How to Authoritarian in 2.2

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Xaelyn

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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.

Syncretics is a bonus to all job production now (trade and amenities not included due to paradox not coding them the same way as other resources), though they are barred from most or all non-worker jobs. Thus the boost applies to energy and even to natural rare resource production.

As far as consumer goods goes, the amount you save more than makes up for having lower production than some other options.
 

Belhedler

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How to Authoritarian in 2.2? With Syncretic Evolution, it's an insane self-sufficient empire. Maybe more than it used to be, at least for the economy side.

Government


Ethics

Something you must know is that Syncretic evolution + Xenophobe = serviles in slavery without the need for Authoritarian. If you choose Xenophobe over Authoritarian, be sure to set your Resettlement and Land Appropriation policies are set to Allowed for respectively your main species and default settings (other species than yours). Taking Xenophobe or not depends how agressive you want to be.

If you swap Authoritarian to Xenophobe, instead of 0.5 influence (1 for fan. authoritarian) and relocation for free (or it seems), you get the equivalent of Fast breeder (twice this effect for fan. xenophobe) for all your pops and a neat -20% to outpost cost (-40% for fan. xenophobe). Not shaby I'd say, so really consider carefuly your options.

Any flavor between:
  • Authoritarian/Xenophobe + Spiritualist (Sp) [tie between psi ascension and bio-ascension until I test it further]
  • Authoritarian/Xenophobe + Materialist (Ma) [bio-ascension, avoid robots - yeah seriously]
  • Authoritarian/Xenophobe + Militarist (Mi) [bio-ascension, you should also select military civics for sheer space superiority]
  • Authoritarian/Xenophobe + Pacifist (Pa) [this one is actually OK at some point but that's overall going to be hard past the expansion point]
Remarks:
  1. Xenophobe is pretty much OK at any point because you don't plan to have that much as it would broke your empire integrity. You will be more hated and be in wars though.
  2. Force any to fanatic level if want to [see strong combinations to see why fan. authoritarian or fan. spiritualist can especially be very powerful]
  3. Pacifist will hinder you
  4. Xenophile and Egalitarian are very bad
  5. Avoid anything else
Government Type

(by decreasing order of preference)
Oligarchic for Ma, Mi
Imperial, Dictatorial or Oligarchic for Sp
Pa: whatever is available

(yeah I know I am biased towards Oligarchic. Agenda is awesome. Tell me if you find better combinations)

Civics


Mandatory: Syncretic evolution

Additional civics, either:
  • Aristocratic Elite : comboes with Adaptative and higher habitability perks (see Special colonist section for more)
  • Citizen Service (AI) : rather later, good pick for militarist and warmonger of all sort
  • Cutthroat Politics : rather later
  • Distinguished Admiralty (AI) : rather later, good pick for militarist and warmonger of all sort
  • Efficient Bureaucracy : rather sooner, could be replaced later
  • Environmentalist : rather later
  • Exalted Priesthood (Sp) : boosts your unity production by around +50% at the start. I'm not sure how much it gives on a more longer term.
  • Imperial Cult (imperial Sp) : rather later
  • Inward Perfection (Pa) : akka the most insane isolationist combo ever
  • Functional Architecture : rather later
  • Meritocracy (oligarchic) : rather later
  • Mining Guilds : ok but not that mandatory now. Rather sooner, could be replaced later
  • Nationalistic Zeal (Mi) : rather later, good pick for militarist and warmonger of all sort
  • Philosopher King (dictatorial or imperial Sp)
  • Police state: you won't have stability issue at all, so only for the added unity. Not the greatest pick here.
  • Shadow Council (Democratic, Oligarchic or Dictatorial) : selecting your ruler remains a potential factor in optimization, having 75% of the price isn't cheap at all
  • Slaving guilds: ah well sorry it's not compatible with Syncretic Evolution any more. Well that was so broken after all.
  • Warrior Culture (Mi) : bomb all the way really. At one point, the increasing damage will do more than this perk.
  • Technocracy (Ma) : when I tested it, this thing seemed broken and it gave me +25% research output alone at the cost of a bit less unity and amenities but this build is high on these nonetheless so yeah I would definitely consider it if playing materialist.
  • Byzantine Bureaucracy : I dont think you'll need it considering the reduction from slaving and sheer amount of amenities you are going to produce, but that remains an option.
  • Merchant Guilds : could have some use
Strong combo
  • Imperial Cult + Cutthroat Politics
  • Parliamentary System + Cutthroat Politics
  • Authoritarian / Militarist / Xenophobe + Distinguished Admiralty + Citizen Service
Species

