

I chose the Ecologist as the main party for the +15 happiness bonus, and the other 2 parties will be the Industrialists and the Scientists so the first 3 enacted laws will be New Colony Rule, Dirty Hands Act, and Green Fertility Bill, but later the New Colony Rule will probably be replaced with Mineral Misers Act. Also, I didn't have room for any traits that boost happiness so the +1 happiness per pop is quite useful. So, if they're going to have so much influence then I want them to have as many law slots as possible, and that's why I chose Democracy as the government type. The main strength of this faction is that they have a lot of influence, which they can use as a replacement for dust, industry, and science. These are the traits that I chose for the United Empire faction, in order to make them more challenging, on Endless difficulty: Most of us know that a faction with Ship Bound and Riftborn affinities is overpowered but it doesn't make sense thematically, and the AI isn't good at abusing those traits, so I'm going to follow the original theme, of the respective faction, while making slightly better choices. The chosen traits must have mechanics that support the original theme of the faction.One time, I played a game where the closest source of Titanium was from my neighbor's home-world so, from now on, I want to avoid this situation. Everybody gets a Titanium Mine on their home-world for the sake of fairness.Nobody can use the Constructionist trait because then I would have to give it to everybody since it's so powerful.Everybody starts on an Atoll (15 pts) or Jungle (10 pts) planet because they have the best industry and industry is very important at the beginning of the game.I've been playing ES 2, for the last few months, against custom factions that followed these rules:
