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If you manage to appease them fully and have all pops following them you swim in influence.
With influence you can either make exorbitant amounts of claims or keep spamming the number of edicts you can unlock every 10 years.
You should always be spending influence to claim systems, build starbases, use edicts etc. If you have a lot of monthly influence you can spend it on actually forming pacts/alliances with other empires if you are going down the diplomacy route. It all depends on your playstyle.
I really hope Governments, Ethics, Civics, Factions, Vassalization/Protectorates and Diplomacy get a good overhaul if the game gets a new expansion.
Also- when you synthetically ascend spiritualist faction will be DESTROYED. Robots cant join spiritualist degenerates, and robot of ANY ethic can join technologist faction.
Hmm I usually end up having all edicts active, the numer of political treaties active I feel comfortable with and still cap the 1000 influence very easily. I also usually go for vassalization or plain eradication if I go to war, so I very very rarely even use claims. And I also usually don't expand too crazy (like tall better than wide) because of the empire sprawl...
But I get where you (Original Post) are coming from: there are other space empire games out there where culture helps you win independently from waging wars: in Sins of a Solar Empire culture pushes back borders so to speak / you can take over ownership of enemy systems, no matter how hard they are fortified militarily, if you have more "culture push" than the enemy (- and have time to wait it out, as it only works very slowy as the enemy will try to build culture stuff to push back.)
And I think it was in Sword of the Stars that you could win a culture victory, when a certain percentage of the universe was following your culture. (Like you can win a culture victory in Civ V and VI by meeting certain victory conditions.)
#2 Liberating rival empires and shifting their ethics to your own is a good way to gain new allies for your federation. It is also one way to conquer smaller empires without raising your threat level with other empires. Liberate them, wait a decade or so, build enough trust, vassalize the empire, then integrate. If you conquer or vassalize them by force, you will build up threat that will hurt your diplomatic ties with other empires. Having them voluntarily vassalize virtually eliminates this threat, preserving positive relations with other empires.
#3 Liberating your rival empires also nerfs them heavily. Planets full of unhappy pops will see low stability, possibly rebelling and offering to join your empire if the rebel's ethics match your own. As previously mentioned, you could always just conquer them outright, but then you'll have to deal with the threat penalty.
#4 Do not underestimate the power of migration treaties. They can seriously boost your pop growth, especially on habitats/ringworlds/ecumenopoli/gaia worlds (think 10-15 organic pop growth a month.) This alone is worth fighting liberation wars with hostile empires.
All I got so far from migration treaties is a chaos of factions, which dropped my nearly 2 influence down to 0.8. I had 7 factions within a short period of time. You can't make it right for everybody. You'll have very unhappy pops.
#2 sounds interesting. But as you said that mainly works for small empires. And i have no interest in crippling enemy empires. That's not rewarding.