Main


Build

Let's go with a bit of theory first. This is the perfect call for jobs that are not related to raw materials:

Administration: Traditional(+1) + Charismatic(+2)
Clerks: Charismatic(+2) + Thrifty(+2)
Culture: Traditional(+1) + Natural Sociologists(+1) / Intelligent(+2)
Research: Intelligent(+2)

Then we have our Core build, either you focus on growth and economy and your core will be: Traditional(+1) + Charismatic(+2) + Weak(-1)

or you are interested in a short term research focus while either not going bio-engineering or forsaking the second generation of researcher in which case your core rather be:
Traditional(+1) + Intelligent(+2) + Weak(-1)

I'm adding weak as the least impactful for all government except militarist. If you choose militarist, you have to replace it with another one but it's going to have an effect on your empire one way or another.

IMPORTANT option

If you think unity is fine enough as it is for the early game or permanently (Sp I'm looking at you) and you're aiming for bio-ascension, take only Charismatic(+2). You'll follow the same guide but piling habitability, transveral and leader traits with the slots freed and points available. In fact, bio ascension yields many formidable uses regarding leader traits and probably surpasses Psi ascension considering the species modifiers alone (the Veil remains formidable on its own).

That means we have 8 trait points and 4 traits slots available to 'play' with, 2 coming in the early-mid.
  • Erudite will be taken for 2nd gen researcher as already stated in the guide. That leaves us with 4 points 3 slots. You could fill the gap with Robust(4) or any combination of a single Field expertise + 2 leader traits. It could be wise to take +15% Society here because we are going to gene-mod quite a bit.
  • Thrifty(+2) is granted to traders. That leaves us with 6 points 3 slots. Again you have quite the amount of choices from the core pops pool (see below) but Communal(1) appears like the best choice here because this pop speciality will be found only in very high density cities with very high concentration of clerks meaning you can expect quite a number of additional clerks from this trait alone which in turns means even more trade value.
  • The core pops:
    • If you need to add some punch to your leaders, that's here and now. Robust(+4), Quick Learners(+1), Talented(+1) and Enduring(+1) are your base pool. Considering you already have +50 life from Robust you may expect Enduring to not be that important. Or you could upgrade in two steps.
    • If you want to boost your armies, Resilient(+1), Strong(+1) or Very Strong(+3) are yours to take. As a pacifist or militarist, I would recommend Resilient(+1) here as having my colonies defending themselves the best they can is respectively my only war occupation or my failsafe if I cannot retreat my fleet on war campaigns soon enough.
    • You can also pick from the transversal traits: Nomadic(+1), Communal(+1), Conformists(+2), Conservationist(+1) are all decent options.
    • You could even add Traditional(1) as soon as you get your first point. That's actually a pretty decent option.
Special colonist:
  • Take Aristocratic elite as 3rd civics
  • Basic colonist template: core + Adaptative(2) when you get at +2 traits. Colonize mid habitability with them and make them the ruler(s) of these worlds until something better pops up
  • Advanced colonist: core + Very Adaptative(4) when you get Engineered Evolution. Upgrade Basic colonists and extend your colonies further.
  • Neo-colonist template: core + Robust (4) when Evolutionary Mastery is taken. Replace Advanced colonists with this template and extend your colonization to its maximum.
The chance of seeing an advanced leader will be high with this.

Specialization

That's how you use your 1st gene-modding trait point, and the sooner the better:
1') Research city: + Intelligent(+2) + Decadent(-1) [We'll call this first generation researcher]
1") add Charismatic(+2) + Sedentary(-1) to the core template and apply it to every pop of the core species
2) Trade city: + Thrifty(+2) + Sedentary(-1)

Bio ascension

You should now design the second generation of researcher by selecting the core and adding Erudite and Robust. This is a quite insane combo but with low chance of appearance in the leaders pool. Replace all the 1st generation with this second generation and keep an eye opened when looking for a new leader from now on.

For other specialities, remove negative traits and take your pick (2 traits left). Transversal traits such as these are all good:
  1. Ascension tree specific (4 points) : either Fertile or Robust,
  2. (Extremely) Adaptive : comboes for the added habitability and increasing happiness of rulers,
  3. Conformists,
  4. Nomadic
  5. All leader-related traits,
  6. Conservationist
Serviles

Build

  1. Serviles(1), Rapid Breeders(2), Industrious(2), Repugnant(-2), Fleeting(-1)
  2. Serviles(1), Ingenious(2), Industrious(2), Repugnant(-2), Fleeting(-1) [my current build]
They go farming, mining and technicians jobs on their own. And they do the job very well.

