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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]
  • [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]We want Factions to feel more alive and you’ll have to learn to work with them… or against them.[/p][p][/p][h3]ARRIVAL OF FACTIONS[/h3][p]Everything starts when you place your Dynastic House. Factions appear gradually as the cycles go by: the first one arrives after 50 cycles, and you decide where it settles.[/p][p]Each Faction has a leader, whose goal is to control as many districts and buildings as possible.[/p][p]Your mission? Balance everyone’s ambitions or stop them before they get too powerful.[/p][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]
  • [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]Each Faction is ranked on five Political Weight levels, from very weak to very strong.[/p][p][/p][p]Political Weight affects:[/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]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]
  • [p]between you and a Faction, or[/p]
  • [p]between two Factions, where you’ll act as the mediator.[/p]
[p]Factions earn gold by taxing their citizens. They can then use that gold to buy buildings or districts.[/p][p]Every choice you make during these talks can strengthen or damage your relationship with them.[/p][p]Negotiations are represented by a gauge that shows how favorable the Faction is toward your offer[/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]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]
  • [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]Each Faction has a trust value with others, directly affecting their negotiations. The better their relationship, the lower the risk of internal conflict.[/p][p]Of course, their personality plays a huge role too. A Pacifist Faction won’t act the same way as a Warrior one![/p][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]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]
[p]Remember: your decisions leave a lasting mark. A Faction might change over centuries but it never forgets a resentment.[/p][p][/p][p]We can’t wait to see how you’ll handle your Factions in Power to the People.[/p][p][/p][p]See you soon for more news![/p][p][/p][p]–[/p][p]Memoriapolis Team[/p]