Commonwealths?

Not really sure what is the point of these is as approval is pretty easy to manage and higher tech governments allow for more planets that you will get on most maps.Is there some hidden mechanic? Not sure the point and auto gov allows for less micro and you get more than just money.Am I missing something.

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Reply #1 Top

Frogboy said elsewhere that the intent was to allow players to reduce micromanagement, since any planets you put in a commonwealth are taken over and managed by the AI.  So far in playing Intrigue, I've yet to create one, for the reasons you state.

Reply #2 Top

I have also yet to actually use a commonwealth.  I tried once to see how it went, as an experiment, but never since.  They seem worthless to me.

Reply #3 Top

If player is going to hand over planets to AI then there needs to be a good incentive for doing so. I've not tried commonwealths myself yet. Is there a detailed list of what it does/gives you?

Perhaps a commonwealth could generate ideology points or something. I am at this stage now in my game so will have to give it a go. But the game doesn't explain clearly the benefits of a commonwealth so I'm a bit reluctant to use it.

Reply #4 Top

I tried a commonwealth just to exercise the mechanic.   What happened is that my friendly neighbors targeted the new commonwealth for attack, and my fleet was too far away to prevent invasions.  Looks like all I did was create low hanging fruit for the AI.    Oh, and I could locate my fleet that way because people didn't want to attack me considering my total strength, and also because I had developed good relations with enough of them.

And has been mentioned, it didn't actually seem necessary from a morale viewpoint.  Whereas splitting up your empire in Stellaris is kind of a necessary evil.   I don't like it in that game either, as it creates more headaches than it reduces micro, and I like it even less in that game, as I must use  it.

I think there is a seed of a good idea here, but it needs massive restructuring.    Definitely don't need more reasons to babysit.

Reply #5 Top

I tried it a couple of times... But the biggest problem in my opinion is the following: Create a commonwealth in a developed galaxy is senseless! Give them two or three planets, money and ships but it can't survey. All empires around will attack it because its a very easy target. After 2 or 3 turn its dead and overruned... That's happens every times I try it. 

Reply #6 Top

One Commonwealth I formed actually became the second most powerful faction in the galaxy after awhile.

Reply #7 Top

Quoting Bamdorf, reply 4

And has been mentioned, it didn't actually seem necessary from a morale viewpoint.  Whereas splitting up your empire in Stellaris is kind of a necessary evil.   I don't like it in that game either, as it creates more headaches than it reduces micro, and I like it even less in that game, as I must use  it.

I think there is a seed of a good idea here, but it needs massive restructuring.    Definitely don't need more reasons to babysit.
End of Bamdorf's quote

Stellaris actually manages excess colonies very well I think, with sectors. 

I'm just not big on making a whole new nation, that is outside my direct control.