Factions
Factions are groups of Pops with shared demands regarding the governance of the Empire. Most ethics have only one faction, and in most cases, every pop joins the faction corresponding to its ethic. Faction names are randomly generated but can be manually changed at any point.
Gestalt Consciousness empires don't have factions.
Faction properties[edit | edit source]
Every faction has all of these properties. Approval, size, and support are usually the most important figures to keep in mind.
Formation[edit | edit source]
Factions can begin forming after 10 years as long as the empire has encountered alien life (including space fauna). Empires with the Broken Shackles origin will form factions after 1 year instead. Empires with the
Parliamentary System or the
Crowdsourcing civic will form them within the first 3 months regardless of origin. All factions require at least 500 pops with the Full Citizenship or Residence species rights to appear and if the number of pops drops below that the faction will be disbanded, but can be reformed later if conditions allow. There is also a 180-day cooldown between factions forming, though this does not apply to the very first set of factions. A faction can only form if its ethic attraction in the empire is at least 3%.
The Supremacist faction will only form if the empire does not have the
Pacifist or
Fanatic Pacifist governing ethic.
Approval[edit | edit source]
Faction approval is a value from 0 to 100, starting at a base of 50 and modified by fulfilling or ignoring the faction's demands on various issues, as well as actions taken towards factions. Faction approval adds a
happiness modifier to all member pops:
| 0-19% | 20-39% | 40-59% | 60-79% | 80-100% | |
| −40% | −10% | 0 | +5% | +10% |
Size[edit | edit source]
Faction size is the number of pops who are members of the faction. Pops cannot join a faction if they have the
Hive-Minded,
Nerve Stapled,
Zombie or
Suppressed traits. Some factions have no ethics restrictions to join, others do. Some factions have different faction attraction values (this is separate from ethics attraction). Robot pops can only join factions if they have citizen rights, and cannot join the
Traditionalist faction unless the empire is Spiritualist Individualist Machines. Alien species can never join the
Supremacist faction and will instead join the
Isolationist faction.
Depending on the size, an unhappy faction will be listed as white, yellow, or red in the outliner.
Support[edit | edit source]
Faction support is the percentage of an empire's
political power held by pops in the faction. A faction can have higher support than another faction with a larger size if the smaller faction has many members who are
elites with
living standards that increase their political power.
Issues[edit | edit source]
Issues are the primary way of affecting faction Approval: the more issues that are fulfilled, the higher the Approval. By their nature, factions with opposing ethics have some opposing issues, making it impossible to make all factions happy. An issue can be either fulfilled or not fulfilled. In either case, it might 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 before unlocking the proper options. Some issues increase Approval if fulfilled, others decrease Approval if not fulfilled, and others do both.
Effects[edit | edit source]
Unless they have extremely low approval, all factions produce Unity if the empires does not have the
Crowdsourcing civic and two
Research resources if the empire has the civic. Factions produce resources equal to combined political power of the pops (not percentage) times the approval of the faction times that resource's output multiplier. For unity, this is multiplier always 0.2, but for research (with crowdsourcing), this is 0.1 for the major research and 0.05 for the minor research.
Faction Support is Faction's Political Power divided by the global sum of political power of all pops in all factions (except for slaves):
Note: Pops that have an ethic, but did not form a faction, are not counted in this global sum. Faction Support is always rounded down, but that is pure cosmetic.
Faction resource gain can be improved by the following:
Egalitarian ethic: +25%
Fanatic Egalitarian ethic: +50%
Parliamentary System civic: +40%
Democratic authority: +2% per ruler skill level
The Living State technology: +10%
Actions[edit | edit source]
There are three actions available to manipulate your empire's factions. If multiple factions have the same ethic only one faction with that ethic can be promoted or suppressed.
- Embrace shifts empire ethics one step towards the selected faction's ethics. It costs 5000
Unity, has a 10-year lockout and requires at least 20% Faction support. For 10 years the embraced faction will gain +10% Approval and the other factions will lose −35% Approval. This option is not available if the empire is a
Dominion.