Note: Rapid breeder isn't that great as it removes the ability to take Ingenious later unless you go bio ascension. Also the default 50/50 is usually a fine growth rate for your colonies: you will even be able to relocate pops where they are wanted the most for dirt cheap.

Important: don't let them go to clerk jobs. That's for your main species to take, and even later your specialized main species.

Specialization

Depends if you go bio-ascension or not.

If yes,
couple options:
  • You haven't taken Ingenious yet: remove Fleeting and do it.
  • You have Ingenious: remove Fleeting and add Fertile(4) or Robust(4)
If no: sadly, you don't have enough points to add Ingenious(2) when bio-engineering + rare bio-engineering tech kicks in. Your best pick is then to remove Fleeting and take either Strong, Communal or Conservationist. [my pick would be Communal for the potential main pop it can unlock]

There's no worth in removing Repugnant(-2)

Strategy

Always

  • Put serviles into slavery
  • Turn 50% trade into energy credits, 25% into consumer goods
  • Trade can be shared among various cities and colonies however research shall be located only in fully dedicated research cities. One is probably far enough at the start.
  • Before you start specializing more, the pop growth is usually quite efficient by itself. However select the species being grown when you start specializing your main species. The trick is to wait for a pop to have grown and the new pop just started growing up: if you change the species on a growing pop you loose part of its development time so far up to 0 if you do that several times.
  • With the sheer amount of food you are going to produce, you should be able to keep the growth planetary decision up in all your colonies until fully grown up. That beats the Fast breeder trait by a large margin as it applies to both species and is more than twice the amount of growth the trait gives. You could consider both but you probably don't need it.
  • Avoid integrating pops that are not your own unless there's a real value in doing so. Your species are self sufficient and by far one of the most potent in doing their jobs. Exceptions worth the risk: the species candidate is a born leader or allows you to colonize a whole new set of 3 planet classes (you can move serviles over there but at one time they're going to appear on their own)
Consider
  • Aristocratic Elite as 2nd or 3rd civics [like really, really]
  • Ecumenopolis is a real game changer and this build has what it takes to fuel it. Build one at least (or get Fan Hannabilis from precursor event and break the game)
  • Focus on bio-engineering for your society research options. This build significantly relies on bio-engineering but keeps it civil enough.
  • Choose between terraforming or special colonist template to deal with non habitable planets and stick to it.
  • Higher living standard for main species [+10% research is great and with few downsides, Ma has it good here]
  • Governor traits are all localy strong because this build is highly specialized:
    • Iron fist is your most important trait for all productive sites. Abuse it.
    • Intellectual should be found in research cities.
    • Agrarian Upbringing in agricultural colonies to lessen the stress on your Iron fist governors.
    • Retired Fleet Officer at shipyard, in which case trade centers appear to be the best colony type to place it with no downside. [your first starbase is very likely a BAD pick for that, at least for the early-mid game]
    • Army Veteran lessen the cost of expeditionary armies in Army Academy site.
  • Corvée System as 3rd civics if you plan to move your main species around. That's especialy extremely potent to move pops in excess to new or growing colonies without shutting down the pop growth power of your colonies
  • Keep an eye on Self-modified pops when they appear
 
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Xaelyn

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Why wait for stratified to be 'fixed' to use aristocratic elite? If anything it's made stronger by stratified being crap because it 'directly' boosts stability instead of relying on a higher proportion of rulers to do so.
 

evilcat

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What is the deal with Syncretic Evolution? Yes you can spec your servitude specie as super miners, stack it with Meme Guilds and flood the martket with your hih productivity minerals. Minerals sometimes sell for more than 1e, so that is legit strategy. Explain it to me.

However, unless you kill all other species, you can just enslave other pops and use them as drones. At least one specie will be suitable for mining. The rest could have population cotrl.
Also there will always be one great for battle thralls.

On the brigt side Nihilistic Acquisition Ascession perk is fun, and it is 0 perks. You can declare small war for 2 systems. And then soak 30 pop out of enemy planets. And more from planets of allies of your first victim. Even better when your fleet exeed 5k, it is like 3 slaves per month. Hiliariuos. You need however rearange them among your planets.
 

Belhedler

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What is the deal with Syncretic Evolution? Yes you can spec your servitude specie as super miners, stack it with Meme Guilds and flood the martket with your hih productivity minerals. Minerals sometimes sell for more than 1e, so that is legit strategy. Explain it to me.

