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Representatives are therefore not directly chosen by your populations political support, but by random chance based on your populations political support. If there are several votes to cast at once, the ones that aren't randomly selected become slightly more likely to be selected next, so that there are more chances of getting a balanced system." "Then, for each Representative, it will randomly pick a politics to vote for, based on the support of the politics. The way this conversion works is by first computing how many Representatives each of your systems will have - this is equal to your system population if the government is a Democracy or Republic, but in the case of Autocracy, Dictatorship and Federation governments the system representative amount will be calculated by (1 + (3 x System Level)). What actually happens during the election process is that the population support gets converted into Representatives during the second stage of Election Day. Your populations political support will also not fully correspond to votes' distribution between parties. This survey is purposefully not 100% accurate with your population's true political support. On Election Day (at the end of turn), the election process starts with the results from the latest survey. The two variables are: PlayerActionBonus and PlayerActionBonusWeightModifier with the variable values ranging from 10-100 and 5-40 depending on the action. These influence actions modify some game-internal variables we don't fully understand - from datamining, we have their names and values, and we've printed those on this wiki to at least give you an idea of the magnitude of the effect. All governments are allowed to influence elections to lesser or greater degrees (with the extreme case of a Dictatorship/Autocracy being able to just select a ruling party by fiat).
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It is "forced" in the sense that you're not allowed to remove it and free up the slot for something else.Įvery 20 turns (on Normal speed), an election will take place, determining which political parties are represented in your senate. The leading political party will enact an automatic forced law (sometimes referred to as a "power law"), which takes up a single law slot, but costs no. There are also a collection of "Independent" laws with no party affiliation, which typically have no cost, but carry a malus as well as a bonus. Laws provide an empire-wide bonus of some kind, at the cost of a constant drain of per pop on your Empire. The primary purpose of political parties is enabling "Laws" - your empire is allowed to enact a small number of laws, and the available laws are provided by the parties in the senate the different parties have dramatically different effects, and without a given party in the senate, you have no access to their laws. Parties that are in the senate gradually earn experience which, as time goes on, unlocks higher-tier laws for the party with more powerful effects. If the approval drops low enough, systems might go into revolt, potentially leading to Anarchy and political revolution for the unrepresented party, which forces the Government into a Dictatorship.
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Systems that support political parties that do not have representation in the Senate will have a major penalty to approval.
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The player's actions throughout the Galaxy, as well as the Population's tendencies, determine the level of support a political party receives. 4.5.1 Effects (shared with Dictatorship):.
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