concern: considerable research and space or treaties will be needed to satisfy these high demands.

Supremacist[edit]

Faction icons supremacists icon
Supremacist Factions desire complete dominance for the Empire's founding species. They want policies that benefit their own species and disadvantages other species.
  • Guiding Ethics: Xenophobe.png Xenophobe
  • Requirement: Encountered another Species
  • Supporter Requirements: Xenophobe.png Xenophobe AND Country not Pacifist.png Pacifist
  • Attraction: 100 base. x1.25 if Leader is Ruler. x0.75 if no Leader
  • Leader: 100 Base. x0.5 if Scientist. x0 if Xeno
Issue Possibility Fulfillment Yes.png No.png
Same Species Ruler NOT Fanatical Purifier Civic Ruler is of your original species 0 –20
Invasive Xeno Studies NOT Fanatical Purifier Civic. Contact with Primitives Unrestricted Native Interference Policy +5 –10
Xenos Disenfranchised NOT Fanatical Purifier Civic. Any Xeno Pop (not robot or being purged) No Xeno Pop has full Citizenship (Robots excluded) +5 –15
Core World Exclusivity NOT Fanatical Purifier Civic. More then 1 Species. Any Xeno Pop Core Worlds Population policy is not All Species +5 –10
Asserting Dominance NOT Fanatical Purifier Civic. Not in any Federation Being the Aggressor in a War +10 0
Fanatical Purifiers HAS Fanatical Purifier Civic Always +20 0
Genetic Purity / Racial Impurity Tech gene tailoring.png Gene Tailoring or Tech gene expressions.png Targeted Gene Expressions Technology No subspecies of the faction's species +5 –5

Summary: The aggressive Xenophobe Faction exists in two modes: If you are a Fanatical Purifier or if you are not. It is assumed that Fanatical Purifier will implicitly fulfill all requirements. Up to +30 bonus, or +25 if Fanatical Purifier. However primitives might be somewhat hard to find and the last one requires Research. The inability to create subspecies also has some serious ramifications for the Colonization part, which can hurt especially hard as Fanatical Purifier - it could be better to just accept that penalty and life with mere +15.

Technologist[edit]

Faction icons technologists icon
Technologist Factions desire an Empire-wide embrace of scientific progress and the fruits of technological advancement. They dislike politically-motivated bans on certain avenues of research, as well as being outpaced by other Empires. They like Research Treaties, being more technologically more advanced than other Empires, and the practicable use of AI technology.
  • Guiding Ethics: Materialist.png Materialist
  • Requirement: Either:
    • Tech robotic workers.png Robotic Workers Technology
    • 3+ Communications
    • Any Communication with any pop that has Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits
  • AND Either:
    • Encountered another Species
    • Tech powered exoskeletons.png Powered Exoskeletons Technology
  • Supporter Requirements: NOT Spiritualist.png Spiritualist. Either Materialist.png Materialist OR Robot Pop
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x2 if Robot Pop
  • Leader: 100 Base. No Modifiers
Issue Possibility Fulfillment Yes.png No.png
AI Allowed Tech robotic workers.png Robotic Workers Technology Artificial Intelligence policy is not set to Outlawed +5 –15
Machine Love Tech robotic workers.png Robotic Workers Technology At least 6 Robotic Pops in your empire +5 0
Bleeding Edge 3+ Communications No known Default Empire is more than Equivalent in Technology +5 –5
Science Without Borders 3+ Communications 3+ Research Agreements +5 0
Synth Envy Any Communication has Pops with Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits in their empire Have Pops with Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits in your empire +5 –10

Summary: Technologists have some of the most complicated Requirements, but they are all designed to unlock some of the issues. The Mechanists Civic will fulfill most of this out of the gate. Up to +25 Bonus, but the requirements might make it hard. The +15 from the Robots might be the easiest to get, but the two Communication based ones can be conflicting: The more people you know, the more likely you know someone that is better in Technology - especially as you will likely aid fellow materialists in their Science. The intention is probably they they even out to +0 with a potential for +5.

