![]() Note that a regular civil war will not balance the senate. To trigger a populist civil war, the populists need to have a majority control of the senate, but your consul needs to be a non-populist. The quick way involves allowing a Populist Civil War, which may weaken your state considerably but will re-balance your senate immediately. ![]() The slow way involves the same principles as above. Either way, there are two ways to get rid of the populists. ![]() You may have neglected to check the screen for a few years during an intense war, or you may not have known how to do it. Now, there may come a time when you simply cannot control your populist senate. Just imprison any populist leader who is too influential, it's far safer than trying to assassinate them (less of a Tyranny penalty). As a general rule of thumb, I like to avoid having populist leaders with a Charisma level greater than 4. So, a Military leader with 5 Charisma would only give a bonus of 4%, while a Populist leader with 5 Charisma would give a bonus of 16%. Other factions gain a bonus equal to (charisma -1)*1, populists instead get a bonus equal to (charisma -1)*4. The populist faction leader's Charisma value has a higher impact on his faction's attraction value than any other. The first thing you'll need to do is simply remove any populists from public office. Note that the 2.3 beta patch has changed a number of these attraction factors (and has thankfully opened them up for modding!), so I won't go into great detail about them, while the main factors are already explained in the main guide. The faction with the highest attraction will gain senators in the following months, while the other factions will lose senators. Attraction is a percentage value that shows how much that faction will grow in the following months. In the senate, there are factors that contribute to each faction's "attraction". If he's an important character, chances are you'll want to avoid these. There are also some events that may increase a character's populist conviction. This means that after a couple of years, he'll likely join the populist faction, which you'll usually want to avoid. If a character has an objective to gain a title and doesn't have any titles at all, he'll automatically gain populist conviction at a rate of 0.1 per month. ![]() For example, a character wanting to be a general will gain Military conviction if he gets that job as such, I find it helpful to have a "spare" army for just such characters (which is, incidentally, very handy for taking out revolts). If a character has an objective, achieving that objective usually gives him conviction towards a specific faction. Now, how to convert a character to another faction? The easiest way to do this is to give him the jobs that he desires. His other convictions are deliberately hidden to keep the player guessing, but I find that if a character has less than 15-20 conviction for a specific faction then he is still pretty easily converted to another faction. You can see the conviction in parentheses just after the words "Military Faction". This is a picture from earlier in this guide: You can see this number by checking the tooltip for the character's portrait. Conviction is measured as a numerical value: the highest of these values determines which faction a character will join. Having characters in office might increase a faction's political attraction, and having a strong faction might influence some events that affect characters, but by and large you should think of them as being entirely different mechanics.Ĭharacters have "conviction" towards each of the political factions. There is no direct link between characters and the senate. One of the most common questions in the forums is: how do you deal with populists? Most people start to get concerned about the populist faction when they have 50% or more Senate influence, but some people have reported a populist faction with 90% influence or more!įirst, it's important to note the distinction between the populists in the Senate and populist characters.
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