The Last Federation

The Last Federation

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How to end a war?
Hello everyone,

I have had a break from the game since a few updates after the launch. What was the turnover for me last time, was the feeling that I as a player couldn't do much to try to make a peace between two races after they declare a war on each other (without me influencing it).

Is the situation still a bit similar? What do you guys usually do if let's say Burlusts decide to start a war on Acutians which doesn't fit to your plans for galactic unification? Is it better to just go shooting down spaceships from both sides and hope that they tire of it?

I remember trying to use the diplomacy action which slowly increases the relationship between two civilizations based on how much time you spend on one of their planets but like mentioned it was a really slow method and because it ties you to the planet, you can't do much.

So yeah, all kinds of tips are appreciated. I'm willing to give the game another go because I really enjoy the idea of you being the last Hydral who tries to influence the things behind the curtains rather than that you would be directly in control of one of the other civilizations. Cheers.
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Bob of Mage Aug 15, 2014 @ 5:13am 
Well the best option I've found is to try and prevent those wars before they happen.

Acutians: attitude no higher than -25, must outnumber enemy by 4x
Andors: attitude no higher than -500, must outnumber enemy by 5x
Boarines: attitude no higher than -100, must outnumber enemy by 4x
Burlusts: attitude no higher than 100, must outnumber enemy by 2x
Evucks: attitude no higher than 50, must outnumber enemy by 4x
Peltians: attitude no higher than -200, must outnumber enemy by 4x
Thoraxians: attitude no higher than 200, must outnumber enemy by 2x
Skylaxians: attitude no higher than -100, must outnumber enemy by 2x

These numbers were taken from the the wiki's patch notes so I think they are what the game uses for attacks of opportunity. Therefore you need to weaken the Burlusts and the Thoraxians as they will try and kill anyone but their bestest of friends.

The best ways to weaken a race are:
- To get them into space early so they have fewer ships
- Make sure they have bad public order so they lose ships randomly and can't build up any fleets
- Use them to run pirate mssions (if no one is making any pirates you might have to limit your attacks on bases) and let them to all the fighting
- Attack their fleets yourself (best if they happen to try and kill a race with enough power to holdout in a war so you can kill their fleets over another world and thus have them hate you far less)
- Allow their RCIs to go below 0 and start freefalling from bad event after bad event (you don't always need to do this yourself, just make sure you don't fix these issues while trying to get them to like you)
- Never help them with techs

It's also good to make weaker races stronger (90% of the time the Peltians will for sure fall into this group, but otherwise it can vary greatly). The best ways to make a race stronger are:
- Wait as long as you can to get them spacefaring so they start with more fleets
- Give them techs so they can get a leg up on the warlike races (thankfully they fall behind on techs very fast)
- Make sure they NEVER have a public order below 0. THe point of this is two fold as it stop them from losing fleets and stops others from hating their poor public order.
- When you research techs for yourself do it on the weakest world and share it with any race that is falling behind in firepower

Overall the hardest part is early on. As time goes on the warlike races quickly fall behind the other races. This gap can be made even wider with a little help from a certian Hydral. Getting as many techs as fast as you can, often leads to the less warlike races having so much more power that there is a minor risk of them trying to kill the warlike races (not that they can take those planets any time in the next 20 years).
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Date Posted: Aug 14, 2014 @ 9:04pm
Posts: 1