However, unless you kill all other species, you can just enslave other pops and use them as drones. At least one specie will be suitable for mining. The rest could have population cotrl.
Also there will always be one great for battle thralls
You are right, if you play agressive and that the other species happen to be of use to you.

Below are some example of the many variants the meta offers. But first, let's remind few references.

Here's the predefined xenophile fan. egalitarian human empire, with +15% unity and +5 happiness:
2018_12_31_4.png

And this is the closest predefined authoritarian build:
2019_01_01_7.png 2019_01_01_6.png2019_01_01_11.png

A tweaked start with the autoritarian fan. materialist variant. I've done nothing but wait for the game to apply my starting changes. Charismatic trait in the core, which isn't that bright of an idea since I planned to go all out in research with this build anyway. I should have picked the Intelligent version then.

The difference in unity comes from the fact that I selected Technocracy. This has in turn reduced my services (yeah the classical build has 4.8 more services to start than what I showed) but increased my research quite a bit. The reason I have 2 less consumer goods is because my main species is currently with Academic Privilege. I'm higher on a normal basis.
2018_12_31_2.png

A more default materialist looks like that:
2018_12_31_6.png

This is a unity build with Authoritarian spiritualist militarist with Exhalted Priesthood as its core:
2019_01_01_2.png 2019_01_01_3.png

Here's a xenophobe variant demonstrating Inward Perfection based build.
How to Authoritarian in 2.2
 
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Xaelyn

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Both. The happiness count is wrong. It ignores the stratified economy altogether and this gets worse with Aristocratic elite since that was the purpose of this civics (beta 2.2.3)

Nah, aristocratic elite is arguably better because of how stratified works (or doesn't, as the case may be). You get 5 flat stability per noble that completely bypasses the political power and happiness system, for a guaranteed +15 stability with a maxed capitol building and a noble estates.

Stratified is fairly pointless if you're slaving though, since it won't save you much if any consumer goods, and putting your primary pops on social welfare is probably better in terms of net happiness without actually needing more consumer goods.
 

Xaelyn

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Just made the switch from stratified to social welfare, gained 2-3 stability on most planets and only lost 7 consumer goods per month (empire has 2095 pops) due to the few primary pops stuck in worker jobs due to a lack of buildings on various planets. Definitely worth it, though it does boost egalitarian attraction.
 

Belhedler

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I have analyzed a bit more the options available and it seems that Spirtualist + bio ascension could yield formidable results regarding leader traits, and other 'fun' use, if you drop Traditional (meaning you forsake the +10% unity the build offers) permanently or temporarily.

That means we have 8 trait points and 4 traits slots available to 'play' with, 2 coming in the early-mid.
  • Erudite will be taken for 2nd gen researcher as already stated in the guide. That leaves us with 4 points 3 slots. You could fill the gap with Robust(4) or any combination of a single Field expertise + 2 leader traits.
  • Thrifty(+2) is granted to traders. That leaves us with 6 points 3 slots. Again you have quite the amount of choices from the core pops pool (see below)
  • The core pops:
    • If you need to add some punch to your leaders, that's here and now. Robust(+4), Quick Learners(1), Resilient(1), Talented(1) and Enduring(1) are your base pool. Considering you already have +50 life from Robust you may expect Enduring to not be that important. Or you could upgrade in two steps.
    • You can also pick from the transversal traits: Nomadic(1), Communal(1), Conformists(2), Conservationist(1) are all decent options.
    • You could even add Traditional(1) as soon as you get your first point. That's actually a pretty decent option.
Special colonist:
  • Take Aristocratic elite as 3rd civics
  • Basic colonist template: core + Adaptative(2) when you get at +2 traits. Colonize mid habitability with them and make them the ruler(s) of these worlds until something better pops up
  • Advanced colonist: core + Very Adaptative(4) when you get Engineered Evolution. Upgrade Basic colonists and extend your colonies further.
  • Neo-colonist template: core + Robust (4) when Evolutionary Mastery is taken. Replace Advanced colonists with this template and extend your colonization to its maximum.
The chance of seeing an advanced leader will be high with this.
 
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Belhedler

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I forgot to tell an essential point but this build is equally fonctional by swapping Authoritarian for Xenophobe: serviles are put into slavery the same way. Instead of 0.5 influence and relocation for free (or it seems), you get the equivalent of Fast breeder for all your pops and a neat -20% to outpost cost. Not shaby I'd say.

Here's an example with Inward Perfection build.

