Stellaris

Stellaris

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Pathblinder May 31, 2016 @ 6:37am
Tip: How to remove unwanted factions (peacefully)
Generally, when you take control of a planet (Through peaceful or foreceful means) you'll have factions pop up that quite frankly want you gone. Left to themselves, they can grow in power despite your efforts to keep them out of your way. Depending on how much influence you're willing to spend, and how much you value said planet, you can remove these factions completely.

Of course, this is a costly and time consuming method of removing them. But you'll no longer have to bother with them constantly requiring 200 to 50 Influence dumps.

First, check the planet and see if there are any who are in the Loyalist faction. This is important - These will be the one's to re-populate the planet. Next, colonize an unwanted world somewhere away from your home systems. This will be a planet where you throw all of your Revolutionaries.

Build the Planetart Administration building. This requires 5 Pop, so make sure you have time to spare. Next, once it's built, simply move any Pops who are not ideal to this world, while transfering your original population onto the target world. In doing this, you remove the unwanteds and replace them with people you want there. This is costly, but worth it in the long run.

So long as you have at least 1 pop who is loyal to you, of the opposite race, they can repopulate the world into a loyalist faction. Next up, simply trade the unwanted world to your empire of choice. This will remove the factions completely, saving you from a headache. Of course, wierdly enough, these pops then become loyalists to their newest Alien Overlords. For.. reasons.

Enjoy...
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Showing 1-11 of 11 comments
Ah the Australia Stratagem.
Last edited by Apeironic_Entelechy; May 31, 2016 @ 7:12am
Centurion May 31, 2016 @ 7:13am 
how many years and influence did it took you?
Grimmrog_SIG May 31, 2016 @ 7:18am 
Dunno, I play a happy race build and a -divergence focus and never had issues, most other races turn away from beign a faction once their conquered malus is gone. and the xenophile ethic they have will also slowly vanish. After this everoyne is a happy little fellow.
Random May 31, 2016 @ 7:19am 
lol @ fourthspartan, as an australian myself, I can't help but find your witty remark hillarious as we do like to take the piss. I tip my hat to you sir.
Fred May 31, 2016 @ 7:23am 
Thank you for info mate.
Pathblinder May 31, 2016 @ 12:03pm 
It cost me around 500 influence to remove the Faction completely (I had to move 12 Blocks worth of people). I had one block of pop idling on my homeworld, to avoid being influenced by the revolutionaries. Once I removed those individuals, I simply sent the loyal subject back to their home. Now I've got a bunch of them back on their world, all completely in the loyal faction.
Deaston May 31, 2016 @ 12:31pm 
Oh, I just send in the army and kill them. All non-humans die. :)
LzDK14 May 31, 2016 @ 2:14pm 
Yep. Sure, let them have a whole world for themselfs.
Or you can enslave them for 10 years. The won't rebel.
Or just have a large army on that planet, they can damage buildings and be unhappy, but who cares what they want?!
Last edited by LzDK14; May 31, 2016 @ 2:14pm
Pathblinder May 31, 2016 @ 2:23pm 
There are lots of ways to deal with 'em. This way prevents any negative feedback in Diplomacy. (No race's being angered by your enslaving an entire planet) But, if you're the Imperium of Man then just purge.
Jorian Drake May 31, 2016 @ 2:53pm 
easier solution:

a. get them once integrated fully, add them to a larger star sector where your capitol planet is your own species (maybe build a park, monument, garden or similar before that)


b. even more easier: purge them all, problem solved
killakanz May 31, 2016 @ 3:30pm 
It should be noted that this does not work if you have individualist traits. Individualist traits prevent resettling your pops.
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Date Posted: May 31, 2016 @ 6:37am
Posts: 11