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Although theoretically, if you could take full control over everything and functionally make it impossible for them to progress further, you'd essentially do so, I guess?
I agree that full factions gets quite bogged down later and I pretty much end up in conflict with just about everyone, on the demo.
Not so much because I was antagonising anyone. I would grab a corner of the world and try to mind my own business, except the Servants. Stamp those buggers out. But eventually, everyone would try to either, purge my control points, steal my projects, kill me councillors or take my orbitals. It got to the point where my councillors were tied up every cycle just countering all the crap going down.
Then there is apparently performance concerns latter on too. So might be worth reducing faction numbers in a run until those kinds of things can be dealt with and balanced out.
they'll recruit new councilor, though it's still good to kill them because the new ones have low stats.
if you play on very easy mod and left the AI with no country and no habs and you kill all their council it may take them a while to get the 30 influence they need to get a new council. that is about as low as you can get them
Guess we need the devs to implement a headquarters raiding mission that requires a high level tech and the faction to be very low on resources.
As Donny Vermillion would say: who's the real fire-breathing monster?