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Bad effect of overcolonization

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7 years ago
Nov 21, 2017, 10:39:20 AM

Hi,


I have a short question about avoiding the bad effects of overcolonization.


As I need 22 colonies to win the game, but have bad effects after 7 colonies, I thought the technologies with respect of acceptance of overcolonization (e.g a "colonization friendly press" or however it is called in the english version) would raise that limit, but still my colonies are suffering from a -20 acceptance influence caused by overcolonization and the governement screen still shows a limit of 7 colonies.

As I didn't find anything to build, that activates this "friendly press", it should be an automatic bonus of researching that technology, right? So why is it not working?


BTW: I'm new to the Endless universe, and just bought this game on the free weekend offer on Steam, so it might be that I'm still missing essential game mechanics. But anyway, the tutorial only tells me how to learn why my people are dissatisfied but doesn't give a hint how to counter these effects.


Regards

Martin Dietz

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7 years ago
Nov 21, 2017, 10:46:28 AM

What you need is the Autonomous Administration (displayed below, but it has a new image now)

It is unlocked by the Cultural invertics tech but does require that you do all 3 levels of system development before you can build it.

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7 years ago
Nov 22, 2017, 6:42:07 PM

I had no time to check here yesterday, but if I interpret your answer correctly, the game does not only force you to research a lot of technology with only 7 colonies (or 6 as your home world counts as well) but also harvest enough luxury ressources from these (only) 7 colonies to  to bring at least one of them to level 4 before you can grant autonomy to that colony and are allowed to get a new one without drawbacks?


There MUST be a faster way... I thought about some technology that raises your limit from 7 to e.g. 10, and later one that gives you a limit of 15 etc.


But well, I will have to find other means to cheer up my people or even give up some colonies to lower the drawback if I don't find enough...


Thanks for your answer

Martin

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7 years ago
Nov 30, 2017, 1:56:44 PM
mdietz wrote:

I had no time to check here yesterday, but if I interpret your answer correctly, the game does not only force you to research a lot of technology with only 7 colonies (or 6 as your home world counts as well) but also harvest enough luxury ressources from these (only) 7 colonies to  to bring at least one of them to level 4 before you can grant autonomy to that colony and are allowed to get a new one without drawbacks?


There MUST be a faster way... I thought about some technology that raises your limit from 7 to e.g. 10, and later one that gives you a limit of 15 etc.


But well, I will have to find other means to cheer up my people or even give up some colonies to lower the drawback if I don't find enough...


Thanks for your answer

Martin

There are technologies that give you +1 and +2 without building anything. "Federation" government also increases the amount, but it's still a weaker government than Democracy and Republic.

It's best to mitigate the negative effect by having Militaristic party at the helm and warring (on top of another Happiness law) or Pacifist government and force-peacing other factions with "Make Love not War" law.

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7 years ago
Dec 5, 2017, 7:26:09 AM
mdietz wrote:

There MUST be a faster way... I thought about some technology that raises your limit from 7 to e.g. 10, and later one that gives you a limit of 15 etc.

Not really.  The conquest victory condition is heavily tuned around overcoming the overcolonization penalty.  There are actually numerous ways to do this.


If you have access to a lot of luxury resources and can get a healthy number of your systems up to level four, you can do what CyRob recommended above.


If you are a military powerhouse, you can try to get a militarist government installed and then declare war on every empire *and* minor faction to get 15 approval per war bonus (30 for republic).


If you are an influence powerhouse, you can get a religious government installed.  Once it is in power long enough to be entrenched, you can pass the saints and sinners bill to force all of the approval ratings to be content (or happy if you're a republic).  Note that at the cost of three influence per population, you really have to be an influence powerhouse or run with low populations on all of your systems.


There are other ways to do it, but those are the ones that come to mind immediately.


-HP

Updated 7 years ago.
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7 years ago
Dec 5, 2017, 7:59:09 AM

Thinking about it some more, if you're a military powerhouse just go for a supremacy victory.  The approval bonus per war is just there to help you expand just enough to be strong.  There's an entrenched law for approval per enemy home system, but this comes at a heavy influence cost so along those lines, you'd be better off with a religious government instead.


In any case, if you want to peacefully go for a conquest victory, you want to research SLC Systems (tier four empire development).  This gives you access to pacific conversion.  Once other empires expand near your own, if you can stay at cold war/peace with them, you can get the influence buyout cost down to just 250 influence (if I recall correctly).  Just keep things stable and then once you have enough adjacent systems low enough and enough influence in the bank, just buy out everything and win on the next turn.


Basically, the game is tuned to block rapid colonization otherwise it would be too easy to just grab every open system for a conquest victory.  It takes multiple elections (i.e., time) to get particular governments enough experience to enact laws to enable certain victory conditions.  It takes multiple advanced tier research (i.e., time) to unlock combinations of technology to enable certain victory conditions.  I'd make the very general claim that one of the design goals is for every victory condition (except score) to take the same order of magnitude of turns to win.


-HP

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