How to Authoritarian in 2.2

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Xaelyn

Lt. General
79 Badges
Jun 1, 2010
1.602
2.747
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Surviving Mars
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Victoria 3 Sign Up
  • 500k Club
  • Victoria 2
So probably focus mostly on mineral worlds (since you can get energy more efficiently from the market & food from livestock), with a single food-heavy thrall world (since you can build the 1/planet food boosting building but not the mineral or energy equivalents on thrall worlds). That's why I like Alpine (more minerals on average) :)

You're right about species-wide population controls. I was trying to micro it via locking down breeding on a planet by planet basis, but species wide makes a lot more sense now that I think about it. You don't get the 20% penalty to whatever you *are* growing, for one.

I think going with wet planet planet type for your primary species is better tbh; They tend to have lot's of food districts which you don't need, so they make ideal worlds to fill with cities and specialist building, and you want city worlds to have good habitability for your specialists and rulers to save on consumer goods and amenities. Habitability for slaves doesn't matter nearly as much, so cold planets are perfect as brutal mining colonies.
 

TheAzureLiger

Major
65 Badges
Dec 1, 2014
587
208
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Conclave
  • Stellaris: Nemesis
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Pillars of Eternity
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Necroids
  • Crusader Kings III
  • Age of Wonders: Planetfall
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Stellaris: Ancient Relics
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Hearts of Iron III
  • Stellaris: Megacorp
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
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?



I enslave all other species.

I set population production to produce only my species in 3/4 of my sectors, allowing other species to grow only in new sectors. I expand my population of slaves with rapid conquest/enslaving primitives and the slave market. For example my largest slave race are the gerals who I have 124 of. All of em bought from the market. All my planets have rulers and specialists of my race with all worker jobs worked by slaves. When I have a surplus of my own pops I change population production to produce slaves. Generally now, I produce mostly my own pops to fill in my ecumenopolis. In all newly conquered planets slaves are produced, core worlds produce my people. I resettle a lot. I also lead a federation. This resulted in most of my pops being xenophile, but I have them at 90% happiness despite converting all other alien races to slavery lol.

I have aristocratic elite civic which is really good for maintaining stability among slaves. I don't use slaver guild as that makes your own pops slaves. I have no slaves or workers of my own pops. Only aliens. I'm militarist/fanatic authoritarian. Functional architecture/ environmentalist/ aristocratic elite.
 

Slynx

Кысь
47 Badges
Nov 16, 2013
1.189
4
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Magicka
  • Impire
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
  • Dungeonland
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
How do you keep the various slave species/sub-species at the right relative population levels? It seems like a LOT of micro if you specialize into 3+ trait groups across species.
why micro? just enslave them all. that's all. they are not worth to take the specialist or even worse - ruler stratas anyway. that's for your own species only.
and if you see that they are strong for example you may make them battle thralls(but usually it's not needed cuz slave army suxx)
Authoritarian?

First thing you need to do is mod your game. Stratified Society is a ticking time bomb that goes off the instant your empire has a robot on it, and your empire will likely descend into chaos when it goes off, especially if you have slaves. Even if your empire doesn't build robots, if you acquire a single one through conquest or via events, then you're screwed unless you notice right away and sell them off ASAP.

Here's a link to the mod I use for the time being, though I think it requires you download the beta branch build: https://steamcommunity.com/sharedfiles/filedetails/?id=1598606408

Second, if you're enslaving your homeworld species, you will need to always remember that 40% of all a planet's population will be enslaved, and that will affect how you build your planets. You do not want an overabundance of specialist workers on your planets because slaves can only work in the worker strata. If more than 60% of the jobs on a planet are specialist or higher, you will start having unemployed slaves. Non-sentient robots do not count for this percentage, but bear in mind they can compete with slaves for those jobs as well. You can also use the slave market to "purge" unwanted slaves and robots if you need to.
whenever I play organics I always have at least Authoritarian 1. (mainly cuz the game is unplayable for me without them). so I can assure you that you don't need any mods to make them work. also Stratified Society is fine as it is.
as for the robot problem - be a spiritualist and outlaw them. and there will be no problems at all.

personally I prefer 3 types of empires: authoritarian-F.Spiritualist (my get-go Worm+Psionic build). authoritarian-spiritualist-militarist (if I want NoRetreat doctrine) and in the rare cases authoritarian-anything (except xenophile if you wanna be a slaver, cuz it doesn't work very well with xeno-slavery in 2.2. but since you don't need to be a slaver to play authoritarian some combinations of authoritarian-xeniphiles can be pretty good) (authoritarian-materialist-militarist works wonders for cyber ascension for example)

and the last part...I guess people mentioned it already here, but Slave GUilds are a trap civic. it can ruin your empire if you're not prepare for the consequences and don't like to min-max your empire ratios.
 