Totalitarian[edit]

Faction icons totalitarians icon
Totalitarian Factions desire strictly stratified societies led by a single strongman or an authoritative cabal. They dislike equal rights, and like slavery.
  • Guiding Ethics: Authoritarian.png Authoritarian
  • Requirement: Tech planetary unification.png Planetary Unification or Encountered another Species
  • Supporter Requirements: Authoritarian.png Authoritarian
  • Attraction: 150 base. x1.25 if Leader is Ruler. x0.75 if no Leader. x0.25 if Xeno[1]
  • Leader: 100 Base
Issue Possibility Fulfillment Yes.png No.png
Royalism Always Imperial Authority +5 –5
Stratified Society Always Not all species within the empire have Full Citizenship rights +5 –10
Elitism Tech capacity boosters.png Capacity Boosters tech or Tech selected lineages.png Selected Lineages tech Technology Using the Polices for either Technology +3 –5
Regional Governance Having a Sector Every Sector has a leader +2 –5

Summary: With a dedicated build the first +12 can be very easy to acquire, but getting up to +15 requires some serious Research. Moreover Slavery will drastically cut into the number of pops that can join Factions to begin with. This Faction might easily be the hardest to get any Influence from through the entire game and the Ethics Attraction is not exactly easy to maintain either.

Traditionalist[edit]

Faction icons traditionalists icon
Traditionalist Factions desire a return to traditional values that may or may not have existed at some point before the Empire took to the stars. They like austerity and dislike certain technological advancements and non-spiritualist values.
  • Guiding Ethics: Spiritualist.png Spiritualist
  • Requirement: Encountered another species AND either:
    • Tech robotic workers.png Robotic Workers Technology
    • Surveyed Trait pc gaia preference.png Gaia World
    • Surveyed Trait pc nuked preference.png Tomb World
    • Tech subdermal stimulation.png Subdermal Stimulation Technology
    • The Ascension Perk Flesh is Weak and one Pop with Spiritualist.png Spiritualist Ethics
  • Supporter Requirements: Spiritualist.png Spiritualist. Not a Robot Pop.
  • Attraction: 150 Base. x1.25 if Ruler is Leader. x0.75 if no Leader.
  • Leader: 100 Base.
Issue Possibility Fulfillment Yes.png No.png
Life Organic / Empty Shells Tech robotic workers.png Robotic Workers Technology Having no Robot Pops 0 –10
Pious Polity / Secular State Always Government Type is one of the Spiritualist ones +5 –5
Unhallowed Ground Surveyed Trait pc nuked preference.png Tomb World No Colony on a Trait pc nuked preference.png Tomb World 0 –10
Peopling Paradise Surveyed Trait pc gaia preference.png Gaia World Colony on a Trait pc gaia preference.png Gaia World +10 0
Blessedly Unblissed Tech subdermal stimulation.png Subdermal Stimulation Technology Currently broken, but ought to be: No Pop under Chemical Bliss Living Standards 0 –5
Psionic Pursuit Utopia DLC. Any Ascension Perk or Slot unlocked Choose the Ascension Perk Mind over Matter +10 0
Flesh is Strong Choose the Ascension Perk The Flesh is Weak Not Having completed the Special Project 'The Flesh is Weak' +3 –30
Homogeneity Always At least 25% of Pops in your empire are Spiritualist.png Spiritualist +5 0

Summary: The requirements might be surprisingly hard to fulfill and like Materialist, any Faction enabling requirements also unlocks issues. +33 is possible, but you only have a decent shot at the first +10. Getting +20 requires luck with either a Gaia World (which could bring you into conflict with the Spiritualist Fallen Empire) or the Ascension Path (and thus technology). Tomb worlds can be terraformed once you have the proper technology, unlocking them as colony worlds (but if it stays like that remains to be seen).

Xenoist[edit]

Faction icons xenoists icon
Xenoist Factions desire greater value be put on alien life and culture. They like Non-Aggression Pacts and a diverse population, among other things. They dislike Slavery and political isolation.
  • Guiding Ethics: Xenophile.png Xenophile
  • Requirement: Encountered another Species
  • Supporter Requirements: Xenophile.png Xenophile
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x2 if Xeno
  • Leader: 100 Base. x0.5 if Scientist. x2 if Xeno
Issue Possibility Fulfillment Yes.png No.png
Indirect Xenology Any relation is Primitive Type Native Interference policy is set to Passive Study +5 –10
No Alien Slaves Any Xeno Pop (not subspecies) No Xeno Pops enslaved in your empire 0 –20
No Purge Policy Always Purges not allowed 0 –10
Multicultural Society 4+ Communications. 1+ free Xeno pop 4+ Species in Empire +5 0
All Refugees Welcome Communication with 1+ Default Empire Refugees Welcome policy +3 –5
Foreign Ties 3+ Communications With any non-Subject Default Empire, have Diplomatic Relations including:
Migration, Research Treaty, Guarantee of Independence, Defense Pact, Federation, Tributary or Non-Aggression Pact
+2 0
Enclaves Incorporated Contact with an Enclave Enclave System within Borders +5 0
Recent Uplift Tech epigenetic triggers.png Epigenetic Triggers Technology Have uplifted a species in the last 20 years +10 0

Summary: Peaks of +30 are possible, but eventually Primitives to Enlighten and Pre-Sentients to Uplift will vanish, leaving you at long term cap of +15, +20 if you can get an Enclave. Getting enough species for Multicultural will require some serious work on the habitability/colonization and Diplomacy Fronts.

