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All factions have triggers (adaptive\tradition\progress and etc) and depends what law you accept - those they will come. Second faction will depend by whos showed up first as opposite in treats.
So like, if you apply Progress, Equality, Reason - technocrats will come; Progress, Equality, Tradition - Legionnaires and etc. Also when faction shows first time they give you a hint what laws do they like/dislike
I saved it just after building the Council and having the first vote. No matter what I did, I ended up with Venturers and Menders.
I suppose I am particular. I was shooting for Icebloods or Legionaries.
There is a Utopia faction that is aligned with all combinations of zeitgeist and they will always be opposed by their direct opposite.
For Icebloods, which I used for my isolationist achievement, you will need to have more points towards Adaptation, Merit, and Tradition than any of the others. They will spawn with Technocrats as their enemies. Every time.
If you want Legionnaires instead, you will need more points in Progress, Equality, and Tradition than any of the others. The Proteans will always spawn as a counter faction.
I know how to get any of the 8 factions, 100% of the time.
Choosing to Community Service Prefabs or do Child Labor would be the difference between Ventures or Menders spawning first. I believe there may be something to the factions you start with.
No. There isn't. Strictly. I have this down to a repeatedable science that I can recreate with 100% accuracy.
What matters is that your first few research and laws passed align with the 3 zeitgeists that the faction of your choice likes.
Communities
Foragers - Adaptation
Machinists - Progress
Laborers - Equality
Merchants - Merit
Thinkers - Reason
Nobles - Tradition
You get the choice of two community combinations (in sets of opposed pairs) and a third at random before you start your Utopia run.
Factions
Bohemians - Adaptation/Equality/Reason - opposes Overseers
Menders - Adaptation/Equality/Tradition - opposes Venturers
Proteans - Adaptation/Merit/Reason - opposes Legionnaires
Icebloods - Adaptation/Merit/Tradition - opposes Technocrats
Overseers - Progress/Merit/Tradition - opposes Bohemians
Venturers - Progress/Merit/Reason - opposes Menders
Legionnaires - Progress/Equality/Tradition - opposes Proteans
Technocrats - Progress/Equality/Reason - opposes Icebloods
The faction will base itself on whichever three principles are currently ahead, as seen at the bottom left of the screen.
I GUARANTEE you will always get these results if your zeitgeist progress bars lean in any of the three combinations listed near each faction.
My first Utopia game, I did Forgers, Machinists and Laborers. This spawned Frostbloods.
I am pretty sure, the combination of factions has something to do with it.
You are quite free to believe that but the actual code within the game files that decides what triggers Utopia Factions to appear, doesn't lie. I am telling you that if you do your research and laws in a certain affinity in a timely manner, regardless of your stating communities, you will get what you want using my above chart. Every time. Like clockwork. Because the game says so.
Someone else understands. Thank you my friend. Not sure how confidently I can say the same guaranteed thing until someone catches on 😅
No. No I did not. I went towards adaption and tradition both games. The difference was what factions I started with.
Both games I developed Dust Coal Mines. Biowaste Hothouses. Untreated Sawmills. By the time I built the Council, I get maybe one or two votes before a faction spawns.