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IronChance

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Nov 2, 2006
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I've only played a few games so far, but it seems like I always drift into Anarchism. I like to start the game by expanding fast, staying out of wars and pumping up the economy - all of this seems to swing me to Anarchism. This turns really ugly when my rapid expansion brings me into wars and I find I'm trying to gear up to a war economy with a slashed tax base and morale hits.

Do I need to radically change my opening strategy or is there some minor tweak I can apply to keep me out of Anarchism?
 
Anarchisem isent a bad thing in SotS 2 its just a form of Goverment ( i know ironic) many players drift in to it. You dont need to worry about it normaly.

But if you want to stay out of it you should pay attention to your decisions and what they do. So you maybe got to change your starting strategie. But my advice. Pay the Goverment no mind.
 
I think Anarchism has some pretty good points, really...certainly there are worse options.

But I have the same tendency to slide down the government grid constantly. I'd be very interested to hear what sorts of strategy lead in the authoritarian direction, because while I can sometimes pick up more or less economic liberalism I've no idea how to avoid steadily dropping authoritarianism.
 
Morale-wise, it's great - as long as you're at peace or in a relatively non-violent state of war, but the huge cut to the tax income is more than I care to play with, so I'd rather stay away from it. I wish there was a table somewhere that shows the government steps associated with all actions. I don't mind experimenting to find out, but I'm too lazy to fully catolog it. ;)
 
you see what decisions do in the same screen you see the typ.

You are aware that changing your goverment realy will change your style of play. Could even feel unnatural.

I once driftet to authoritarianism. On the Bridge map i was going for weapon techs and naval stations wehre ever i was able to. And when i lookt at my goverment it was Authoritarianism. Also not using the Stimulus will drift you to the top. For many decisions that dont lead in to anarchisem i realy see no viable option right now. I hope they will tweak this. After all basic actions like building naval stations should not have sutch a huge impact ( every governet will need them ther is no way around that)
 
How to leave anarchism - build colony ships, enough of them (my guess is 20-30 to move from middle to left edge) and you will move to cooperativism. I prefer it because it has +15% tech bonus to everything. Other option is using colony fleets and supporting undeveloped worlds, much slower than spamming colony ships, but depending on size of your fleet might be cheaper (and you get new colony in return). Last easy option is building freighters, doing it yourself moves you to the left, using stimulus and having civilians do it moves you to the right. Some modules on space stations are influencing it, but as it's not possible to spam space stations I do not consider it a valid option for government manipulation.
To be honest, entire idea seems bit weird to me. Telling people where they are supposed to live is opposite to authoritarianism... many actions are just bit random like building this module will move me this way and building other module will move me in other direction, both modules are needed for station to work and both would be build by pretty much anyone, so why do they influence anything?
IMO governments should be based on constant actions and the one-time ones. Liberalism slider could be affected by amount of money spent in civilian sector, no money - slider goes to left, around 25% balance and more than this moves slider to right.
Authoritarianism could be affected by closed/open system showing that open systems are more about personal freedom etc while closed ones are police states.
The one-time effects should be major events like declaring a war which could affect authoritarianism based on relations before war (less people will think you are evil dictator when you attack someone not liked), obtaining trade treaties, alliances, conquering/assimilating neutral powers, pretty much things that cannot be spammed like building 100 colony ships to move from 'money' government to 'morale' government overnight.
 
I'm noticing no mention in there at all of how to get out of the anti-authoritarian end of the board. Drifting left or drifting right is relatively straightforward, if a bit forced at times, but how do you move up?
 
I'm noticing no mention in there at all of how to get out of the anti-authoritarian end of the board. Drifting left or drifting right is relatively straightforward, if a bit forced at times, but how do you move up?

I just learned you need to make your systems CLOSED. Where you are controlling populations and close any potential of civilian interest in building items for you (from stimulus). In the star map, you will notice when you left click on a system - there is an option to open or close a system - an "open/close" button. The default setting is open - which means alien cultures can start to populate your systems. Trade is determined by the number of civilians you have in a system with a civilian station with a freighter. Some races have different climate tolerances than others. The Tarkans tend to like hot and dry climates - while the Liir's enjoy oceans and damp climates. As a result, if you are a Tarka and ally your self with the Liir you will notice Liir colonist's appearing on your colony worlds and going above your maximum total without negatively effecting moral and your biosphere as much. This happens if you leave a system in the default "open" status. Likewise, if you pump money in your stimulus you will also notice civilian interest in building items for you. You can prevent this, in systems you own by closing the system off.

The simply answer: The closing of a system will move you up. Opening of a system will move you down. Since the default option is open and thus you move down.

Left and Right is controlled by production vs trade.