Detailed Issues List[edit]

Not finished/final

Faction Name Issues
Faction icons imperialists.png Imperialists
  • Aggressive Diplomacy: Failing to allow for unrestricted warfare will displease the faction. 0%/-10%
  • Subjugation: Conquering alien planets or making other Empires our Subjects in war will please the faction for a time. +10%/0%
  • Border Expansion: Constructing Frontier Outposts to expand our territory will please the faction for a time. +5%/0%
  • Local Rivalry: Positioning ourselves as the Rival of at least 1 neighboring empire will please the faction. +2%/0%
  • Neighborhood Rivalries: Positioning ourselves as the Rival of at least 2 neighboring empires will please the faction. +3%/0%
  • Strong Alone: Allowing the [Empire] to be exploited by alien interest by joining a Federation will displease the faction. 0%/-25%
Imperialist Factions desire dominance over other Empires. They like Rivalries and conquering other Empires, and dislike relying on others.
Faction icons isolationists.png Isolationists
  • Stalwart Defence: Allowing only Defensive Wars will please the faction. +5%/-10%
  • Minimal Diplomacy: Failing to eliminate non-essential to foreign powers - such as Migration Treaties, Research Agreements, and Defensive Pacts - will displease the faction. 0%/-5%
  • Refugee Restrictions: Failing to restrict the flow of refugees into our empire - will displease the faction. +0%/-10%
  • Non-Aggression Pact: A Non-Aggression Pact with a neighboring Empire will please the faction. +2%/0%
  • Non-Aggression Covenant: Non-Aggression Pacts with neighboring Empires are considered necessary, and having at least 2 of them will please the faction. +3%/0%
  • Peace: Staying out of large-scale galactic conflict for 10 years or more will please the faction. +2%/0%
  • Extended Peace: Staying out of large-scale galactic conflict for 25 years or more will please the faction. +3%/0%
  • Peace Everlasting: Staying out of large-scale galactic conflict for 50 years or more will please the faction. +5%/0%
Isolationist Factions desire isolation, seeking to have as few dealings with other Empires as possible - save for Non-Aggression Pacts. They dislike wars of aggression as well as being seen as an easy target.
Faction icons progressives.png Progressive
  • Anti-Autocratic: A nominally elected government. +5%/-15%
  • Free Movement: Ensuring the free movement of Pops by allowing all species access to the Core Worlds, prohibiting forced Resettlement, and disabling Migration Controls. +3%/-15%
  • Reproductive Freedoms: Ensuring that no species in our empire is subject to Population Controls. +2%/-10%
  • Slavery Ban: Failing to ban the practice of Slavery will displease the faction. 0%/-15%
  • Born Equal: Refraining from enacting Policies that favor the ruling elite will please the faction. +5%/-5%
  • Equal Citizenry: Ensuring that all species in our empire enjoy Full Citizenship status. +5%/-10%
Progressive Factions desire the advancement of individual rights and representative forms of government.
Faction icons prosperity.png Prosperity
  • Solid Liquidity: Keeping at least Energy Credits.png 3000 Energy credits stored at all times. +5%/0%
  • Strategic Resource Acquisition: Controlling at least Strategic.png 1 Strategic resource. +2%/0%
  • Strategic Resource Control: Controlling at least Strategic.png 5 Strategic resources. +3%/0%
  • Strategic Resource Domination: Controlling at least Strategic.png 10 Strategic resources. +5%/0%
  • Traditional Prosperity: Adopting any Traditions emphasizing Prosperity. +5%/-5%
  • Keep the Peace: Development requires stability - not engaging in warfare. +2%/-10%
Prosperity Factions desire economics growth and the acquisition of resources. They like energy credits and strategic resources, and they dislike armed conflicts that disrupt internal development.
Faction icons supremacists.png Supremacists
  • [Founder Specie] [Ruler-Suffix]: The faction want our Ruler to be of their species and will be angered by any non-[Founder Specie] holding the position of [Ruler-Suffix]. +0%/-20%
  • Invasive Xeno Studies: Exploiting primitive xeno civilizations to maximum effect by legislating for Unrestricted Native Interference will please the faction. Choosing a policy other than Unrestricted Native Interference will displease the faction. +5%/-10%
  • Xenos Disenfranchised: Ensuring that no xeno species within the empire enjoys full citizenship rights will please the faction. Allowing any xeno species to have full citizenship rights will upset the faction. +5%/-15%
  • Core World Exclusivity: Reserving the empire’s Core Worlds for the exclusive use of the faction’s species and their slaves will please the faction. +5%/-10%
