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How to play stellaris military wise
How to play stellaris military wise










how to play stellaris military wise

The universe just isn't set up to allow it.Īnarchy might exist for a while, but it will quickly devolve into a bunch of petty dictatorships that may or may not evolve into something more complex. And as everyone with sense knows, absolutes are not natural constructs and cannot be maintained forever. The moment it is no longer absolute, it ceases to exist. And with no governing body protecting, it doesn't take much force to take away someone's power.īecause Anarchy is an Absolute. The power doesn't even need to be given, it can be taken if sufficient force is applied.

how to play stellaris military wise

It could be little power (only step in if I am physically attacked), or it could be a lot (I am your eternal servant), that scale doesn't matter either. The point is that you give some measure of power over your life to another, and that act, in and of itself, is the end of anarchy. This may be only a single family, or a country, the scale doesn't matter. A petty tyranny forms where the strongest rules to absolute degree. The moment you need someone else to protect you, because the danger is too great for you to handle, anarchy ceases to exist. If you want to know how and why an ancap society would not only function but be advantageous to a modern representative democracy i suggest a video intro on youtube called the "machinery of freedom" which is a summary of a book by the same name. When government gets invovled in food production(food lines) or road production(traffic jams) and the creation of any other service or product the result is always legalized corruption and waste.

how to play stellaris military wise

On the contrary, when government is involved the military cannot effecienty achieve its goals, becomes wasteful and is over used. There is nothing about military that inherently calls for some sort of government. Saying it never existed before is obviously not an argument as modern representative democracies never existed either until a few hundred years ago. Shame you make judgments on issues you know little about.Īnarcho-capitalism as a coherent set of ideas was only presented in the 1950's. Though I'm not sure how a functional military, especially an efficient one, would be believably implemented seeing as the very nature and core concept of one is antithetical to every known form of anarcho governance. It would also need it's own civic that would give it a custom economy type and remove the ability to have a national leader/representative, governors, admirals and field marshals. If we were to see an accurate portrayal it would need to be added as an origin that starts you out as a vassal within the borders of an advanced nation. Hell, the longest lived one is still kicking at almost 50 years old but is literally just a neighborhood somewhere in Greece(and it doesn't look like it'll be around much longer). In fact the longest lived ones aren't exactly nation states, but rather they are nothing more than movements existing within, and are subject to the laws, of other nations. All past forms of anarcho governments/societies never lasted more than a few years. Reading the wikipedia article on it just seems like it's the fast track to oligarchy/autocracy. Civics-wise just scroll through the list and look at the requirements for relevant civics.Originally posted by EleventhStar:im pretty sure anarcho-capitalism pretty mucb by it's own definition can't last for a long time. I'd pick at least one point in the top 3 as they allow for more straightforward conquest, and one of the bottom two could be added for flavor. Spiritualist - similar to materialist but only if you're playing on the beta. Quiet early game while you outtech the galaxy until midhgame where your quality advantage is obvious Combined with mechanist, this means very good pop growth from robot assembly and a headstart towards droids, and one tech less to research. Materialist - less straightforward than the 3 above but still good. With militarist this is basically FP without the actual civic. Egalitarian - influence gain for claims/expansion (comes online only when factions spawn and needs to be managed), specialist output means offset to increased cg use, more alloys, more research Xenophobe - cheaper expansion saves you influence early game or allows grabbing more space, more pop growth speed means more pops means more resources produced. Militarist obviously, with a few options to add to that.Īuthoritarian - influence gain for claims/expansion and hegemony for cb, slavery and living standards more favorable.












How to play stellaris military wise