This mod removes the ability to force white peace from the game. War Exhaustion is a very controversial mechanic in Stellaris. How to fix stellaris war exhaustion system: -Remove war exhaustion system and replace it with an occupied planets stability level, and an army capacity (Similar to fleet capacity), and a war goal completion meter, (for how likely it is you will achieve your war goal, affects surrender and other aspects, similar to the old system but without. Use a race with modifiers to war exhaustion. The way stellaris war exhaustion works is "Our arbitrary meter was crossed , now you need to sue for unconditional surrender. well then its still a bug, cuz what has happened is taking over 100% of there planets and gaining all the Exhaustion and they got none. I'm on good terms with them and they're huge. Imagine a situation where an empire attacks you with 56 corvettes against your 7 battleships. . Personally I'd also like the entire war system to be overhauled, AI forcing you into white peace when you hit 100% war exhaustion is kinda really lame, if I had a choice, I'd rather take happiness/Deviancy debuffsempire-wide for each additional month spent in a war at 100% exhaustion. Forced status quo is something one side can trigger when their opponent has been at 100% war exhaustion for at least 2 years, but they don't have to do that if they don't want to. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. at first I didn't realize I was at war with them. A system is fully occupied when the starbase and all colonies, if any, are successfully invaded. Unfortunately, I believe you would have to be a part of the original war in order to bump up the enemies' war exhaustion that your friend is facing. I have all of their systems occupied. Cold and heartless killing-machines designed only for war. Isokon Jul 9, 2020 @ 9:32pm. Especially since you can just refuse peace, you don't care what war exhaustion they are at. So ship losses are worth less due to the increased total fleet one side has. Forced status quo is something one side can trigger when their opponent has been at 100% war exhaustion for at least 2 years, but they don't have to do that if they don't want to. Biggest impact is always fleetcombat. The pain was real. This can materialize in different ways but tends to do so in ways that pressures governments to make peace even if that peace could be disadvantageous. Not really. l_x_fx. The best part of war exhaustion is that "apparently" the game counts the ameba bubbles as a very valuable ship because when I lost it on a war on its juvenile from my war exhaustion jumped 8 points by itself. Ok that's fair, thanks!Stellaris. I do not remember a time where the AI refuses a status quo if they have 100% exhaustion. I've done my research on this. This command would remove 10 war exhaustion from Ethiopia (as we specified negative 10). It’s also possible to end a war by declaring a Status Quo. This stupid mechanic has made war intolerable for me This is the opposite of true. EU4 always had war exhaustion that tore your country apart if you got mired in a costly, lengthy war. Alternatively, go for Mega Warforms if you are a Machine Intelligence, those almost always survive being thrown at planets in bundles of 20-30. 1 Sort by: Open comment sort options l_x_fx • 1 yr. War exhaustion is displayed in the bottom right corner of your screen, under outliner. The reason you go to war affects how fast war exhaustion. Steps to reproduce the issue. War Against Federation. So I'm just throwing waves and waves of torpedo corvettes. This will take a long time because no battles etc are being fought, so you have to wait for accumulated war exhaustion to end the war, which can take a long time. Stellaris - Unable to end war with Fanatic Purifiers. In a defensive war, your. When it reaches 100% you can be forced into a 'status quo' after 24 months. But with a few powerful fortress worlds in strategic locations you can slow the enemy. Why do I get a defeat when my opponent retreats from the battle? Is this happening to anyone else? Or is this another weird bug?A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I screamed. the claim system is too expensive and broken. Winning doesn't mean you get stuff. And if both parties reach 100% War Exhaustion, then a status quo peace will be forced once a certain time (I. Enforce a status quo. As the title says, I'm stuck in a war that has been over for a long time. If you look closely, there is a small separation between the bottom of the War Exhaustion box and the Occupation tracker. War exhaustion represents your population’s willingness to continue fighting. there are tabs on the bottom of the window. The feeling of my cracked