Militarist: (conquest victory) -- attack, defense, HP, soldiering, military production, logistics, loyalty
Industralist: (conquest victory) -- social production, military production
Federalist: (alliance / influence victory) -- economics, trade, trade routes
Technologist: (technology victory) -- technology, espionage, sensors
Universalist: (influence / alliance victory) -- greens / planet quality, contentment, influence, diplomacy, pop growth
It would be almost like an additional package of racial attributes... (which maybe could shift with the elections). |
I like your idea, but think it would be a good idea to focus each party on two sorts of victory. Militarists, for example, would obviously be a conquest victory orientated party, but the militarists might also be of the sort to stress alliance building and the like to support wars. Thus:
Militarist (conquest / alliance) -- HP, Soldiering, Diplomacy
Industrialist (conquest / influence) -- Military Production, Social Production
Federalist (alliance / technology) -- Economics, Diplomacy, Research
Technologist (technology / conquest) -- Research, Espionage, Weapons
Universalist (alliance / influence) -- Diplomacy, Morale, Influence
Mercantile (influence / technology) -- Trade, Trade Routes, Research
Such a setup would cover all combinations of two victory conditions, which would mean that picking one party wouldn't limit you to a particular strategy, but would hopefully still lead to a more focused game than picking the federalists, industrialists, or technologists gives at present where the bonuses are powerful and general enough to let you do anything with them.
One thing for an expansion pack would be coatlition government. When there is no party with a majority, you could enter into coalition negotiations with the other parties which share your major orientation (e.g. the Federalists, being alliance orientated, could form a coalition with either the War Party or the Universalists). This would mean that whichever party you chose, you'd have two possible partners for coalition. If you entered into a coalition, you'd have all your bonuses halved, but would gain half of your partners' bonuses (and if your coalition was three way, you'd lose two thirds of your bonuses, and gain one third of each of the other parties' bonuses). Then, for the duration of the coalition, you'd get random events, much like the alignment ones, but ones which pertained to major policies of your coalition. Instead of the good/neutral/evil choice, you'd get the options to acceed,compromise, or block your coalition partner's proposal. If you acceed to their demand, you lose more of your own bonuses while gaining a small amount from your partner's bonus (but not as large as the penalty you took). If you compromise, no change occurs in your bonuses or penalties, but the chance of the coalition breaking down increases by 1 perecntage point. If you block the proposal, you gain back a portion of your bonuses, and lose a little of your partner's bonuses (but not as much as the bonus you got back), and the chance of the coalition breaking down increases by 5 percentage points. All this is structured such that you always get a better deal by rocking the coalition's boat or by stopping your partenrs from doing so, which makes the coalition more unstable as time drags on, much like coalitions in real governments. Every week, a check is performed to determine if the coalition has broken down that turn. Once the coalition breaks down, the largest opposition party will become the government, and you'll immediately lose all your bonuses and gain their bonuses as penalties.
This would create a situation, where, if you were the Mercantilists and involved in a war, and the opposition party was the War Party, you would have to work hard to keep a Mercantile/Industrialist/Universalist coalition together, or else the War Party would get into government and your Soldiering and HP would drop through the floor, making the war much harder. I would say that this ought to go hand in hand with making Morale much more difficult to keep high, while reducing the level at which your planets will outright rebel, except in imperial governments.