Faction Rebalance
So I noticed that when I was playing the game I would ignore factions, and I didn't really like interacting with them at all. This is a problem since the faction mechanic should be interesting and fun. Overall, my estimation of the problem was that factions would give too many kinds of modifiers and the privileges were not impactful enough to make a significant difference and justify their cost. In order to change this, I have done the following.
Factions now give a single very powerful modifier scaled by their power and loyalty. If they are disloyal, the modifier in question will be negative.
Faction privileges now capped by the strength of the faction
Faction privileges cost increased by 200%
Faction privilege power and loyalty benefits increased
Faction privileges now only give 1 or 2 large modifiers scaled by the same factor as the main modifier.
Privilege Grant cost modifiers from government reforms replaced by effect multipliers for factions
Changelog
Fixed AI aggro (bugged blockade mechanics prevent AI from attacking)
Multiplayer: Country formation works correctly
Multiplayer: Prestige and victory works correctly
Multiplayer: Remote players can now give privileges
Multiplayer: Situations should now work correctly
AI Servers now have the correct icon
Removed Chromite deposit. All previous references to chromite deposits now refer to chromite resources.
Most project build cost multipliers (positive and negative) have been flattened by ~50%
Integration cost increased to 2x
Education and government costs increased
AI will now create organizations if a high rank GP and not already in one