lips, my dry throat, my rubbery tongue, my hollow stomach, my sore eyes, my exhaustion, all of that pain returned all at once. Attrition should be a function of measurable inputs, not a timer. Losing 7 titans will hurt exhaustion a lot more than losing corvettes. I've rarely seen situations where reaching 100% war. If you take too long to win the war and rack up too much exhaustion, you can be forced into status quo. . But in theory if not one of the empires sue for peace it could go on. when you can occupy everything but still lose. So I haven't played for awhile but War Score in it's current form is terrible. You can only find those out by physically observing the galaxy map for missing unoccupied systems, the acceptance score in the actual war screen being a. Are the AI empires not forced into surrendering after 2 years at 100% War Exhaustion? No. Its purpose is to shut down wars early so early wars won't trade too much away while late wars are quick affairs. Just because. 100% War Exhaustion means you'll automatically accept a Status Quo after 2 years. So they will tell the population the war needs to end, or that you are planning a coup. Jun 2, 2012 374 426. I guess my determined exterminators are very weak willed because I fought a war for barely a year and its forced to end because of "war exhaustion". The attrition system basically puts a timer on all wars. It will make them accept any status quo peace you offer (in wich you would get the terriotries you have claims on AND occupy militarily, so often a white peace is a way better option to end a war then going. [PSA] 100% war exhaustion and Forced Status quo are not indicators of winning/losing a war. In Stellaris war exhaustion is calculated against all participants. The picture I see you just need to wait for a bit more exhaustion, win a space battle or capture a few more systems. Ok that's fair, thanks! The first step is to have a functioning and efficient economy. Members Online •. Updated for 2. War Exhaustion is just a clock. I find the war exhaustion system to be flawed. Means, when you fight a federation of 3, you will have a hard time to drive their exhaustion up. I've clicked on every system and confirmed this is the case. So war exhaustion increases. By the time I conquered my lost systems back and finally begun to take the war to them (and there fleets mostly gone) suddenly the war exhaustion hits and forces status quo on my machine empire. I've seen people wondering why they suffer how the war exhaustion they suffer from battles and I've found the formula the game uses to determine it: 2 x (Naval Capacity Lost / Total Naval Capacity). You are now playing as your ally. Find out the effects of war exhaustion, a mechanic that reduces the empire's influence and happiness, and the different types of warfare wargos, such as subjugation, counterattack, and plunder. It's just hard for me to wrap my brain around it being called War Exhaustion when the things that usually would cause War Exhaustion seem to have little to no effect on War Exhaustion. Crim Mar 3, 2018 @ 8:31am. . They don't have ships or fleets anymore. Yes war exhaustion should exist but in a very different way. . The acceptance scope for "Achieve war goals" in a subjugation war is the sum from the following parts: Demanding Surrender: -100 (constant) Vassalize Wargoal: -100 (constant) Penalty for demanding unoccupied systems: -10 x systems (optional) War Exhaustion: 0 to +100 (percent of war exhaustion of enemy) Occupation: 0 to +100 (percent of. edit2: I know games that give war exhaustion penalties (morality, political and others. War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. It favors the defender as a way to help ward off early aggression and give newer players the ability regroup. For example, if you are going through an empire and bombing their planets into oblivion. It nearly costed me the war just because my xenophobe empire decided this was the perfect moment to become emotional about some dying barbarians. 30: 1. . War Exhaustion. I established a Hegemony federation with another empire and their singular vassal, gave my victory rival a stupidly generous subjugation offer to counteract their -800 for being an overlord, then immediately released them and all four of their vassals (which. Jul 16, 2021. A higher war exhaustion score can have negative impacts on an empire's capabilities and morale over time. War exhaustion passive gain is limited, removed for the last percents and before that somewhat reduced. Jump to latest Follow Reply. Also also, if your ally controls the starbase, you are. War exhaustion . < >Stellaris: Bug Reports. T. And please make the combat on planets more interesting. I have tried