Subjugating races
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- robertbc73
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Subjugating races
Is it really worth subjugating races? You lose out on roughly 100% moral (when the game is going your way). You might get labor camps but that's only +10% industry. Only use for a subjugated system is for research or espionage, never for construction. Is it just me or am I missing something?
Thank you.
Thank you.
"Understanding is a three-edged sword."
Kosh from Babylon 5
Kosh from Babylon 5
- cleverwise
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Re: Subjugating races
Well you can do martial law (or equivalent) and the morale will start to rise. I have gotten subjugated races into high morale over time. There are other advantages such as keeping other majors from bribing the minor. A subed minor can't be bought. Plus if the minor was part of another major it does hurt the morale of that major to have the minor stolen.
Of course the Federation citizens will protest if you conquer a minor so use it sparingly. However all other majors don't seem to mind so go for it! If you are playing as the Cards or Klingons you must! ;-) Its their way.
Of course the Federation citizens will protest if you conquer a minor so use it sparingly. However all other majors don't seem to mind so go for it! If you are playing as the Cards or Klingons you must! ;-) Its their way.
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- robertbc73
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Re: Subjugating races
Martial law, or its equivalent, only raises the subjugated races morale to 60 or 70 something but no further.
I have never had a membership race bought away from me but I do miss having the communication grid in the current mod.
I have never had a membership race bought away from me but I do miss having the communication grid in the current mod.
"Understanding is a three-edged sword."
Kosh from Babylon 5
Kosh from Babylon 5
Re: Subjugating races
robertbc73 wrote: I have never had a membership race bought away from me but I do miss having the communication grid in the current mod.
Actually, it was long ago determined the Communications Grid was bugged, and was actually making it *easier* for other empires to bribe minors away from you. That's why every mod out there gets rid of it.
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- cleverwise
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Re: Subjugating races
True martial law only gets a system to around 75 but still that is a start. Then as you win at battles, develop the system, and have other positive events they help the system.
I didn't realize the comm grid made it easier; interesting. In the Ultimate Mod there is something called Embassy but I am guessing it is using the same code as the Comm grid.
I didn't realize the comm grid made it easier; interesting. In the Ultimate Mod there is something called Embassy but I am guessing it is using the same code as the Comm grid.
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- cleverwise
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Re: Subjugating races
Sorry guys I had a computer glitch and reply was double posted.
Last edited by cleverwise on Thu Oct 30, 2014 9:16 am, edited 1 time in total.
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- thunderchero
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Re: Subjugating races
cleverwise wrote:I didn't realize the comm grid made it easier
SCT did make a bug fix for this but was never used by UDMMartok wrote:Actually, it was long ago determined the Communications Grid was bugged,
viewtopic.php?f=189&t=12&p=28289&hilit= ... ion#p28289
thunderchero
Re: Subjugating races
if you like micromanagement, low morale after conquering is just one more thing to manage;
if you don't and are lazy like me, just use UE to add a +1 morale to system to a building like the bunker network; i find that is enough to keep even the feds happy during a conquering phase.
this works for single player;
if you play multiplayer than everybody playing i think needs to have the same game.
if you don't and are lazy like me, just use UE to add a +1 morale to system to a building like the bunker network; i find that is enough to keep even the feds happy during a conquering phase.
this works for single player;
if you play multiplayer than everybody playing i think needs to have the same game.
- robertbc73
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Re: Subjugating races
With a subjugated system, when I am winning EVERY battle, colonizing like mad, and everything else possible (aside from minor races with empire wide morale bonuses) morale NEVER goes above pleased. That's also not using any negative morale building.cleverwise wrote:True martial law only gets a system to around 75 but still that is a start. Then as you win at battles, develop the system, and have other positive events they help the system.
I didn't realize the comm grid made it easier; interesting. In the Ultimate Mod there is something called Embassy but I am guessing it is using the same code as the Comm grid.
"Understanding is a three-edged sword."
Kosh from Babylon 5
Kosh from Babylon 5
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Re: Subjugating races
Thanks TC. I never really paid that much attention to Comm Grid's effect on minors.
Of course it probably depends on the version whether Vanilla or Mods. I have had systems above content after being subjugated and getting them to content isn't that difficult either. I personally don't care if they are fanatical or not as long as they aren't rebelling.
Of course it probably depends on the version whether Vanilla or Mods. I have had systems above content after being subjugated and getting them to content isn't that difficult either. I personally don't care if they are fanatical or not as long as they aren't rebelling.
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Jeremy
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Re: Subjugating races
There is a morale cap; you get some morale penalty by default depending on your current morale. Don't know the exact values, but it's something like this.robertbc73 wrote: With a subjugated system, when I am winning EVERY battle, colonizing like mad, and everything else possible (aside from minor races with empire wide morale bonuses) morale NEVER goes above pleased. That's also not using any negative morale building.
Let's assume you have a +1 empirewide; and a local +1 morale;
if your morale is below 75 you get 0 morale penalty; so every turn you're up +2 (plus or minus other events like battles and colonizing)
if your morale is >75 < 100 you get -1 morale penalty; so every turn you're up +1 (plus or minus other events like battles and colonizing)
if your morale is >100 < 125 you get -2 morale penalty; so every turn you're up +0 (plus or minus other events like battles and colonizing)
if your morale is >125 < 150 you get -3 morale penalty; so every turn you're up -1 (plus or minus other events like battles and colonizing)
if your morale is >150 < 195 you get -4 morale penalty; so every turn you're up -2 (plus or minus other events like battles and colonizing)
So once you reach 125 you're capped until you get more +1 morale structures.
The is a topic about this somewhere.
- robertbc73
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Re: Subjugating races
THAT right there, is why I say its not worth subjugating races. Especially when morale is a multiplier on your production output.
"Understanding is a three-edged sword."
Kosh from Babylon 5
Kosh from Babylon 5
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Re: Subjugating races
In a current game I have subjugated systems at over 100. Obviously it is a personal call but subjugating the major power systems takes them away and dismantles their empires.
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Jeremy
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- robertbc73
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Re: Subjugating races
Having a subjugated race at over a 100 morale isn't bad until you realize you could have bombed the planet clean and had a population with a max morale of 195. Of course there is the added time to rebuild the infrastructure but that's a personal call there.
"Understanding is a three-edged sword."
Kosh from Babylon 5
Kosh from Babylon 5
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Re: Subjugating races
When I am subjugating I am often building ships like crazy and usually getting the population bump is nice. However it is all personal choices. :-)
Of course playing mods is a lot nicer than Vanilla and really does make for totally different game play.
Of course playing mods is a lot nicer than Vanilla and really does make for totally different game play.
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Jeremy
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Jeremy
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