Generally, if you stumble upon a Gaia world with a fancy name like “Prophet’s Retreat”, DO NOT colonize it unless you have a huge, advanced navy, because a Fallen Empire is gonna be all over your shit in a heartbeat.

Those are called “Holy Worlds” and there is an icon they have in the planet menu just to be sure.

#WhenFlavorTextReallyIsntJustFlavorText

my thoughts exactly…we all know stellaris will NEVER been finished so i can wait to compare with dw2

Shouldn’t I have a button to declare rivalry on the communication screen for an empire? I can’t find it anywhere.

The answer to your question is yes, I’m not sure why you aren’t seeing it though. I’ve been using it for a few days now…?

Another game that will, in the same way, never be finished.

For whatever reason Distant Worlds never clicked with me, not nearly in the same way Stellaris has/is. Not sure why. I’m not particularly excited for Distant Worlds 2 just atm. Is there a release date or other info on the game and what it might be bringing to the table yet?

I had a non aggression pact with them so the button rivals disappeared. I broke the non aggression pact and the rivalry button showed up. I wish the buttons always stayed visible, but had a tooltip as to why the action can’t be taken. Some buttons work like that.

I think there are too many options for them all to be visible. Having it be on the same line as/and replaced by non-aggression pact makes perfect sense to me.

Except if you don’t know that it is hidden :-)
It would be helpful to at least be able to view inaccessible options, along with the reason why they aren’t available.

I think I was too aggressive with building outposts because I’m a greedy land grabber, and now I’m running an influence deficit. I don’t see any way to improve my influence ‘income’.

You’ll have to make friends with your own factions, which can be tricky, or declare rivals (which is a huge diplomatic hit, and you only get influence in an amount based on their relative power to you). Neither are fantastic options usually, and I tend to have Influence issues as well (though I’m not building any sort of race that can naturally generate more influence either). There are techs that will give you influence per turn as well, if you can get lucky enough to grab one or two, and of course, you can dismantle your outposts if need be.

There’s also a Civic you can take to give you another +1/month. If things are really dire, you can always reform your government and swap one of your Civics out for it. If you’re a Democracy, you can also complete mandates every election to get a chunk.

One last thing I can think of: if you have Leviathans, look at becoming a patron of one of the artisan troupes. Doing so will periodically allow you to exchange some energy credits for influence, although it’s not large quantities.

I did end up having an outpost that I got rid of without losing much space. I wish I could tell how much my borders extend from my planets so I could tell how much an outpost is still needed. I’ve got 2 factions so far and have a good relationship with both. I think they’re generating like 1.75 influence.

I’ve been getting the democracy mandate rewards - I think all but the first election. I’ll keep my eyes open for soem influence improving techs because I don’t think I’ve seen those yet.

I forget if you have Utopia or whether it’s a paid feature or not, but if you are building a lot of frontier outposts then the Expansion traditions are right up your alley. I think it cuts the maintenance costs in half. I’d imagine that if you have access to the feature you likely already picked it though. :)

There are so many good traditions it’s always hard to choose.

I don’t have Utopia - I’m playing to see if I like the game enough with the updates to warrant it. When I picked my tradition path (the technology one) I didn’t realize how important the expansion path would be. I wish I went down that route!

With a democracy, you make it harder for yourself if you build more mines / research stations then the mandate calls for. I was pretty aggressive building up those things when i had the resources, but it makes it harder to fulfill the mandates.

For research stations I might agree, but for mining I think the extra minerals are far more important in the early game than any extra bonus influence from waiting between elections.

I never tried it, but can you destroy the stations and rebuild them to get the influence bonus?

Hmm, I didn’t think of that.