The easiest way to move left and not right is to skip trade and pump everything into construction and production and it will tend to move left. Likewise, establish trades - create provinces and trade routes and you will tend to move right.

There are several other actions that will move it left or right and up and down than what I just mentioned - but this is the basics 101.


An easy way to move top left is to close every system and skip trade completly. If you want to move bottom right then get trade early and keep all your systems as open. Just remember, the default option is OPEN - so you will tend to move down and if you are a war monger building tons of stuff and dabble in civilian stations and trade - then you will tend to move towards anarchy.
 
I just learned you need to make your systems CLOSED. Where you are controlling populations and close any potential of civilian interest in building items for you (from stimulus). In the star map, you will notice when you left click on a system - there is an option to open or close a system - an "open/close" button. The default setting is open - which means alien cultures can start to populate your systems. Trade is determined by the number of civilians you have in a system with a civilian station with a freighter. Some races have different climate tolerances than others. The Tarkans tend to like hot and dry climates - while the Liir's enjoy oceans and damp climates. As a result, if you are a Tarka and ally your self with the Liir you will notice Liir colonist's appearing on your colony worlds and going above your maximum total without negatively effecting moral and your biosphere as much. This happens if you leave a system in the default "open" status. Likewise, if you pump money in your stimulus you will also notice civilian interest in building items for you. You can prevent this, in systems you own by closing the system off.

The simply answer: The closing of a system will move you up. Opening of a system will move you down. Since the default option is open and thus you move down.

Left and Right is controlled by production vs trade.

The easiest way to move left and not right is to skip trade and pump everything into construction and production and it will tend to move left. Likewise, establish trades - create provinces and trade routes and you will tend to move right.

There are several other actions that will move it left or right and up and down than what I just mentioned - but this is the basics 101.


An easy way to move top left is to close every system and skip trade completly. If you want to move bottom right then get trade early and keep all your systems as open. Just remember, the default option is OPEN - so you will tend to move down and if you are a war monger building tons of stuff and dabble in civilian stations and trade - then you will tend to move towards anarchy.

Yea you need to do all kind of stupid things like close your systems and dont build Alien habitation on your stations ( man why would you want to do that having aliens habitations only brings you bonuses). Imo the effectiv playstile is just going to the bottom right. Maby we should make a brainstorming and post it to the Kerberus forums.
 
Yea you need to do all kind of stupid things like close your systems and dont build Alien habitation on your stations ( man why would you want to do that having aliens habitations only brings you bonuses). Imo the effectiv playstile is just going to the bottom right. Maby we should make a brainstorming and post it to the Kerberus forums.
I don't think it's an accident that the 'effective' playstyle (which I practice too) of maximizing trade revenue by stimulus gets you to the government type about trade and freedom. And if you get there and kind of wish you were getting a different government's bonuses? Even better.

I don't know whether authoritarian strategy is any good. I suspect that the intended balance is for freedom to be generally stronger in peacetime but potentially at a disadvantage in time of war...so you react to the war by locking down systems which need more protection or which have morale problems, and slide up-board toward authoritarian systems.
 
I don't think it's an accident that the 'effective' playstyle (which I practice too) of maximizing trade revenue by stimulus gets you to the government type about trade and freedom. And if you get there and kind of wish you were getting a different government's bonuses? Even better.

I don't know whether authoritarian strategy is any good. I suspect that the intended balance is for freedom to be generally stronger in peacetime but potentially at a disadvantage in time of war...so you react to the war by locking down systems which need more protection or which have morale problems, and slide up-board toward authoritarian systems.

No its not an Accident

But it reacts to fast. I mean what other choic do i have then to Upgrade my stations? Many of the upgrad that drifts me towards anarchisem are medatory to upgrade. I guess you could play without stations .. nah its not realy an option ^^ I think it should be more about the big decisions. Like "do you use stimulus for colonizing" that says somting about your goverment. And not "i build scanners on a station that i needet upgradet i am an anarchist".
 
No its not an Accident

But it reacts to fast. I mean what other choic do i have then to Upgrade my stations? Many of the upgrad that drifts me towards anarchisem are medatory to upgrade. I guess you could play without stations .. nah its not realy an option ^^ I think it should be more about the big decisions. Like "do you use stimulus for colonizing" that says somting about your goverment. And not "i build scanners on a station that i needet upgradet i am an anarchist".
How much do you upgrade your stations? Which stations? It's not like you need a whole ton of anarchist sensor upgrades, really.

Honestly looking at my government change logs, adding modules to stations predominantly increases authoritarianism, though upgrading or building the station sometimes decreases it.

Oh, here's a relatively cheap way to increase your authoritarianism a bit: overharvest.

...Looking at that I have to wonder: why do supporting colonies and building mining stations with imperial construction fleets both increase economic liberalism?
 
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