Faction Actions
Faction actions are direct moves on a single faction: rallying your base, courting or smearing rivals, outlawing or co-opting a movement, cracking down, or, abroad, inciting an uprising or backing a coup.
A faction action is a deliberate move a country makes toward one faction. It is the third political lever, alongside reforms and national focuses. It is also the sharpest one short of war, because it acts on a single group instead of on the whole country. Most actions target your own factions. Two reach into another country's politics, and one works either way.
You find faction actions in the detail pane of the Factions screen. Selecting one of your factions lists every action you can take against it, with its requirements, a summary of its effects and its cost. Opening a foreign faction from the Factions section of that country's panel shows only the actions that work abroad.
Domestic actions
| Action | Target | Cost | Cooldown | Effect |
|---|---|---|---|---|
| Rally Party Base | Your ruling party | 25 political capital | 180 days | Raises the party's influence and adds government support |
| Subsidize Party Apparatus | Any legal party | 15 political capital plus money | 240 days | Raises the party's influence |
| Court Opposition Party | A legal opposition party that is not near revolt (agitation below 70%) | 30 political capital plus money | 365 days | Sharply lowers its agitation, adds government support, and raises its influence slightly |
| Smear Opposition Leadership | A legal opposition party | 25 political capital plus money | 180 days | Lowers its influence and makes it more agitated |
| Outlaw Faction | Any faction except the ruling party and co-opted groups | 40 political capital | 180 days | Bans it: lowers influence, raises agitation, and applies Outlawed |
| Lift the Ban | An outlawed faction | 15 political capital | none | Legalizes it again and calms it |
| Bring Inside the Tent | A non-party interest group with at least 20% influence | 30 political capital plus money | 365 days | Co-opts it: calms it, raises its influence slightly, and applies State Co-opted |
| Crack Down | A faction other than the ruling party with at least 30% agitation | 25 political capital | 120 days | Puts it Under Surveillance, at the price of a little more agitation |
| Purge Corrupt Leadership | A Corrupt faction with less than 75% influence | 35 political capital | 365 days | Removes the Corrupt trait, cuts its influence and angers it |
Cooldowns are counted separately for each faction, so you can rally your base once every six months but crack down on several different movements in quick succession.
Foreign actions
Funding, arms, propaganda and election organizing for a faction abroad are not faction actions. They are Diplomatic Missions run by your Diplomats, and they are how you become a faction's backer in the first place (see Foreign Backing). Once you have a stake, two faction actions open up:
| Action | Requirements | Cost | Cooldown | Effect |
|---|---|---|---|---|
| Incite Uprising | A non-party movement you back, with at least 40% agitation, in a country whose Legitimacy is below 40% | 60 political capital | 365 days | Opens a revolution flashpoint with you as the movement's patron, and stirs it up further |
| Back a Coup | A faction where you are the leading sponsor (largest stake), with at least 40% agitation, not barred from plotting | 50 political capital | 365 days | Opens a secret coup plot through the faction |
A coup plot is secret: only you, anyone who joins and anyone who uncovers it can see it. What happens next, including how the armed forces choose sides and how the government can uncover the plot, is covered under Coups and Power Struggles and Flashpoints and Crises. If the faction already leads a live flashpoint, either action makes you a committed backer of that flashpoint instead.
Universal action
Demand It Sever Foreign Ties (25 political capital, 180-day cooldown) presses a faction to break with its leading foreign sponsor. You can use it against your own factions or against another country's, but not against a faction you back yourself. The faction gives in when the pressure outweighs its reliance on that sponsor. A government pressing its own faction brings its legitimacy to bear. A foreign power brings the regard the faction's government has for it, at half weight if it is not a great power. If the faction complies, the sponsor's backing ends and the faction loses standing. If it refuses, it becomes more agitated and its patron is publicly named.
Faction modifiers
Several actions leave a lasting faction modifier on their target:
| Modifier | Effect |
|---|---|
| Outlawed | The faction cannot endorse any party, and its agitation rises month by month as suppression breeds resentment (Monthly Agitation) |
| State Co-opted | +10% influence and a seat at the table; its agitation falls year after year |
| Under Surveillance | It cannot take part in a coup. In a power struggle, it fights at half strength |
| Foreign Backed | Applied automatically while the faction has a foreign backer. Its influence grows slowly (Monthly Influence) |
A co-opted faction cannot be outlawed until it is let go. An outlawed one cannot be co-opted. Each tool locks out the other.
Counterintelligence
Meddling abroad is harder against a country with strong counterintelligence (Counterintelligence). It raises the political capital and money cost of foreign actions and makes the AI less willing to try them. Political Police, Secret Police and Mass Surveillance all raise it, and so does Autocracy. A country that has recently survived a coup attempt is Coup-Wary, with sharper counterintelligence for five years.
The AI
Each month, every AI country weighs every action it could take: against its own factions, and against factions in a limited set of countries that matter to it diplomatically. It takes the single best option, but only if that option clears a minimum score. The weights are low when things are calm and rise several times over when a faction is genuinely dangerous: highly agitated, weakly governed, or already backed from abroad. An AI government in a power struggle cracks down on its rivals far more readily. The AI backs coups only within its own camp, mostly against governments with low legitimacy, and never against a great power.
Pages that link here
Corruption · Coups and Power Struggles · Foreign Backing · Legitimacy · Living History · Money & the Budget · Political Capital · Politics