Stellaris: Paradox Grand Strategy in Space

That's called a dictatorship. Systems that make decisions based on the will of the community are communa.

Exactly how an election works then?

Okay going by game mechanics then, so collectivism is actions which lead to much higher ethics divergence due to low happiness rebellion and eventually the community splintering?

Srsly how does individual making decisions = communalism, community making decisions = indivdualism. Make the bare minimum of sense.

You know, I'd love to break this down for you, but I need to unfuck this mess I've turned my game into, so I'll make this short.

At it's core, you are mixing things up. the Individualist/collectivist divide is about the way the state acts, not who's calling the shots. In an Individualist empire, the individual pops have alot of freedom. Freedom to move around, freedom to determine their leaders, etc, etc, whereas in a collectivist empire the efficiency of the state is more important than the wellbeing of the individual pop, ie each pop is a cog in the machine and their individual wellbeing/happiness only matters in so far as they impede their function within the machine.

Also, the individualist you are describing is anarchy, which is not represented in the stellaris ethics map at all because, hey guess what, being against all authorities doesn't work in a game where you are playing as the authority.
 
Nope theyre inherently communal due to being built from the ground up to represent the will of the people, not person the people, a dictatorship is inherently individualist as it raises the power of an individual over the group.

No. Democracies guarantee the rights of the people, that's why they are individualistic, and that's why Individualism in game locks you out of forceful policies like forced resettlement or forbidden migration.

I didn't get a ringworld out of it but their capital has 312 energy production by itself.

Did you remember to susbtitute one of the ancient buildings with a power hub? You can get even more than way.
 
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freedom to determine their leaders,
They dont though the collective selects their leaders through an election.
ie each pop is a cog in the machine and their individual wellbeing/happiness only matters in so far as they impede their function within the machine.
And each cog is as important as every other cog no one cog shall be treated better or worse than another, nor shall one cog weild power over another.
Also, the individualist you are describing is anarchy, which is not represented in the stellaris ethics map at all because, hey guess what, being against all authorities doesn't work in a game where you are playing as the authority.
Nope i was describing a dictatorship, one individual wields power because they are the "best" individual or the individual best suited to ruling.
No. Democracies guarantee the rights of the people, that's why they are individualistic,
I dunno, declaring that in the eyes of the law every citizen shall be treated the same, doesnt sound like exalting the glory of individual.
and that's why Individualism in game locks you our of forceful policies like forced resettlement.
Which is one of the things in the game i was complaining about. :mad:
 
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Ive really only encountered one place that matches stellaris portrayal of collectivism vs individualism and that's randian works.
 
And each cog is as important as every other cog no one cog shall be treated better or worse than another, nor shall one cog weild power over another.

No, each cog goes where it produces maximun efficiency. If the state decides that place is a mining gulag in tomb world #1137, that's where you are going to be. Collectivism is all about 1984 style goverments. it's special building is the ministry of benevolence.
 
Funny things about Stellaris: Never actually bothering to look at your allies' worlds before now, only to discover they have synths, and haven't given them any rights at all whoops they did give them citizen rights my bad.

By the way, said allies are in the middle of my empire.

EDIT: I went and checked, and apparently several other empires also have synths. Going by the species breakdown, there are about 86 synths in the galaxy.

DOUBLE EDIT: Finally spots the little spot of Unbidden halfway across the galaxy

Apparently my allies are the only ones who have given synthetics citizenship actually
 
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Half synths of my empire decided to migrate to the same planet, simultaniosly.

Suspicious.

(Joke is on them, though, i filled that place with very strong gene soldier riding Xenomorphs)
 
Don't play Spiral.

For MP, I cannot stress the importance of playing Elliptical enough. It's not perfect but at least you aren't immediately and irrecoverably fucked by a bad starting position.
Yeah I neeeded the warp upgrade to get more then 2 new system, as for example the second colony that should be habitable? Was outside my range so I only had a single colony. Heck in the pirate event the pirates which spawn in a neighbooring system started somewhere where they could not reach me and fought others players.
 
Finally got battleships. Which coincides with the cold war I'm having with my former ally, I've gone from 1k fleet to 5k before my BB has finished and they've keep pace in numbers, but not tech. Bird ships are pretty good looking.

The BB is going to be my ace, it has a module that adds a -15% firerate malus to enemy fleets it's in combat with.
 
Efficiency for what? Who decides the goals of the state?

Well, that obviously depends of the goverment type, not the ethic. Maybe it's the Party. Maybe it's the ant queen. Ultimately it's irrelevant.

What matters is that individualist POP's prioritice themselves over the State (And therefore, they are unhappy when they are denied voting/transit/wharever rights) while Collectivist POP's are ready to sacrifice themselves for the common good. (Fanatic collectivists are completely ok with being slaves!)
 
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About the original topic of argument: "Pdox hates collectivism".
You'd think that, then you'd notice that individualism is the world ethic in the game by a long shot. Why? Because you can't keep it. Individualist pops have increased ethics divergence, which means increased chance of losing individualism. Fanatic individualists will reliably lose it even when on the homeworld.

In short, it's equivalent to not picking an ethic for your pops but placing limits on your governemnt. IE: Terrible.

Materialism and spiritualism are the top tier, btw. Happiness and research builds are where it's at. I go research build because research builds can duplicate any other build given time.
 
Well, this is going to suck:



Edit: Tried to sneak past their fleets to blow up the portal, but got caught.

Did take out a 17k stack with my own 17k stack, but that was my entire fleet, so got a bit fucked when three more 17k stacks showed up.

Ah well, the game was fun while it lasted. Although not being able to declare war on them and thus being able to hit them with the entire federation is indeed retarded.
 
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Patches Clarke, Asimov, and Heinlein Announced
Next three updates for the game will be:

"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn't tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.
"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
  • Tributaries: New diplomatic status and corresponding war goals.
  • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
  • Defensive Pacts.
  • Harder to form and maintain proper Alliances.
  • More war goals: Humiliate, Open Borders, Make Tributary, etc.
  • Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
  • Diplomatic Map Mode. Much requested!
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past "Asimov", I can't give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the "Heinlein" update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded "treasures", mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.


Clarke is end of may, Asimov is in June, Heinlein, who knows. All will be free.
 
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You'd think that, then you'd notice that individualism is the world ethic in the game by a long shot. Why? Because you can't keep it. Individualist pops have increased ethics divergence, which means increased chance of losing individualism. Fanatic individualists will reliably lose it even when on the homeworld.

Yeah that was stupid.
 
Uh, is this why the Unbidden have stopped expanding? Because currently in my game (I reloaded) I'm leaving them alone but they're not doing anything after I smashed the fleets that came to attack me.

I have used console to observe Unbidden behavior; they may be building military stations. They tend to build 3 per system. They might be constructing stations.
 
The Cybrex precursor chain is annoying because for whatever reason the Living Metal resource can't actually be mined. It shows up when I actually select the relevant section of their shattered ringworld, it just can't be interacted with. I wonder if this has something to do with whatever is preventing the chain from removing itself from my special projects list once resolved.

Same thing with another chain I got involving ancient drones on a world I colonized; all of the resulting modifiers popped on the barren moon of that colony, making them worthless.

I also found that I couldn't modify one of the species in my empire because I didn't own their homeworld, but a war fixed that problem.
 
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