How to Authoritarian in 2.2

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evilcat

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Jul 24, 2015
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Does anyone has some success and tips for playing Authoritarian Empire in 2.2
I had some success with Egalitarian Democracy.
But Authoritarian was fail for me, since that required a lot of moving around my main specie to support enforcers and administrators.

Which ethics, traits, civics, and what is general strategy?
 

Pootino

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I've build a single enforcer building during all my 2.2 games, and only because it was on a 200+ pops ecumenopolis and I was rping as a totalitarian empire with little commerce. Why would you even need to move around your specie?
 

evilcat

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I've build a single enforcer building during all my 2.2 games, and only because it was on a 200+ pops ecumenopolis and I was rping as a totalitarian empire with little commerce. Why would you even need to move around your specie?
It seems that conquered planets and other specie pops do not upgrade to specialist.
So i need to move my original pop to fil the spot of administrators.
And planetary capital provides one enforcer job.
There is some policy to allow foreign species to be stratify society?
 

AlknicTeos

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I play authoritarian together with xenophobe and spiritual. At begin the stratified economy helps to reduce consumer good needs. At begin I build 4-5 science ships and after that I switch trade policies to Consumer benefits. First target size is about 20 planets with > 60% habitility and a system size of about 60-80. Together with byzantine bureaucrazy and some traits I reduce housing needs to 65%. Build stuff to increase amenities modifiers. And target to research. In the attached save you can see an awfully slow game in 2461. I changed that the precursors always give a fen habbanis system and nanite worlds are even without grey tempest terraformable. You want fen habbanis very hard. An arcology world is that op. I moved my whole consumer goods and alloy production to those planets, leaving more space for science.
I also resettle very much
 

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evilcat

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What with slaves. How can we get slaves from other species? Can we have proper slaves or they are like residents with stratified society too?
There are other empires and pops who i need to joint to my empire to save their citizens from devouring swarms and bad AI.
 

Pootino

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It seems that conquered planets and other specie pops do not upgrade to specialist.
So i need to move my original pop to fil the spot of administrators.
And planetary capital provides one enforcer job.
There is some policy to allow foreign species to be stratify society?

This shouldn't happen, are you sure not to have accidentally set all alien species to slavery?
 

AlknicTeos

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... I purge them slowly. I made a superior race with about 8k pops of them, and purged for sure 1000 pops already. But the first 150 years or so I was in peace and then conquered a fallen empire. Maybe make some commercial pacts, especially to one megacorp civ, to get corporate buildings. Those buildings bring advantages to the corporate civ, and you get some jobs ... sadly to often only clerk jobs, but I want a corporate civ on my planets , ... sadly my corporate has stopped to expand in my civ with branches.
 

evilcat

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This shouldn't happen, are you sure not to have accidentally set all alien species to slavery?
I did, but not by accident. Generally the idea was to enslave other species.
But it seems to not work that well due to population managment.
So it is better to use strated society + residency + soldiers only?
Are slaves good for anything?

Slavers Guilds, allow to dedicate only 40% to slaves and rest are citizens. That could be good for conquering alot.
 
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AlknicTeos

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undesireables count as pops for building slots. So missing 4 pops to get the increase from a colony to a +10 pops planet, just move some undesireables in, maybe also some more than needed, 'cause when the pop counter goes down, then the main building upgrade can be aborted, when falling below the treshold. But when its built it can't be lowered by missing pops. But for example you have 20 citizen and 40 undesired , and building at slot for 60ty pops, and you purge them faster than the growth is, then the slot disappears again, and the building is a ruin which can be repaired later, when the pops are enough again

edit: usually undesireables dont need housing or food ... yes, I'm a terrible person in games
 

Pootino

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I did, but not by accident. Generally the idea was to enslave other species.
But it seems to not work that well due to population managment.
So it is better to use strated society + residency + soldiers only?
Are slaves good for anything?

Slavers Guilds, allow to dedicate only 40% to slaves and rest are citizens. That could be good for conquering alot.

On a purely meta level it's just better to put them on full rights or residency since Authoritarians only care that everyone has stratified economy or is a slave. The bonus to slave production is really low compared to the one on high stability and the issues with slaves, expecially when you enslave an entire race, are much, much higher than those with just stratified (which btw has barely any issue at all)
 

Slynx

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Does anyone has some success and tips for playing Authoritarian Empire in 2.2
they are awesome in 2.2
you can resettle pops into a new planets removing the debuff to growth.
you can conquer and resettle everyone (thus removing unneeded planets that'll be hard to defend)
you can fix unemployment or migration with a simple restrictions.

as for ethics\trait\civics:
unless you're xenophobic I suggest you not to take slave guilds. cuz you'll get flat 40% of your pops as slaves with no ability to control it. better enslave someone else or buy slaves in the market.(then you'll be able to control the exact number of slaves you need)
other then that everything works fine. ofc spiritualist if you pursue psionic. materialist if you pursue synthetics. and xenophile for bio ascension + xeno-compatibility combo.

as for moving and enforcers - you don't have to move at all. that's not mandatory (though sometimes it's beneficial to the empire). and you don't really need to fight crime. even if you have 100% crime - it's not that bad. but if you're really afraid of any sort of crime - I suggest to take psionic ascension(an therefore spiritualists). their anti-crime buildings gives a huge amount of crime reduction.
 