2019_01_01_9.png 2019_01_01_8.png 2019_01_01_10.png
 
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evilcat

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Fanatic Authoritarian + Mild Xenophobe is fun combo. You can make massive land grab. And have enought Influence for al edicts. You working class does great job and bread rapid.
With mild Authoritarian you can still buy some aliances if you need to.

Aristocratic Elite is more 3rd pick (late) early on could be a trap, since it cuts Unity on Noble, and extra stabillity is better the more pops you have.
Early on Exahlted Priesthood is good (but you need to abandon Empire for Directorial) since it gives moar unity. Early on unity is good, since tradition is tech without randomness.

Status quo with sunjugetion works better now, you create part empire.
Generally grabing capital planet is still good since that is 30 pop. But rest... it could be bunch of colonies in hostile planet type for our race, it could be better to vassal them or tribute.
Militaristic Vassals sometimes send fleets and troops to help us in wars (good). Early small tribuari is good for fixing mineral/energy problems (extra 50 income) without draining empire sprawl.
 

Subcomandante

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That's what you get when adding questions. Verbose articles advising you to scrap your playstyle and play something else instead. In this case, xenophobic.

Syncretic is overrated. If you want to play authoritarian, you can go for fanatic and slaver guilds, for example. This is still completely flexible - you can enslave conquered pops as your needs demand, or give them residence and let their elites continue to rule their planets for you, while giving their specialists the freedom to work your new buildings.

40% enslavement is actually a pretty good ratio, it works very well. It won't give you total control, but as with any other combo, rough edges can be smoothed out by resettling or rights management. This works well with bio ascension.

Don't forget: authoritarian is not xenophobe. Notions of "dirty xenos"are foreign to authoritarians in Stellaris. It is perfectly normal to have 40% of your original pops toil as slaves, while giving a xeno minority more freedoms to fill up the few specialist shortcomings you might have.

Strat econ gives you wonderfully stable planets, with the slave processing building, you can even get decadent without issue.
 

evilcat

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There is a "problem:" with slave guilds that you cant select if this specie is citizens, stratified, slaves, or 40% ration. And that could be a problem if our main specie is born to rule.
In Strat economy you pay 0.1 consumer good per slave but maybe that is fair price.

Fun build: Main specie Inteligent+Society spec+Enviromentalist+Weak+Decadence, and gov with mild materialist and civic Technocracy. And we go for Academic Privilege. People complain that they do not build research labs. They are fools and nomadic rapid breader who cant harness power of science! In such build we dedicate our main specie to specialist, so no slave guilds for us. there are different builds.
 

Omnipax

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Here is my Authoritarian-like (actually Xenophobe) build:

Ethics: Fanatic Xenophobe, Materialist
Civics: Syncretic Evolution, Technocracy
Main Species: Intelligent, Extremely Adaptive, Repugnant, Weak, Decadent
Second Species: Servile, Extremely Adaptive, Quarrelsome, Slow Learners, Fleeting

The biggest challenge to overcome is the reduced amenities from Repugnant. However, note that increased habitability will reduce the amenity usage (along with food and consumer goods) on colonies, and also that Repugnant does not penalize amenities provided by buildings. I expect to build more Luxury Housing and fewer City Districts, and maybe also a Holo-Theatre in place of the Monument. Moreover, the non-Repugnant servile species will end up being the ones generating amenities from Clerk jobs, and can also use Servant slaves from conquered planets if really necessary.

In exchange for that (minor IMHO) amenity drawback, these guys can rapidly expand everywhere, colonize everything, and maintain top notch research and production capabilities.
 

Sayakus

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I usually go for fanatic authoritarian and militarist. Post apocalyptic, aristocratic elite.
Post apocalyptic allows You to put main pops at every conquered planets (You may need to give those pops +10 hab trait) and nobles give nice stability. Also going into bio evolution is nice because You can just nerve staple all slaves. Make main pop into unity and happiness stuff. Its nice to get Ratchet pops put erudite and some tech focus on them to get best researchers You can get.
 

Tyro

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I usually go for fanatic authoritarian and militarist. Post apocalyptic, aristocratic elite.
Post apocalyptic allows You to put main pops at every conquered planets (You may need to give those pops +10 hab trait) and nobles give nice stability. Also going into bio evolution is nice because You can just nerve staple all slaves. Make main pop into unity and happiness stuff. Its nice to get Ratchet pops put erudite and some tech focus on them to get best researchers You can get.
I love the Rachet. Brain slugs are also nice but a lot more rare.