various mods but none seem to fix this. Yea - It happens again. Examples. Mechanically War Exhaustion is designed to punish the attacker. immortalfirelover • 5 yr. when you can occupy everything but still lose. Instead, 2 Years after your opponent reaches 100%, you can force a status quo peace in the war overview. I thought they fixed it like a month ago? But I still see people mention the same old problems that persisted before. Politically a war in which 'nothing happens' may be seen by opposition factions as a political move for your faction to cling to power, gain emergency powers and so on. 12. Use a race with modifiers to war exhaustion. Skull_Jack 1 yr. 2. Upload AttachmentWar exhaustion soaring even after winning battles. So, this question is probably more about war exhaustion I've noticed that exhaustion is added as the number of empires on one side improve. Its a fantastic concept but the numbers are obviously off. Looking forward to Victoria 3. I'm at war with an empire that does not gain war exhaustion. It seems stellaris is just screwing me because Stellaris. If you're at 100% war exhaustion then you did not 'effortlessly' defeat them. Its a fantastic concept but the numbers are obviously off. Once your war exhaustion reaches 100%, you have a two-year grace period, after which if your opponent wants peace, they can force you to accept it. My fleet got power of 10,5k, the enemy fleet got power of 7,8k, they get into. Examples. Storm Jan 22, 2020 @ 9:26am. Updated for 2. Moreover, menacing ships are dirty cheap, and Easily Replaced perk gives 50% build speed. It depends on time and on losses you suffer, even in victory. There should be other cases in which you can win a war other than pushing their war exhaustion all the way up. Examples. Yet, Stellaris decided that they get almost no war exhaustion and I can't conquer the few systems I'm trying to. Stellaris > General Discussions > Topic Details. I have gathered 27% exhaustion for 11 ships lost, 0% due to 5 armies lost, they have gathered 22% due to 67 ships lost, and 0% due to 141 armies lost. War exhaustion makes no sense. If we want it to act more like current war exhaustion, even uncap war exhaustion. so now even thought own all planets they will not give up. The story of pre-war exhaustion, when a war would last 100 years over a handful of systems. You should limit your entrances into your territory and. 9. Occupation is similarly based off all participants. He will still win at 100 tho since surrender is -25 and there's 70 to go. I'm rolling over an enemy, taking systems, took a planet but our War Score is exactly the same. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The four sources are: ships lost, armies lost (defensive armies don't count for this), attrition and destruction. :) Remember we're always looking for more suggestions and constructive criticism:. War Exhaustion. To be exact, they are forced to ACCEPT a status quo. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. Fortunately, I figured out a workaround. Stellaris is a very challenging game so do not be afraid to fail terribly a couple times. Up-to-date, detailed help for the Europa. So Paradox came and said "Eventually, your people say 'getting my friends and family killed sucks'. Mar 23, 2018. But despite winning, and consistently losing less of my fleet that the enemy (in terms of fleet points - I lose 4. Thread starter 10kSpaceRoosters; Start date Jun 29. So I just defeated the enemy fleet bringing me to 100% war exhaustion, which doesn't make sense as I am not exhausted and I'm a machine intelligence so there is no reason for the people to want peace. The problem is that the gains are too high from certain things and it doesn't really care about your empire's actual war capacity and damage. For example: I had times where I was at 100% War Exhaustion but the war went on, because the AI didn't want to make peace yet. No idea what war exhaustion has to do with this. War against ally rebels cannot end despite 100% War Exhaustion [3. It's just hard for me to wrap my brain around it being called. This tutorial covers the basics of starting and ending wars, and covers some of the more common w. Dictatorial- 60% of your population must join "stop-the-war-movement" for you to white peace. . 