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How does the political pression works?

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6 years ago
May 1, 2019, 4:29:26 PM

Hi guys,


I'm running my first ES2 game and I'm struggling with the political pression between factions. I don't get how it works and what it does. Can you please help me?


What I have understood up to now:

- It depends on the 2 factions score.

- It seems to have an impact on the chances you have to make the other faction accept a deal you propose.

- It doesn't seem to be influenced by the military strength of the 2 factions: I have conquered 4 systems and destroyed around 10 fleets of a faction and it still does a huge pression on me.



What I don't get:

- How do you raise our pression on a faction?

- What are its detailed impacts?


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6 years ago
May 2, 2019, 6:13:45 AM

There is another point I don't get: after conquering 4 systems of this faction and winning all our battles, the ennemy still proposes me war pauses only if I am the one who should give ressources or techs. 


I can see 2 potential reasons for that:

- The enemy faction still has a huge pression on me (but I still don't get why) 

- We are both in alliances. Maybe my allies are losing a war against his allies ? 


Do you know which one it is ? Or if it is a third explaination ? 

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6 years ago
May 2, 2019, 9:27:35 AM

In any state beside a full war, political pressure depends on flat empire influence generation. Additional pressure will be generated from systems covered by 3rd party influence zone, from border friction, from score difference (your miltary power contributes to that BTW), from bureaucratic imbroglio diplomatic term and from reactions to diplomatic demands.


As such, to raise pressure on faction, you should:

- Produce more influence (from system upgrades, specific laws, counselor heroes governors and planet specialization, disable laws that consume influence)

- Specialize border systems first for influence generation, since influence zone size and expansion rate depends on that system influence output

- Avoid your system to fall under enemy influence zone, as you'll get hard maluses on pressure and system happiness. Consider razing systems that do too much zone pressure to yours

- Declare bureaucratic imbroglio every 10 turns.


There are two thresholds in diplomatic pressure, which upon reaching allows you to declare basic (resources) and advanced demands to lift the pressure. If that demand is turned down, pressure will still be lifted but empire will get hard economic malus for doing so. Empire under pressure can also send gifts and tributes to reduce pressure built to avoid reaching threshold.


In a state of war diplomatic pressure is replaced with war pressure (war fatigue). That depends solely on warfare performance (battles won, systems captured/destroyed).


Sometimes AI can be overconfident or erroneusly estimate its powerlevel against a human player, so it proposes truce under its terms. Just ignore those. You are also right about the possibility, that even though you are winning battles, your allies can still lose you war. Just look at war pressure trend in diplomatic screen to check which side is winning.

Updated 6 years ago.
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6 years ago
May 4, 2019, 7:31:32 PM

Thanks a lot for all these explaination !

I will check these points in my current game and see what to correct but I will at least add influence creating buildings in my systems. I thought it was just a money to be spent on diplomatic actions and laws ! 

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6 years ago
May 11, 2019, 7:28:21 PM

Thank you for the question and the answer. Had the same problem. Did read somewhere that production itself increases the influence zones and thought that the influence value is a kind of second currency. 

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6 years ago
May 13, 2019, 6:03:31 AM

It could be interesting that you find the source of this information again. It seems interesting. 


However, I'm not sure of what you call a second currency here. The brume and the industry are both ressources. Actually, I would rather say that currency is a case of ressource. 

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6 years ago
May 14, 2019, 5:18:06 AM
Shakander wrote:

Thank you for the question and the answer. Had the same problem. Did read somewhere that production itself increases the influence zones and thought that the influence value is a kind of second currency. 

If you mean industry with production the statement is true for the united empire. other factions only use influence to grow them.

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6 years ago
May 14, 2019, 12:28:13 PM
Jaseran wrote:

It could be interesting that you find the source of this information again. It seems interesting. 



EDIT: after reading the next post, it is clear I totally misunderstood this part of your post, sorry :p


However, I'm not sure of what you call a second currency here. The brume and the industry are both ressources. Actually, I would rather say that currency is a case of ressource. 


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6 years ago
May 14, 2019, 2:17:09 PM

I guess I missunderstood the Post before. The rate of production of influence is the value for each individual system how fast the zone arround it grows, as far as I know. Influence value is indeed "only" a currency and empirewide.

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