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Something very odd is when you granted agenda to Faction X, X proposed a law you don't want. Then you negotiate with other to vote against it. X won't lose trust in you but gain trust in you because you let them propose it. They don't care the result, they just enjoy voting!
Democracy is indeed too easy in FP2.
Trivializing trust is a massive boon because you:
- no longer have to worry about one of the only two potential lose conditions
- get to spam demand funds from every faction because relations are no longer relevant
- get to spam rush research indiscriminately and get it done much faster
- get to spam buildings that normally tank trust but got no disadvantages anymore
- get to benefit from all the bonuses that have periodic deaths side-effect
Faction relations are meaningless. There's no point to keeping them happy because most of the perks or abilities they give you scale poorly into late game and can't ever hope to outweigh the benefits I listed above. And for some of them like Icebloods the rewards stay with you for the whole game, so there are no drawbacks to getting rid of a faction after it's served its purpose.
There is no damage from guided voting to speak of, because the worst thing they could possibly do is a civil war, at which point you round them up in pen and wait until they freeze. Indeed, the Order path is the optimal one, because even if you go banishment and keep the one currently loyal to you around, the relations will eventually tank anyway as a result of deaths, unless you go out of your way to maintain them. And in the late game when you have multiple colonies, you want to get rid of annoying micro as much as possible.
I agree with him.
I have played both styles, and various mixes of the two in utopia mode, and there's truly no one way to get results. It boils down to play style. I am currently doing a highly optimized Adaptation run where all 5 of my factions love me while I run exclusively off of steam and my Tier III adaptation generator. I don't need to control council votes because trust is a non issue and they aren't even fighting with each other when I lock in a Cornerstone.
But that's MY play style and it works for me in a highly efficient manageable way.
If you want or feel you need to Captain up because you don't want to care about trust, faction happiness, and dealing with population death (my answer is just don't let them die in the first place..?) because you love the bonuses that generally result in people dying (or you need people to die because food shortages..) then that's also completely valid and a strategic way to play!
Isn't that great? There's no "you must go this route or perish!" going on here. And frankly I admire that.