Factions

Factions are the elites in government, and the natural power blocs they form. Every faction is essentially tied to an existing elite, and have a complex relationship with both the elites they come from and the state itself. Factions have influence within the state, they have an opinion of the state and every other faction, and have a relationship with the state and every other faction.

Influence
Every faction gains its influence from a few primary sources: 1. The avg provincial power share of the associated elites modified by their inertia (which is set by reforms and privileges) 2. Advisors associated to that faction 3. Various faction events and elite interactions, which apply temporary boosts

The faction influences are reset yearly at the 01. January. The calculation uses the following formula:

(Avg Elite Provincial Power * Elite Inertia) + (Influence "ticking modifiers" * 12) + Temporary Boosts (or losses) ___________________________________________________________________________________________ Sum of the above for all factions

Event based modifiers
Elite power is the primary source of influence, representing powerful elites pushing their natural influence within government. All Elites and the State push influence for their factions, with the largest influence share deciding the faction in power. This uses the EU4 faction system as its GUI and outlet, storing data within that system.

Advisors
All advisors have a corresponding faction they align with and provide influence for. Advisors will push their own factions interests, and provide a means for the player to begin reforming the state in a given direction that aligns with that faction. An example is having a Merchant advisor open the doors to an agenda of pro-Burgher reform, or a Noble advisor pushing for the reversal of a prior agenda. Generally, Advisors are the human face to the system, and a means to have personalities that actually push change.

Relations
Every single faction has a mutual opinion of every other faction, meaning the relationship value is the same for both factions. This value ranges from -100 <-> 100, and is the basis of inter-factional mechanics. This also includes the relations between the factions and the state. Also important is that the Bureaucrats are not synonymous with the state, and have separate relations with all factions and the state. The second key element is that every faction has a relationship with another faction, one that is either a Rival, Neutral or an Ally. Power blocs essentially form when two factions ally with one another, creating a semi-combined response to event based occurrence and reform. Rivalry can cause further conflict, leading to a spiral that can eventually lead to Open Conflict, and a civil war.

Reform
Most reforms require a combination of an Advisor and enough Influence to pass a reform that aligns with a given faction, placing factions at the centre of reform. Essentially having a faction in power is the precursor to meaningful reform, disincentivising a balance of power amongst the faction that leaves no one in definitive control if reform is the goal. In addition, passing reform in such an environment can allow the individual power of each faction to translate to increased negative relations if the reform works against their interests, leaving the government in a further divided state.

=Proposed=

Ruler Alignment
Upon the ascent of a new ruler for the nation, they would be given a choice as to what faction they align with. This would form an innate bonus for that faction for the rest of their reign, and partially improve relations with the faction. If relations are neutral and healthy, then an alliance would immediately form. Powerful factions would also provide the ruler with an immediate bonus to legitimacy and even prestige. This decision could form issues if their faction is underpowered or powerless, or if the faction is the rival or enemy of other factions. Choosing a faction would require careful decision to not upset the balance of power and cause conflict. Planned Events - New Ruler: Faction Alignment - Faction reactions - Aligned Demands (demands from the aligned faction) - Reinforce Faction Power - Weaken a Rival Faction - Provide Privileges for Elites - Pass a reform (rare and major) - (All Options would allow the option ‘Discipline a faction’, putting them in their place.)

Rivalry
Every faction can form a rivalry with another faction. This would not be a simple name change, but the beginning of an ongoing conflict with the other faction. This conflict would be dependent on primarily a metric of escalation, representing the intensity and level of rivalry between the two factions. High escalation would cause further problems, and lead to more open conflict and actual in-realm effects. Once it reaches the point of Political Violence, actual casualties can occur, and the state will likely need to intervene. When intervening, the player could choose to either take a stance, crackdown on everyone, or let it play out. If it reaches its end, a real civil war could occur.

Planned Events
- Rivalry started - Rivalry ended - Escalation (violence and unrest) - Heated debate - Insults - Power struggle - Local ssuppression(affects powerbroker balance in a province or area) - Other faction chimes in (boosts one side) - Coalition (spreads rivalry) - Political violence - Multiple (violence in court, violence in streets, violence in area) - Crackdown (ends the rivalry, loyalty lost) - Support (support one side (temp, one off), weakens the other) - Escalate (increases rivalry) - Faction war - Support (begins a real civil war)

Plots
While factions can cause conflicts with each other, the real concern is when a faction is a rival of the State. If a faction believes they are being mistreated, or that their problems with the State are of sufficient merit (Rivalry + very low relations), then a Faction Plot can begin. These plots will occur in the background, with a player chance of discovering the plot. Various events will alert the player and provide a means of increasing their attempts to discover it. However its very possible for a faction to entirely plot without player awareness until a warning event indicating ‘rumors’, meaning its too late.

When the plot is revealed, the faction can continue with their plot and intended demands, or back down. Backing down is more plausible when their faction is not backed by powerful elites. If the faction goes through or completes their plot, they can demand a change in rule or a change in ruler, and will start a Civil War if their demands are not met. Planned Events - Repeated actions 'against' a faction will lead to a plot - Chance of discovering it - Always rumors when its too late - Demand or civil war type - Support the next ruler type - Install a new ruler with faction support type

Civil War
When a civil war is breaking out, it will either be a consequence of factions, or allow factions to take a notable role. Pretenders will occasionally pick a faction they seek to champion, that will accordingly provide them with support. It is possible however to have partial support, and lead to a factionless civil war.

This process is essentially the first stage of the war, where each side is staking out their support and attempting to build a powerbase. Players will get various events for factions, for elites and provinces, forming a schism in the realm. This schism’s result will decide what rebels spawn, and of what power. Lobbying with, interacting and paying off supporters is essentially to ensure victory, and forms a method of which a player can entirely align a faction if they are either not the majority faction, or if the other side has picked a candidate. When a civil war is occurring between factions, then other candidate will be pre-aligned, and the player will pick a side they support. There is no abstinence from interfactional conflict.

Victory in the war means a rare opportunity to reshape the realm entirely in alignment with a given powerbroker. This means the ability to break the loosing faction, and install new reforms and powers for the victorious faction. The further the player attempts to break and change the realm however, the further the long-term damage will be, both in relations and in realm stability and peace. Planned Events - Before the war - The initial dispute, the instigator. Succession, rivalry, factions, etc - Supporters, picking sides. Try and siphon as much as possible from each faction drawing them into your camp - Lobbying, local interactions, paying mana, gold and promises to keep them on your side (weakening your own position) - The Schism, dividing the country into tags or rebels, based on supporters, loyalty and power - During the war - Confiscate assets (can be reversed, but breaks what remains of a powerbroker in your territory) - Aftermath - Faction crackdown (turns a powerbroker into a shell of itself, with flat loyalty and low power, property redistributed. Instability is major result) - Faction even hand (reduces a powerbroker, still a player) - Negotiate and return to fold (major loyalty boost, confiscation stands) - Faction Ascendance (pass reforms and changes for the victorious faction)