- Promote gives +100%
Ethic Attraction for the faction's primary ethic and can be used in preparation for embracing the faction.
- Suppress gives −75%
Ethic Attraction for the faction's primary ethic and −50% Approval with the faction. This will cause pops to leave the faction and can potentially eliminate the faction.
- Extort is only available to empires with
Oligarchic Sleepwork authority and gives the faction −10% Approval. If the empires does not have the
Crowdsourcing civic the faction will replace its
Unity output with a different resource. If the empires has the
Crowdsourcing civic the faction will double its
Research output. With the Stately Acclaim edict the faction will also gain +50% ethic attraction for the faction's primary ethic and gain +30% Approval.
Factions[edit | edit source]
There are 9 standard factions, one for each ethic except Xenophobe, which has two. Many faction issues are not present if the empire has the
Fanatic Purifiers civic or require the empire to have established
communications with a certain number of empires.
The following issues appear on every faction:
- Every faction will gain +5 Approval if a leader with one of its ethics is part of the empire council
- Every faction will lose −20 Approval if a leader with one of its ethics isn't part of the empire council
- Every faction will gain +15 Approval if the
ruler has one of its ethics
- Every faction will lose −30 Approval if the
ruler has an opposed ethic
Ethics mentioned in bold are the ones that are affected by faction actions.
Imperialist[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Progressive[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Prosperity[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Technologist[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Totalitarian[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Traditionalist[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Xenoist[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Supremacist[edit | edit source]
Isolationist[edit | edit source]
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Manifesti[edit | edit source]
Manifesti is a special faction type that can appear during the Rise of the Manifesti event chain. If the faction approval falls below 35% for an extended period of time or 940 days pass since appearance of the faction, the faction will disband and will not appear again. Manifesti has 5 odd issues.
| Faction | Ethic | resources | ||
|---|---|---|---|---|
Cybernetic Creed factions[edit | edit source]
|
|
Available only with the The Machine Age DLC enabled. |
Empires with the Cybernetic Creed origin cannot have the
Traditionalist faction and will instead start with four unique
Spiritualist factions:
| Faction | resources |
|---|---|
They initially have only two issues:
- Pious Polity: +5 Approval as long as empire remains
Spiritualist, −5 otherwise
- Unhallowed Flesh: −5 Approval until the founder species gains the
Cybernetic trait, +15 afterwards
Unlike other factions, most of their issues come from events that will happen every few years in the first years of play. Every event will add a new issue. Siding with a faction will increase its Approval but decrease the Approval of every other faction. Siding against a faction will increase the Approval of every other faction but greatly decrease the approval of the rejected faction. Both options will result in a net loss of Approval overall.
While all four factions are present, they will produce less Unity than regular factions.
During stage 3 of the The Conclave of Fusion situation, one Cybernetic Creed faction must be chosen and the remaining three factions will be disbanded. Alternatively, all four factions can be merged into the The United Creeds faction. This will remove all event issues and add the
Traditionalist faction issues.
Secret societies[edit | edit source]
|
|
Available only with the Shadows of the Shroud DLC enabled. |
Secret societies are three factions created a month after an empire with the Secret Societies or
Influential Cartel civic completes the starting two first contacts. Instead of
Unity they produce empire-wide bonuses. The faction ethics will always be the governing ethics of the empire, the Fanatic ethic if the empire has one.
Conquering a system with a Sentry Array will not trigger All Seeing Eye but losing a system with a completed Sentry Array will not remove it either.
Scourge of the Volcano[edit | edit source]
|
|
Available only with the Infernals DLC enabled. |
For empires that have the Fire Cult civic the
Traditionalist faction is replaced by
Scourge of the Volcano.
| Faction | Ethic | resources | |
|---|---|---|---|
References[edit | edit source]
| Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
| Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
| Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
| Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
| Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
| Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations • Player crisis |
| Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
| Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
| Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
| Technology | Technology • Physics research • Society research • Engineering research |
| Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
| Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
| Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |