A Closer Look at Factions with the "Power to the People" Update
[p]Hello builders,[/p][p]With the upcoming Power to the People update, Factions will become a key element from the very start of your game.[/p][p]Their whole system has been reworked: now, each culture will only have one Faction per era. As you move through the ages, these Factions will evolve, with a new leader, a new look, and new ambitions.[/p][p]The result? Fewer Factions, but much stronger personalities.[/p][p][/p][h3]IMPORTANT[/h3][p]Factions now appear automatically at the start of a game and unlock the construction of buildings.[/p]
Visuals are work in progress and subject to change.[/p][p][/p][h3]PERSONALITIES[/h3][p]At the start of every age, each Faction randomly draws a personality type: Warrior, Pacifist, Expansionist, Miser, Hedonist, Altruist, or Security-minded.[/p][p]Their personality shapes their requests, relationships, and behavior. And since they interact not only with you but also with each other, you’ll have to master the art of negotiation (or manipulation…).[/p][p]
Visuals are work in progress and subject to change.[/p][p][/p][h3]POLITICAL WEIGHT[/h3][p]Political Weight is a new way to measure a Faction’s influence in your city’s political life.[/p][p]It depends on several factors:[/p]
Visuals are work in progress and subject to change.[/p][p][/p][h3]NEGOCIATIONS[/h3][p]Negotiations are how Factions expand their influence. They always happen between two parties, either:[/p]
Visuals are work in progress and subject to change.[/p][p][/p][h3]RELATIONS BETWEEN FACTIONS[/h3][p]Coexistence between Factions is crucial in Memoriapolis. Their relationships evolve over time and also depend on your own decisions.[/p]
Visuals are work in progress and subject to change.[/p][p][/p][h3]RELATIONSHIP WITH THE PLAYER[/h3][p]As you’ve seen, Factions will make requests from time to time. Ignoring them can create grievances. [/p][p]The more grievances you accumulate, the tougher things get:[/p]
- [p]They no longer have “power” but a new stat: Political Weight.[/p]
- [p]Each Faction has its own personality, which changes from one game to another.[/p]
- [p]They interact with each other… and sometimes, they might have grievances with you.[/p]
- [p]Cultural Population: the number of citizens living in the Faction’s districts.[/p]
- [p]Owned buildings.[/p]
- [p]Personality.[/p]
- [p]Wealth, represented by their amount of gold.[/p]
- [p]Elections within the political system,[/p]
- [p]The chances of passing decrees and laws,[/p]
- [p]The order of turns during councils (to decide which law is proposed),[/p]
- [p]The triggering of certain events.[/p]
- [p]between you and a Faction, or[/p]
- [p]between two Factions, where you’ll act as the mediator.[/p]
- [p]🔴 Red = the Faction refuses; your offer is too unfair. It’s up to you to adjust the terms and find common ground.[/p]
- [p]🟠 Orange = they accept, but with negative consequences.[/p]
- [p]⚪ Gray = balanced negotiation, both sides are satisfied with a fair trade.[/p]
- [p]🟢 Green = both sides are happy, you’ll both gain positive outcomes from the deal.[/p]
- [p]If two Factions get along, they can form alliances, sign political agreements, and even trade with each other.[/p]
- [p]If their relationship is mixed, expect them to block each other’s progress.[/p]
- [p]And if things go bad… conflicts and betrayals may erupt.[/p]
- [p]Negative events might happen,,[/p]
- [p]Factions will be less willing to support your decrees and laws,[/p]
- [p]And worst of all… these grievances carry over to the next generation.[/p]