3 update that much. 11. This creates objectives for the war, and your opponent creates objectives on you. We're making changes to the War Exhaustion following your feedback. strong and were fighting other AI empires at the time. However -4 is not a lot and they do not have full exhaustion yet. When the enemy's war exhaustion hits 100% (attrition slowly ticks up), you can force a status quo after two years regardless of whatever other acceptance penalties they have. But I think most of all, war exhaustion isn't actually that big of a deal for the player, and I don't think it's worth worrying too much about it. If you wait out the war exhaustion, or settle for status quo, you'll get the claims you occupy, and you won't lose any territory unless they're occupying it. First thing to note is that if the AI has less than 100% war exhaustion and hasn't yet achieved all its war goals, it will continue to fight on regardless of any other circumstances. I. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. There are no other mechanisms tied to it. Means, when you fight a federation of 3, you will have a hard time to drive their exhaustion up. Recommend that you wait until 100% war exhaustion, then make a push into their systems to claim a few systems and peace out before they can retaliate. pops feel drained by the mental strain of their telepathic cry for help (flavor text) Possible negative effects after war along with % chance of happening: 20% decreased biological pop resource output-- 30% chance. War: Enemy War exhaustion %100 but I'm unable to achieve war goals . 100% copied and pasted from the stellaris wiki, War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. Destruction from bombardment, losses of ships and men, having planets occupied, disruption of trade and shortages caused by it, yes, all of that should cause war weariness - but not the mere passage of time, what is now called. This is ridiculous. War exhaustion for the small empire vs the AI Federation is at 89%. I click the "Impose Ideology" anyways because I am 10 seconds before losing the war because of. Given how lacklustre they are as an empire choice, I don't think it would be a bad thing from a gameplay standpoint to give them some sort of buff to war exhaustion (gain it slower, or have some threshold that must be broken before they gain it at all. War exhaustion refers to the toll of war on an. Historically and objectively, militarism not necessarily mean better troops. Warfare is efficient. Last edited by Elitewrecker PT ; May 14, 2018 @ 5:23pm. So, an empire can keep a system because it got absolutely destroyed in a war by two empires, rather than one. 1 aspect I'm missing or seems counter intuitive to me is the war exhaustion mechanic. AI almost always get the two technologies quickly, so that gives them a 20% slower war exhaustion rate if you don't also have the techs. So when FE decided to humiliate me, I thought I would outsmart them - very quickly destroy a. Just set reasonable war goals and go for those. Yes, Stellaris's War Exhaustion works nothing like PDX's other games. This is due to war exhaustion in Stellaris being hard capped at. I haven't played Stellaris for years (although I have hundreds of hours previously), but recently I bought all the dlc's and gave it another go. If you want an enemy to surrender, you need to get your War Score up to a certain number (which is determined by the kind of war you're waging, the number of. You can't force a surrender from an AI unless you peg their war exhaustion to 100% and control. To be fair, bubbles is indeed precious, and I deserve death for letting them die. Adds the given war exhaustion for all of an empire’s active wars [amount] window: Opens a GUI window element In an offensive war, your goal should be to take whatever systems you have a claim on while avoiding getting yourself to 100% war exhaustion. Its also useful in simulating a people being more willing to shoulder the psychological horrors of war due to "rallying around the flag" against an existential threat. With the game still paused, type "play" followed by a space and your ally's ID number. Stellaris doesn't need war exhaustion to be 100 to enforce the demand for surrenderunlike other Paradox's games. Yes, i understand what defensive troops is a limited because of how many citadels and precinct houses defender have. Not a 1-1 use of it, but a reflection of too many wars fought at once. Yes, i understand what i have so much exhaustion because i lost attacking troops and defenders lost only planetary defencive armies. Doens't stop people from complaining about being forced status quo though, even with the 2 year warning. I win every space battle. I declared war and invaded my neighbor. In a humiliation war (unlike claiming territory war types) you have a set -50 modifier to be forced to surrender (same as the AI). War Exhaustion has no effect at all outside being a counter until your opponent can force Status Quo peace, so disabling than option effectively removes the entire system. In a humiliation war (unlike claiming territory war types) you have a set -50 modifier to be forced to surrender (same