[TNG] Factions Matter
[TNG] Factions Matter
Factions Matter adds dozens of truly dynamic events to factions, making them far more dangerous and engaging. No more can you set factions and forget them. Now, factions build momentum and if they become powerful and angry, they will slowly unlock more destructive events in order to achieve their political goals.
Changes
- Added dozens of faction events whose level of violence changes based on how you play
- Added faction operations that curtail a factions power
- Added radical factions that oppose your government
- Factions now spawn at gamestart, but don’t provide influence until 10 years in like in vanilla
Ideological Purity
Ideological Purity represents the level of practical application of your governing ethics. It ranges from zero with no purity to one hundred with maximum ideological purity. Government factions produce between zero and fifty ideological purity resting point lift. A happy, powerful government can easily hit an ideological purity resting point of 90.
Faction Militancy
Faction militancy represents the lengths the faction members are willing to go to see their political objectives realized. Unhappy factions, especially radical and government factions, become militant over time. Policies also affect militancy. Militancy values over fifty create very scary events.
Compatibility
The mod can be inserted into a running game once you give it two months to start up.
This mod is barely compatible with UI Overhaul Dynamic.
This mod is a successor to my mod. If you would prefer a less overhauled radical experience, try that mod.
Not compatible with potent rebellions, workers unions, banned factions, or any mod that changes vanilla factions.
This mod is not compatible with ethics and civics classic/redux, though its support is planned.
It is not compatible with .
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Try out the Beta Branch!
to try out the latest changes, which haven’t been fully tested. I add faction statuses to show causality, text highlighting, and event fixes so they aren’t as annoying!