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Cruxador

Colonel
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Jul 27, 2008
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First the removal of the requirement to have occupied the planet - pops there could have a greater revolt risk and lower happiness at being unfairly left, but a large space empire who has lost the war (-99) would sacrifice one planet if it would end the war, regardless of whether or not the opponent had occupied it.
Rather than remove this altogether, why not just double the cost if it's not occupied? Nice soft limit instead of hard limit.

Well, in my country, trees tend to shed their leaves in fall. That's why it's called, y'know, fall.
Where I live we don't have fall, only summer and winter.
 
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ahhheygao

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You can just conquer them then set them free as independents. Same thing, if liberate isn't available as a war goal. Which they showed it before as a thing.
Not quite the same thing, as taking planets for yourself costs more War Goal. Same end result is achievable, yes, but at a much higher cost and excludes other potential gains.
 

sangriacus

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Well, keep in mind, if the AI surrenders to you, the planet need not be occupied. We've seen that several times, so when you do get to the point where you break the enemies, they do give up without requiring occupations. The recent wars have just been large enough that it takes a while.

As for minerals and energy... It makes some sense from a 'realism' perspective, but it causes some balance problems. It puts the conqueror on a prospective never ending conquest path, where they never need to pause and think about resources, have shortfalls or any sort of check to their power. It also means the loser gets hit again, not only do they lose planets, stations and ships, but they also lose their capacity to rebuild. That makes for an instant death spiral for anyone losing a war.
Maybe the payment option could be temporarly and as regards the never ending conquest don't forget the threat you generate through wars