as the AI). Mar 3, 2018. Sorry fellas, it'll be back soon! Just had to take a break from Stellaris for a bit to review my perspective. Think of War Exhaustion as of getting tired of arguing with anti-vaxxers: at a certain point, you go "fuck it" and are ok with walking away from the argument, but it doesn't mean you're anti-vaxx when you do. War Exhaustion trigger percent: 40%. For some reason the game decided to only. War exhaustion in Stellaris is just a mechanic to prevent foreverwars between the AI and the player exploiting the AI through war too much. Example: If I declare war on a 3-empire federation, my. I find the war exhaustion system to be flawed. Poorly designed system either way. Please let me know if it stops working. For example, in a Conquer cassus belli there's a -50 (or -75) enforce demand and -10/-100 per system/planet. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units. This has been done. Everstill. So war exhaustion increases. You don't get WE from bombarding enemy planets, its likely just attrition, however having your. The amount of war exhaustion gained when receiving said actions can be reduced by certain technologies, civics or by taking the crisis ascension perk and leveling crisis level. . Content is available under Attribution-ShareAlike 3. Which, in this particular war, is disabled. . You can declare victory once a Wargoal has been met. You could have won years ago (100% war exhaustion starts a countdown, the enemy can’t force leave immediately) but you didn’t and this mechanic represents your citizenry becoming sick of. #2. Enemies that were weaker got crushed and my war exhaustion never came close to affecting the outcome for me. It normally only ends than and not when only one hits it. Yet they dont care. Hope to meet friends who have the same hobbies. You can declare victory once a Wargoal has been met. Also, exhaustion doesn't matter that much. Jeesasaurusrex has given a good, comprehensive explanation. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units. And since social unrest from wars isn't really a thing in Stellaris right now, I'd say that the forced peace happens just before social unrest would be a thing. I think that's the solution. Not a 1-1 use of it, but a reflection of too many wars fought at once. 0. Even a hive mind or robot empire is going to find that logistics are going to eventually cripple the war effort. Buffs that decrease war exhaustion pretty much mean that your society is now more tolerant and patient with war. War exhaustion passive gain is removed. War Exhaustion is terrible. Buy Apocalypse. When you can occupy an ENTIRE damn empire, but not the planets, and somehow not push the score high enough to force subjigation, then because his fleet comes back and you lose a couple ships in the. -Remove war exhaustion system and replace it with an occupied planets stability level, and an army capacity (Similar to fleet capacity), and a war goal completion meter, (for how likely it is you will achieve your war goal, affects surrender and other aspects, similar to the old system but without failing because of exhaustion)It seems stellaris is just screwing me because Stellaris. I stood up, nearly falling over from exhaustion, and limped over to the kitchen like a wounded soldier. Don't fleet stack. 4. I typically play on commodore difficulty and I don't mind the 3. All claims regardless of participant are wargoals. Oh, and force you to use the total war casus belli, which, while it allows you to wage total war without the need for claims in the lategame (thank you), it also means your enemies will near never surrender, despite you NOT being a fanatical purifier or whatever, and despite the fact that surrendering would mean I WONT destroy more planets and kill. Alternatively, go for Mega Warforms if you are a Machine Intelligence, those almost always survive being thrown at planets in bundles of 20-30. 1% reduction. Reply. Executing the above command would make the empire with an ID of 9 declare war on the empire with ID 4. ago I think when war exhaustion happens, it should not. The first method is one side in the conflict surrenders. Their war exhaustion score has been slowly ticking up for decades, with no change in anything. 