Slynx

Кысь
47 Badges
Nov 16, 2013
1.189
4
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Magicka
  • Impire
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
  • Dungeonland
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
"Play in this specific, highly limiting fashion and you too can avoid game-breaking bugs!"
to be fair you can outlaw them even as non-spiritualist iirc. you just can't be materialist.
and even as a materialist you are not obligated to build drones.(same as you don't need slaves as authoritarian). and even if you get them you'll be screwed only if you'll also take one civic which is already bad anyway
 

Sayakus

Second Lieutenant
38 Badges
Dec 6, 2018
100
36
  • Stellaris: Lithoids
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Cities: Skylines - Parklife
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Empire of Sin
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Warlock: Master of the Arcane
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
I am also considering that, what are your civic and trait picks?
With those traits You can go pretty wide and put main pops as rulers/specialist everywhere.
Imperium because i tend to do feudal society to avoid crippling empire sprawl.
 

Attachments

  • 123.PNG
    123.PNG
    148,2 KB · Views: 83

evilcat

General
Jul 24, 2015
2.050
1.270
I am also considering that, what are your civic and trait picks?
One way to go is:
Imperial
Inteligent, Engineering/Society Focus, Weak, Deviants + Bonus
Mining Guilds, Technocracy

Generally our tech and alloy production are very good. So we can out tech out produce enemies. The long term goal is to achieve Megastructures and our choosen ascession path.
Bonus is trait of personal preference. I go with Enduring since losing that tier V scientits is annoying. But traditional or Conservationist make also sense.
There is also an option to avoid Xenophobia, and go Fan Authoritarian with the idea that we will build some habitats. (habitats are ok as breading hubs) but we need some extra influence to both conquere and habitat.

Imperial, early on there are other things to do than babysitting leaders, but with 3rd civic may switch to Directorial

Technocracy is powerfull civic allowing us to be on top with technology. Also we can build Labs + theaters and still be ok with unity.
Mining Guilds, minerals for war. Also minerals sometimes have higher price than 1:1 so migh as well sell it.
 
Last edited:

Slynx

Кысь
47 Badges
Nov 16, 2013
1.189
4
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Magicka
  • Impire
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
  • Dungeonland
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
I am also considering that, what are your civic and trait picks?
F.Spiritualist-Authoritarian(+worm) or Authoritarian-Militarist-Spiritualist(if without worm)
megacorp
gospel of the masses (can be switch to +trade value)
criminal syndicate (for espionage, not for profit) but can be switched for anything.for example colony ships + empire cap.

normal empire(preferably imperial) - exalted priesthood or aristocrats + anything.except slaver guild

traitsL=:
rapid breaders-nomadic (plus adaptive if you can fit it in)
repugnant-wasteful (I prefer not to take weak cuz I like strong)
 

rjinswand

Corporal
40 Badges
Aug 26, 2015
28
0
  • Europa Universalis IV
  • Stellaris: Leviathans Story Pack
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Call to arms event
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
With those traits You can go pretty wide and put main pops as rulers/specialist everywhere.
Imperium because i tend to do feudal society to avoid crippling empire sprawl.

I have tried some post apoc lately and I'm loving the feel of it, but I'm unsure whether or not it is actually worth it to lock in survivor perk for something that you can fix rather quick, especially with stratified economy for those low habi planets? And you won't get syncretic evolution, which seemed to be somewhat of the point of authoritarian according to this thread?

One way to go is:
Imperial
Inteligent, Engineering/Society Focus, Weak, Deviants + Bonus
Mining Guilds, Technocracy
.

You would also skip syncretic? Otherwise it looks very similar to what I have, but with post-apoc and syncretic in an endless switcheroo instead of techno, as I can't decide and actually start the game. =(
 

ArmChairAttila

Pimp Daddy
49 Badges
May 14, 2006
1.253
211
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Arsenal of Democracy
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
I just finished a game using the current meta build of fanatic militarist xenophobe with dispolers and distinguished admiralty. My first war started at 2225 and it was a total steam roll collecting something like 20 (slave) pops before the WE kicked in. I finished superiority and set war doctrine to no retreat. All xeno slaves were set to basic substance, no migration, no fertility rights. Primary species were just talented and enduring, I like strong leaders. This build is uber powerful if not the most powerful far surpassing any others I have played. It will probably be nurfed soon lol. I am sure there are even stronger tweeks to this build like using Gaia start. Although I would not use Gaia start with xenophobe, I would with authoritarian for sure though. Slavery is really strong in 2.2 there are a ton of options you use to control your populations. Most of these options are in the species economic tabs. With slavery you are rarely short on energy, minerals or food which makes the whole game feel less like a tight rope.