Went and looked rather than ask again. Parties are traits, the way I guessed, and they sit in PoliticalPartyTraitDefs.xml under Data\Gameplay rather than anywhere near the government defs. The file is a UnitTraitList against the same trait schema everything else uses. Each party is an ordinary UnitTrait with its UnitTraitType set to Party , a ForPlanetaryCitizen flag and a stat block. Four shippe
orion
Thanks, that is a straighter answer than I expected to get. Modify but not add covers most of what I actually wanted. What makes a government feel different is mostly the numbers and the unlock conditions rather than the frame around them, so if those are reachable I can work with it. The half that did not get covered is the one I am more curious about now. I have been through the gameplay defs a bit since I posted and the party side looks like it sits on the same trait system
The thing that makes this frustrating from where I sit is that it is mostly a content problem rather than a systems one. Planet types, features and the survey results are all things the game already knows about a world at the point it shows you the screen. Nothing new has to be tracked to say something about them. What is missing is somewhere for the writing to live and a rule for picking which line to show. That is the part I would want opened up, because if the text were data driven
Question from the modding side: are the new governments data driven the way policies are, or is a lot of this hardcoded? Being able to define a custom government with its own screen and its own resource would open up a lot. If the screens are fixed then were limited to reskinning the ones that shipped, which is a much smaller sandbox. Also curious whether the party and senate side is extensible or whether those lists are closed.