42 Badges. War Exhaustion is not only incredibly stupid. If you slap penalties on 100% war exhaustion, the smaller, losing side will accrue those penalties for the majority of the war's duration since they normally reach 100% WE very quickly due to, well, losing the war. You will not automatically end the war at 100%, but if the other side sues for peace you must accept. that sounds like a bug, because normally if both hit the 100 % mark, the war ends. Features: 65% reduction to war exhaustion gain. The current exhaustion System is really promising but with the current values, its simply no fun, to wage war. You just need enough to enforce the demand on the war screen that you need to check. Yeah, I've noticed there are places where war exhaustion seems off no matter what I do. Elitewrecker PT Aug 20, 2019 @ 2:55pm. Click across to the war demands tab, click on the war demands you want met for their surrender and send the offer. I win every space battle. War Exhaustion as a mechanic really needs to be fixed. this is beyond stupid. In this case, they possibly lost a buncha small ships like corvettes, while you lost a bunch of battleships. 16% Exhaustion with losing 101 armies VS. The last one technology is a technology that reduces your fatigue by 10% and is extremely useful. Now the economy is actually compelling and diplomacy will almost receive a rework as well, that doesn't need to be the case any more. War Exhaustion is a very mundane and isolated mechanic that only serves ends up making wars last longer than they really should, and can sometimes end a war right before you're ready to end it, creating a frustrating experience. It just puts a timer on a war. You can reduce the build up of war exhaustion, but you can't reduce existing exhaustion. Yes, i understand what i have so much exhaustion because i lost attacking troops and defenders lost only planetary defencive armies. Stellaris is a huge space exploration playground,. It is written that if your war exhaustion reaches 100% you may be forced to peace after 2 years. Now type surrender <crisis empire id> <war id>. There should be other cases in which you can win a war other than pushing their war exhaustion all the way up. Mechanically War Exhaustion is designed to punish the attacker. When engaged in warfare, different actions and outcomes influence how quickly an empire becomes exhausted. War Exhaustion goes up from suffering losses during Space and Ground Warfare, destruction of planets (either from Colossus weapons or Armageddon Bombardment), and a. Anyways I love Stellaris as it is, but those improvements would be amazing. If you reach 100% the AI will enforce a status quo, not their wargoal, so it should be equal, since you can do the same. This is why anchorages are important. Also, they are machine intelligence, which lowers their war exhaustion I think. Way too many negative reviews/forum complaints/reddit posts have been about how screwy the current War Exhaustion. Once their war exhaustion reaches 100%, so that both sides are at 100%, 2 years later the war will automatically end with a status quo peace. For the AI they will automatically accept a status quo request in this case, a human player simply doesn't get the option to. This is a bad combination. Elitewrecker PT May 18, 2019 @ 5:38am. It is effectively a stalemate. The crisis war is a total war. But no, they just give 0. My combined 12k marauder fleets destroyed multiple 4-6k fleets that the federation kept sending over the course of the war, yet my war exhaustion went up much faster than theirs. It does weird things, and causes outcomes that are weird. You could have won years ago (100% war exhaustion starts a countdown, the enemy can’t force leave immediately) but you didn’t and this mechanic represents your citizenry becoming sick of it. There are no other mechanisms tied to it. As mentioned below, war exhaustion increases over time and when you lose ships or non-defensive armies. War Exhaustion. In fact, I tend to be slightly more fatigued than they. Stellaris - War In Heaven doesn't end after Awakened Empire/s defeated. for that matter can't force your enemy to surrender if they have a negative surrender acceptance even if they have 100% war exhaustion, so it is very likely that the 3rd party blocked. I won every single battle (land or space). War Exhaustion is terrible. If you look at every historical scenario ever, losing Battle after Battle, failing to attack as the aggressor, and losing copius amounts of manpower and ships causes the aggressor to want to sue for peace, whereas when a defender actually, oh I don't know. This mod removes the ability to force white peace from the game. It’s also possible to end a war by declaring a Status Quo. Sent the enemy into %100 war exhaustion after three consecutive defensive battles (The AI seems to have gotten worse, they attack my heavily fortified space ports with fleets that're weaker then the ones I have orbiting those fortified space ports). In my recent game I went full exterminatus and my fleets could turn any planet (i mean any, even heavily shielded FE capital) into fractured piece of lifeless rock in about a month of bombing. Either way, war