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if you have ambitious goals like force vassalizing a large empire, you have to be somewhat economical in your approach and can't just sacrifice 20 legions of stromtroopers for every planet you occupy. you'll run out of steam before you can claim ultimate victory.
most war goals have a partial victory in the case of status quo, though. conquest takes everything that is claimed and occupied regardless of whether the war ends in surrender or status quo.
vassalize and impose ideology will split up the target and will vassalize/liberate the stuff that was already occupied before the status quo.
so if you're doing well and then the exhaustion meter forces an end to the war, the status quo can still be a solid victory if you already occupied most of the stuff you wanted anyway.
You can win a conquest while at the same time sacrificing your own to reach that goal. Which seems to be happening to you.
Assume it as some kind of public opinion of your own people, don't wanting to loose more and are sick of this war that already cost them so much.
Also, in general, using larger ships with larger weapons results in less war exhaustion for you and more war exhaustion for the enemy (respectively): larger ships (seem) more likely to Emergency FTL out of combat due to the way the system works (every time a ship is hit when it's below a certain % of Hull, it will have a chance to EFTL), which means that larger vessels (with more hull points) get more potential EFTL chances (even if their individual chances are lower), while larger weapons have a higher chance to fully-destroy an enemy ship before it EFTLs.
The problem is that Stellaris is part space game and that it takes some of the aspects of Eu4 and incorperates them.
For example War score and War exhaustion are two separate things In Eu 4
In Stellaris they are combined those two things and now you see the results...
that's wrong. exhaustion and war score are separate things in stellaris. you shouldn't post such nonsense if you have no clue how the game actually works,
To build on this: War Exhaustion eventually forces a Status Quo, while building enough War Score (through occupation, Relative Fleet Strength and, yes, causing War Exhaustion) is what allows you to win a war outright.
While the statement is correct, it should be added that a Status Quo-Peace can be as good as winning the war.
Since you get all you have claims on AND occupy. I often start wars that I never intend to WIN, but just end in a status quo once I have seized all I want to get in this single war, even if I have more claims. (Sometimes It can be beneficial to stop earlier for strategical reasons, like having less entry points for a war against a third empire)
Nope they are integrated
read the wiki
https://stellaris.paradoxwikis.com/Warfare
Oh and btw I have 540 hours on stellaris and near 150 in EU4 so I know what I am talking about
Perhaps you should stop throwing stock responses around.
oh and lets have a quote:
In Eu 4 those are separate things.
In Stellaris they are integrated.
Cato, they are not the same in Stellaris either.
No acceptance is the same (function wise) in both games
anyway screenshot time to prove a point:
https://steamcommunity.com/sharedfiles/filedetails/?id=1683447787
EU4 war score
https://steamcommunity.com/sharedfiles/filedetails/?id=1683431968
Stellaris War Exhaustion
They function the same - though how war score is counted is a little different tho but thats another argument.