  • Asserting Dominance: Declaring war against one or more xeno empires will please the faction. +10%/0%
  • Fanatic Purifiers: Adopting the Fanatic Purifiers civic will please the faction. +20%/0%
  • Genetic Purity: Refraining from genetically modifying any Pops of the faction’s species will please the faction. +5%/-5%
Supremacist Factions desire complete dominance for the Empire's founding species. They want policies that benefit their own species and disadvantages other species.
Faction icons technologists.png Technologist
  • AI Allowed: Allow the development and study of Artificial Intelligence. +5%/-15%
  • Machine Love: Maintaining a population of at least 6 robotic pops will please the faction. +5%/0%
  • Bleeding Edge: Staying ahead of the curve and not allowing any fellow Empires to be more than equivalent in tech level. +5%/-5%
  • Science Without Borders: Signing research treaties with at least 3 other Empires. +5%/0%
  • Synth Envy: Seeing other star nations parade any kind of Robotic Pops around - with no domestic equivalent on any of our worlds - is sure to displease the faction. +5%/-10%
Technologist Factions desire an Empire-wide embrace of scientific progress and the fruits of technological advancement. They dislike politically-motivated bans on certain avenues of research, as well as being outpaced by other Empires. They like Research Treaties, being more technologically more advanced than other Empires, and the practicable use of AI technology.
Faction icons totalitarians.png Totalitarians
  • Royalism: Hereditary rule - an Imperial authority - will please the Citizen Obedience Party. +5%/-5%
  • Stratified Society: Ensuring a stratified society - be that a caste system, limited citizenship for some, slavery or even purging - will please the Citizen Obedience Party. +5%/-10%
Totalitarian Factions desire strictly stratified societies led by a single strongman or an authoritative cabal. They dislike equal rights, and like slavery.
Faction icons traditionalists.png Traditionalists
  • Pious Polity: Having Spiritualist values be reflected at all levels of government will please the faction. +5%/-5%
  • Secular State: Not having a religious government type will displease the faction. +5%/-5%
  • Unhallowed Ground: Setting foot on any Tomb Worlds will displease the faction. 0%/-10%
  • Peopling Paradise: Setting foot on any Gaia Worlds will please the faction. +5%/0%
  • Blessedly Unblissed: Keeping the populace aware and cognizant of their duties and responsibilities by subjecting none of them to the Chemical Bliss living standard will please the faction. 0%/-5%
  • Psionic Pursuit: Adopting the Mind over Matter Ascension Perk will please the faction. +10%/0%
  • The Flesh Is Strong: Corrupting our natural bodies with cybernetic implants will greatly displease the faction. +3%/-30%
  • Homogeneity: Pious minds think alike, and having at least 25% of Pops be some form of Spiritualist will please the faction. +5%/0%
  • No Robots: Having any Robotic Pops will displease the faction. 0%/-10%
Traditionalist Factions desire a return to traditional values that may or may not have existed at some point before the Empire took to the stars. They like austerity and dislike certain technological advancements and non-spiritualist values.
Faction icons xenoists.png Xenoists
  • Indirect Xenology: Legislating a Passive Study stance on Native Interference will please the faction. +5%/-10%
  • No Purge Policy: Purges being considered lawful will displease the faction. 0%/-10%
  • All Refugees Welcome: Refugee policies allowing indiscriminate acceptance of foreign species fleeing wars and purges will please the faction. +3%/-5%
  • Foreign Ties: Having diplomatic ties will all of our immediate neighbors will please the faction. +2%/0%
  • Enclaves External: Keeping any Enclave stations within our borders facilitates cultural exchange, which will please the faction. +5%/0%
Xenoist Factions desire greater value be put on alien life and culture. They like Non-Aggression Pacts and a diverse population, among other things. They dislike Slavery and political isolation.

References[edit]

  1. 1.0 1.1 1.2 Comment says it should check for Citizenship instead. Might be subject to change
Game concepts
Governance EmpireGovernment typesPoliciesEdictsLeaderFactionsPopulation
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyEconomyBuildingsTechnologyConstructionSpaceportFleet
Diplomacy DiplomacyTradeSubject empireAlliances and federationsAI personalities
Warfare WarfareSpace warfareLand warfareOrbital bombardmentMilitary stationShip designer
Others EthosTraitsTerraformingGenetic modificationSlaveryCrisisPreset empiresEaster eggs