exhaustion represents the people of your empire having had enough of the war. No acceptance is the same (function wise) in both games. but it's still at -22 despite enemy. Stellaris Real-time strategy Strategy video game Gaming 103 comments Best Fred810k • Democratic Crusaders • 1 yr. Claims change hands as normal in EVERY type of war. Both sides have 56% War Exhaustion. sure, except it's only per war, thus is totally arbitrary, and abstracted to only be a faux hard limit on warfare a fun example of war beng ass, is that if 1 empire is in 2 distinct. Peace out via status quo and prepare for the next attack in 10 years. That should be factored into your war planning. However, bear in mind that Fanatic Purifiers are considered enemies to the entire galaxy, so any territory you occupy will stay yours even if you go for the white peace option, so you can significantly weaken them even if you're forced to end the war early. Even then they might not spark a war in heaven. Defend or attack with fully customizable war fleets, where adaptation is the key to victory. . If you declare war and do nothing or can't do anything, the machine falls apart and you have to drop the conflict due to compounding exhaustion penalties. The war exhaustion is also influenced by attacker/defender, defenders gain it a lot slower. On the whole, though, everyone chilled the hell out about it. Once their war exhaustion reaches 100%, so that both sides are at 100%, 2 years later the war will automatically end with a status quo peace. War exhaustion does not matter there as peace can only reached by one side being annihilated anyway. I cannot win even if I do occupy all their space and planets. Militarism should give war exhaustion bonus, not fire rate. I am aware that the Grand Herald screws with relative power and the likes which makes AI surrender a lot earlier than they should if you have it, but. It could also help stopping players from. The exhaustion in Stellaris, as mention above, is absolutely not tied to the necessary war goals. The long and short of it is this; white peace is your goal in war for Stellaris. INTERSTELLAR WARFAREAn eternal cycle of war, diplomacy, suspicions and alliances await you. Major features include more varied opinion modifiers, new resolutions and operations, and the ability to form the Galactic Republic. Even in a forced peace you still get stuff that you claimed and occupied. Sounds like you haven't claimed the systems. Keep Reading: Stellaris: Utopia - The Shroud, ExplainedThis is a brief tutorial aimed at new players to Stellaris. #1. If you want war attrition to be more manageable, Id suggest buidling a ton of anchorages. You went to war for two years and didn't manage to win, you weren't effortlessly stomping anyone. superiority of claim should. I saw some posts and threads complaining about the War Exhaustion, specially one main point: that War Exhaustion just fells like a ticking clock to end a. For the AI they will automatically accept a status quo request in this case, a human player simply doesn't get the option to refuse the request. War Exhaustion is a very mundane and isolated mechanic that only serves ends up making wars last longer than they really should, and can sometimes end a war right before you're ready to end it, creating a frustrating experience. Interestingly, I just finished a Space Race Victory in Civ 3 as a prelude to another Stellaris playthrough. You will not automatically end the war at 100%, but if the other side sues for peace you must accept. It's just a measure of how much longer you can keep fighting, not off who's winning. 1. The idea of war exhaustion of course makes a lot of sense, but the way it's implemented in the game is beyond me. For example: I had times where I was at 100% War Exhaustion but the war went on, because the AI didn't want to make peace yet. There are two society techs that offers reduced claim costs + reduced war exhaustion, I think it's a T2 and a T3, though it might be a T3 and a T4. this, it's just there to put a clock on wars so they don't potentially drag on forever because neither side wants to give in. This is the problem with the war exhaustion system: it makes no sense. Furaigon • Shared Burdens • 7 yr. If you reach 100% war exhaustion, the enemy can force a Status Quo peace, which will end the war early for you (but you will keep whatever you took that you also have a claim on). Most of its weight comes from occupied planets so carpet sieging planets is the best way to win a war fast. The best part of war exhaustion is that "apparently" the game counts the ameba bubbles as a very valuable ship because when I lost it on a war on its juvenile from my war exhaustion jumped 8 points by itself.