Slynx

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even on grand admiral strategy to win is usually the same.
tall or wide doesn't matter as long as your economy\fleet(cap and actual built ships)\science constantly grow.
in my recent games I prefer semi-tall with slavery - conquer enemy and you have a lot of free pops to build more buildings on every planet(especially if you've reached ecumenopolis). though you need few food and mineral focused planets for it to work. start with 4-5 science ships and map the stars to get a lot of anomalies (research them later) with luck it may give you free ships or resources. colonize nearby planets(at least 1) ASAP. then focus on science and fleet(I tend to go for twice the fleet cap early game - it's like 3-4 full corvette fleets). if you have a neighbor nearby - kill it asap(before 2220 or he may become too strong) to start snowballing, otherwise try to be as peaceful and friendly as possible . as for ship designs - missiles suck. so either a mix of kinetic and lasers or full disruptors. build Destrs only for PD. and skip cruisers entirely

on default galaxy settings my milestones are year 2270-2300 - leviathan hunting, 2320-2350 - killing khan. year 2350-2400 - killing all FE\AE then 2400+ crisis wars. after that build colossus for an easy total war against everyone (you don't have to use it. only to build to unlock the war type)

and if you'll be lucky as in most of my recent games - when the galactic market will establish AI will tend to sell a lot of slaves on it (just buy 1, wait few days and another will appear). thus you can fill planets even quicker. but you'll need to take care of energy and food first.
 

MAHak

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Slynx

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well...leviathans are 15-60k fleet power I like to go safe with 30+ and a curator buff
when I last saw khan he was 60-100k. but the problem is not to kill him. but to trigger his spawn. that's why it's so late.
FE are usually around 200k AE - more, but since it's ai they make stupid mistakes, like splitting fleets. the reason to kill them usually because they decided to place their capitol on my territory without asking my permission(and it doesnt' matter that my empire doesn't existed that time). also there is nothing else to do (2.2 ai is disappointingly stupid so you're already superior\overwhelming to everyone) and the lag makes the days go so slow, so why not to wage a war?
alternative tactics would be to wait for a crisis and let AE help you.

and don't forget. these are my milestones. so they are not set in stone and apply to every other empire.
 

Xaelyn

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If you don't want to ressettle your primary species to newly conquered planets set the conquered species to residency and stratified living standards and disable pop growth for them. Your own pops will start growing on the planets and once you have enough of them you can switch the conquered species to slavery. Build droids to take over the simple specialist jobs if you want to speed up the process.
 

evilcat

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If you don't want to ressettle your primary species to newly conquered planets set the conquered species to residency and stratified living standards and disable pop growth for them. Your own pops will start growing on the planets and once you have enough of them you can switch the conquered species to slavery. Build droids to take over the simple specialist jobs if you want to speed up the process.
That is some good advice.
Having other species on residency and stratify society is good. If specie is crappy and we dont need it for anything then population control.
Very strong specie for battle thralls always good.
Apparantly there is not so many pure slaves in authoritarian empire, however specie with same climat as main specie is ok for slavery.
Not sure about civics. Mining Guilds + Aristocracy? Noble giving stability transfers into more output of everything so that is something to consider.
 

EvilKnievel82

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Syncretic Evolution still works very well with authoritarian. Make the secondary species your basic resource species (industrious with bad leader traits) and enslave it and the primary species specialist/rulers. You can also make both fast breeders. I choose technocracy as the second civic, but there are probably better choices.
 

Xaelyn

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That is some good advice.
Having other species on residency and stratify society is good. If specie is crappy and we dont need it for anything then population control.
Very strong specie for battle thralls always good.
Apparantly there is not so many pure slaves in authoritarian empire, however specie with same climat as main specie is ok for slavery.
Not sure about civics. Mining Guilds + Aristocracy? Noble giving stability transfers into more output of everything so that is something to consider.

If the species makes poor slaves you can eventually purge them once enough of your good slaves have grown on the planets, though genemodding them is probably a better use of them unless you are exploiting purge stacking.

Syncretic evolution is a great pick, though barbaric despoilers is probably stronger. Aristocratic is must as well (though it doesn't jive with thrall worlds), I think mining guilds can wait for your third pick because I haven't found minerals to be too hard to come by until you really start cranking up the alloy production in mid to late game.
 

evilcat

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Not sure if Syncretic Evolution is good in 2.2
Now we need not only minerals but alloys and civic goods. So Syncretic race will work only for 2/5 of base goods (food and minerals yes, but not energy alloys, goods)
Also there is long qeue of races to serve as slaves, so it does not affect all slaves but only some.
Mining guilds are good at start, to catch up with buildings. However probably could be switched off after 100 years. Nevertheless it is 1/3 less pop on minerals to use on something else.