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Slynx

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They used to be designed that way and finishing the game is their design intention. But right now they are easy to handle because they are bugged.
i'm afraid I've missed the beta of stellaris. but i'm playing it from day1. ver 1.0.
and I've never encountered a crisis(even with a multiple spawn mod) that were unbeatable. challenging - yes. especially in the beginning. unbeatable - no. even without bugs.
en he'll be a good vassal til he'll be integrated I guess.
a s a random though. is OP is playing vs AI it's possible to buy yourself allies. just give them tons of resources. and make a pact. while you're still semi-equal. then later other will consider your allies too(especially with defensice pacts) and it may be possible to "buy" everyone.
 

monkeypunch87

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i'm afraid I've missed the beta of stellaris. but i'm playing it from day1. ver 1.0.
and I've never encountered a crisis(even with a multiple spawn mod) that were unbeatable. challenging - yes. especially in the beginning. unbeatable - no. even without bugs.

Hail to the Great Player, then?:D I play also since the day one, but more RP and the endgame crisis marks the endgame. It is fine, if you are able to beat them, but it is also fine, if you don't prepare for them and let them run their course, lose and start over.
 

Slynx

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Hail to the Great Player, then?:D I play also since the day one, but more RP and the endgame crisis marks the endgame. It is fine, if you are able to beat them, but it is also fine, if you don't prepare for them and let them run their course, lose and start over.
not a great player. and as I said - there may be challenges on beating them. but otherwise if you set your goal on beating them - you can do it.
aside from maybe some extreme cases where you decide to play with 1 planet...and it's exactly the system where the crisis decided to spawn.
 

monkeypunch87

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not a great player. and as I said - there may be challenges on beating them. but otherwise if you set your goal on beating them - you can do it.

That is different as to what I'm trying to say. If you prepare for it and your goal is to beat them, fine. In my opinion, if you roleplay, it is impossible to prepare for them since you don't know anything about the crisis before it lands.

1-planet/system-challange is, in my opinion, roleplay. Just let them beat you then, who cares, it is a non-issue, your game is over anyway, winning or losing doesn't matter.
 

KopiG

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well...i'm not so sure. or you're talking about something different then me.
I just loaded the save and I had +1 starbase from pops. starbases = anchorages=naval cap
and as I said: soldiers job increase naval cap.

why? o_O crisis are usually easy to handle. even with increased strength.

So let me be clear on this: yes soldier jobs increase naval cap but pops themselves do not. In the old system pops themselves were directly responsible for naval cap. Now this is not the case. You are mixing these 2 things up.
 

Ryika

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That is different as to what I'm trying to say. If you prepare for it and your goal is to beat them, fine.

What you said was...
Why is this an issue? Endgame crisis is supposed to be lost and the game-finisher.:)

They used to be designed that way and finishing the game is their design intention. But right now they are easy to handle because they are bugged.
;)

Those were not statements about RP, or about your personal playstyle. Those were statements about the role of the endgame crises, and as such, the statements were simply incorrect. Endgame crises were talked about in (pre-release) Dev Diary #30 where they were already referred to as mechanics that make the endgame more interesting, and give opportunities and options, not make the game end.
 

Sinister2202

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Thanks. It seems like the end-game crisis will be the highest threat for one-system play. Perhaps I should try it out with crisis slider maxed, so it doesn't happen until I start a new game.

You can try it with megacorp. There are branch office buildings for literally everything.

Definitely might go with megacorp and prioritize diplomacy with neighbors.