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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1747542 times)

Aedel

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2340 on: May 18, 2016, 06:32:15 pm »

I think its a display glitch because space amoebas have no valid faction?  So it just displays whichever one is position 0 on the factions list or whatever.

The real test, if you care, would be to keep the amoeba alive, uplift the civ, and then integrate it.  If the faction really does control the amoeba you should gain control of it.

You do. I've done it before.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2341 on: May 18, 2016, 07:28:28 pm »

They eventually increase in tech levels but it takes a long, long time. Unfortunately you can't uplift them just enough to infiltrate, so you either have to hope that the RNG smiles upon you or suck it up and make them a Protectorate.
I know that you can uplift species in order to make the Vassals, and from there you can eventually annex them completely (it takes a very long time). How do Protectorates work? Can I eventually integrate them into my empire?

Basically I'd like to avoid simply conquering them completely (making them angry at me) or wiping them out (making everyone ELSE angry at me).
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USEC_OFFICER

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2342 on: May 18, 2016, 07:34:08 pm »

Protectorates into Vassals once they have researched 40~50% of the tech you have, and get bonuses to researching stuff you already know. However you can't integrate them while they're still Protectorates, so you have to wait until they turn into Vassals. In other words, uplifting them and waiting a long time to annex them is your best bet here.
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flabort

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2343 on: May 18, 2016, 08:54:22 pm »

Just won two simultaneous wars against other empires, but one of the" fallen empires" decides to take action and declare war on one of my allies, because my allies were researching AI, sharing borders, and had conflicting beliefs (almost complete opposites). Suddenly, despite the fallen empire being all the way across the map from me, overwhelming fleets all throughout my own empire's space. Most of which with a higher power than my highest power fleet, and there were like 6 of them in my empire alone; my allies were also under attack at the same time.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2344 on: May 18, 2016, 09:42:54 pm »

So I got into a war with my neighbors, who were encroaching on my own space and had similar tech levels to me. I captured a couple of planets in the fighting, but now things are a bit off-kilter. The pops of those new worlds are very VERY unhappy with me, and only part of it is due to being conquered. Their government ethics mean that they strongly dislike many of my policies and so happiness is basically in the toilet.

However, I want them in my empire so that they can serve as colonists for worlds that my own species cannot handle. Thus I need to go about changing their ethics. Will a couple of Re-education edicts help them see my point of view, or should I just let them sit and wait for a while until they come around?
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Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2345 on: May 18, 2016, 09:53:01 pm »

-10% ethics divergence is huge, definitely pass those edicts. Propaganda broadcasts might also help keep happiness up a bit if you're not leaking influence somewhere.

If you can get orbital mind-control lasers you'll be golden.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2346 on: May 18, 2016, 09:57:19 pm »

I don't have orbital mind-control lasers, but I will def get those edicts running.

The only reason I wasn't sure whether to use them or not was because I thought that perhaps they would actually clamp down on ethic-changing. Useful for keeping your own pops in line but terrible for actually changing anything.
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Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2347 on: May 18, 2016, 10:01:12 pm »

Yeah, that's not really well-explained. Negative divergence makes pops drift towards your governing ethics.
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Neonivek

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2348 on: May 18, 2016, 10:14:33 pm »

Yeah, that's not really well-explained. Negative divergence makes pops drift towards your governing ethics.

It helps that it is currently somewhat broken and will be fixed in June.
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Man of Paper

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2349 on: May 18, 2016, 10:44:21 pm »

When I conquer worlds I tend to enslave them, let them rebel, squash them again but don't enslave them, and then carry on with galactic business as usual. For some reason they don't seem to rebel again before their happiness kicks up a few notches. Dunno if it's a bug or not, but it does make some sense. I essentially broker peace by agreeing to free them so long as they swear fealty.
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Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2350 on: May 18, 2016, 11:10:59 pm »

Been having a much better time now that I found a mod that fixes the combat balance so that there are viable options other than doomstacks of evasion-capped corvettes. Also so that carriers actually work, and certain weapons *cough*torpedoes*cough* are less binary in their usefulness.

Honestly though I'm tempted to just mod the core planet cap up to a few hundred or something, because the automated sector governor AI is fucking retarded. Caught it doing stuff like moving population off of the planetary capital, building basic farms on every tile including stuff with +2 and +3 bonuses to other resources (even though I've got it ticked to not do that), &c. For now I'm cycling worlds through direct control so that I can build them up completely and then dump them into a sector.

Had a funny thing happen, though. Early on I found a combat AI through an event. It immediately got turned into an admiral... and then about a year later it got itself elected President. It proceeded to get reelected for something like fifty years straight, right up until I was on the brink of declaring war with the main enemy federation, at which point it promptly lost an election, presumably because it wanted more combat experience. Nope, no electioneering by the sinister alien AI going on there, no sir.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2351 on: May 18, 2016, 11:20:38 pm »

The conversion plan is going less than well. Despite educational edicts and peacekeeping forces on the ground, every single alien pop wants to return to their former empire. They're refusing to work in the meantime, and occasionally commit acts of sabotage.

The rival empire is further annoying me by building outpost stations probing towards my territory. I'm about ready to just launch another offensive and conquer them completely. Only thing holding me back is the realization that I'd then have 5 planets full of rebellious aliens to deal with rather than 2.
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NullForceOmega

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2352 on: May 18, 2016, 11:26:49 pm »

It is generally best to not get greedy with conquests, secure your borders, lock down for a decade or two and get those pops under control (it takes a long time when their ethics are very different), then tear your neighbor to pieces.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2353 on: May 18, 2016, 11:33:43 pm »

Oh, my borders are fairly secure. I have three fairly powerful fleets roaming around, battling space monsters and generally making sure that no one causes any trouble. I just need to consolidate a little and wait for the aliens to quit fussing about being essentially second-class citizens :P
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Shooer

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2354 on: May 18, 2016, 11:34:02 pm »

Like I said before, revolts are broke right now.  It's just WAY to easy to defeat the defense armies that are created, even with just assault armies.

If you didn't know when a faction revolts it just spawns a number of defensive armies equal to the factions pop on that planet.  You have a planet with 12 pop about to revolt?  Have 18 assault armies in orbit to reinforce the 8 you already had on the ground.

Once you can start making genetic legions you can just drop 3 to take down 8 or so defensive armies, probably more.


The real only problem you face is the loss of production on the planet with the faction, but I accept it because what conquered population wants or even can immediately start working efficiently for their new overlords.
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