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Thing is, I don't feel good doing this... it felt like cheese, it was not fun doing it. I would honestly love if there was a cooldown added to switching favored race or some other cost to switching it/enabling it for a race.
idk about you, but I really like this game for its usually chill atmosphere, but juggling favor felt like an active combat scenario in other games, which I am so glad this game doesnt have.
Also I am sure this technique has its limits and wont help a mid or late game failing settlement, when the resolve maluses are too high to overcome. Still felt like not a good experience early game.
The drop of morale is so slow on viceroy you can just start the storm on decent morale and it never gets to zero before the storm ends, despite it notionally being negative. That's quite cheesy too. You really only see the fully balanced game with full danger at higher prestige.
That might be a possible approach, though it would vary depending on how fast normal resolve changes for the species in play anyway. On the upside, it could make you have to consider being more proactive with it (starting well before the storm starts. I think it might be more intended to be an emergency resort though. Like consumption control measures or buying some goodies from a trader to help resolve will take some time to actually kick in, on top of waiting for the resolve to increase as a result.
Conversely, lighter treatment is effectively free and can be flipped on and off instantly. It's especially powerful if you have humans and lizards since the former have such a high resolve base and the latter take forever to drop into the negatives.
I mean the +100% speed for losing resolve (the thing lizards are good at) and later on the much longer storm seasons hit this "strategy" real hard.
Lower difficulties allow this cheese, and quite a few more. Trading for example can be used by experienced players to win real quick, either with cornerstones related to trading, by solving all issues with Amber real fast, or by rushing into tools, etc.
In short:
Players that have figured out how to win at high prestige levels can use those strategies to roflstomp lower difficulties.
You can still add a grace period where you can remove it again if you misclicked. Noone said that the system should be removed, but in is current form it feels like some kind mobile clicker without penalty shifting the favour around again and again. Cannot imagine that it was designed with this in mind in the first place. Simple cooldowns etc. All other examples you listed need something to do it like resource investment etc. That is absolutely not comparable to just clicking around.