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Too easily Militarists take over?

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7 years ago
Jan 26, 2018, 1:49:55 AM


Is it too easy to have the Militarist political party reach power?


I just played a Sophon game with a majority of Sophons residents the whole time, a clear scientific strategy from the start and only successful defensive military play. Never an offensive war or taking a system from someone else. But still ended up getting Militarists take power just in time so I could not make use of the Oracle of Science law to go directly for the military quadrant victory tech. Because?


Only my two smaller population types the 4 Tikannen and the 3 Cravers (out of a population of 165) was giving additional military political effects.


Of course I did make militaristic choices several times during the game. But I don’t understand why the militarists should end up with majority control in this game.


Defensive military play  I resolved like: A few very good ships with high movement placed centrally was able to reach all my systems in 1 turn and win, so I never loose any fight and I was usually able to end wars fast after taking out aggressor offensive fleets.


Entire game played from start to finish last weekend using Version 1.2.0. Single player, game difficulty medium, galaxy size medium.


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7 years ago
Jan 26, 2018, 6:11:40 PM

It's been an issue mentioned before several times, it was especially a big one when the pirate changes came and you couldn't negotiate with them. It required you to get military ships, and by just creating some and researching that tech, as well as fighting the pirates, it took no time for militarist party to take over.

It's kinda better now, but I agree that military choices weights too much and it shouldn't really take over that much unless you play fairly aggressive and initiate battles.

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7 years ago
Jan 26, 2018, 7:07:56 PM

The main problem is that building ships give a lot of Militarist support even if it's required for pacifists. 


You don't uphold peace by letting the enemy hit you without hitting back. You build an army big enough to dissuade them to punch you but you don't punch them either.

Updated 7 years ago.
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7 years ago
Jan 26, 2018, 8:50:18 PM

Yeah, building warships should not boost the militarist ideology as everyone needs ships. With the current settings once wars start and we crank more ships we end up with more militarist... And at some point it's next to impossible to revert back to another political party as wars have been going for too long.

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7 years ago
Jan 26, 2018, 11:02:34 PM
Foraven wrote:

Yeah, building warships should not boost the militarist ideology as everyone needs ships. With the current settings once wars start and we crank more ships we end up with more militarist... And at some point it's next to impossible to revert back to another political party as wars have been going for too long.

It's not the literal process of building ships that increases the militarist idealogy, but the fact that the United Empires Government (as an example), would be increasing the size of its military which would increase the militarist idealogy since the current government would be promoting that military buildup. 


I only agree that colonization ships shouldn't increase the idealogy (if they already do) 

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7 years ago
Jan 27, 2018, 6:13:21 PM
nuclearrussian74 wrote:

I think colonisers promote ecologists and explorers scientist. 

^^^ lit 

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7 years ago
Jan 27, 2018, 6:46:04 PM

Which is a bit weird because Colonization is an Industrial action if you go by the first Industrialist law encouraging settlement.

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7 years ago
Jan 27, 2018, 8:59:33 PM
IceGremlin wrote:

Which is a bit weird because Colonization is an Industrial action if you go by the first Industrialist law encouraging settlement.

yeah agree!


Also agree with Foraven that at least some ships for defence should not count for militaristic ideology. What about 1 command point of ship per planet does not count for militaristic idiology? 

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7 years ago
Jan 29, 2018, 10:03:52 AM

Agreed! Any empire should be alowed to have a reasonable sized fleet to defend itself aginst pirates and other aggressive neighbors. Also, certain defensive system improvements like a planetary shield should not count towards it. Maybe a threshold could be implemented that as long as it is nor surpassed reduces growth of militarists in an empire.

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7 years ago
Jan 29, 2018, 3:06:14 PM

Hi,


It's an issue we're aware of and that we'd like to adjust in one of the next updates (possibly via balance mod before).


Thanks,

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7 years ago
Jan 29, 2018, 3:35:10 PM
jhell wrote:

Hi,


It's an issue we're aware of and that we'd like to adjust in one of the next updates (possibly via balance mod before).


Thanks,

Glad to hear it :)


There is already a mod that fixes it, but hopefully this should be fixed officially soon. 

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7 years ago
Jan 29, 2018, 4:55:06 PM

I think also it's the only political ideology that really seems to snowball from itself and to nothing else.


Building ships means combat can happen, which incentivises war and combat, which incentivises building of ships...


It's very hard to get out of that loop successfully. Usually you have to rig an election or something, and just cut all combat and ship building for 20 turns.

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7 years ago
Jan 29, 2018, 4:56:13 PM
Dragar wrote:

I think also it's the only political ideology that really seems to snowball from itself and to nothing else.


Building ships means combat can happen, which incentivises war and combat, which incentivises building of ships...


It's very hard to get out of that loop successfully. Usually you have to rig an election or something, and just cut all combat and ship building for 20 turns.

It doesn't help that pretty much all of the repeatable/reactive events in the game increase Military and only Military ideology. You can't always find more minor civilizations, you can't always explore new curiosities, you can't always build new structures... but war? You can go to war all day every day.

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7 years ago
Jan 29, 2018, 5:01:33 PM

And you can be attacked all day every day, too.


I don't know; in some ways militarists feel like the political 'trap' you fall into if your population gets scared by conflict, or a bit too excited by all the ships you're building. And you shouldn't be able to (easily) maintain a population of happy pacificsts while waging a war - even, perhaps a defensive one.  So in some ways it's okay that it's hard to avoid falling into militaristic ways.


But it does seem a bit too punitive right now. I can basically force anyone in the galaxy into military politics by starting a war with them and attacking their defensive fleets!


Either you build ships and end up with a militaristic politics, or don't build ships, end up attacked due to no fleets, and the war makes you into  militaristic politics - assuming you survive. A middle ground would be welcome.

Updated 7 years ago.
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