Stellaris war exhaustion. ago You can reduce the build up of war exhaustion, but you can't reduce existing exhaustion. Stellaris war exhaustion

 
 ago You can reduce the build up of war exhaustion, but you can't reduce existing exhaustionStellaris war exhaustion War exhaustion was at 100% before the first space combat even happened

For Stellaris 3. Its a fantastic concept but the numbers are obviously off. It’s also possible to end a war by declaring a Status Quo. there are tabs on the bottom of the window. Everstill. Peace can only be declared if one side meets it's war goals or they accept a status quo peace offer. My war exhaustion is at like 13% for both sides. Fortunately the War in Heaven had been going on a while and both AEs were weakened enough that I could MOSTLY concentrate on the crisis. Heres the thing about war exhaustion though - it doesnt just represent the populations support of the war but also the logistical strain that comes from waging a war for an extended period of time. War exhaustion represents your population’s willingness to continue fighting. Imperial Japan wars against Allies is the most obvious example. I’ll look at the war exhaustion report and see I’ve lost 15 ships and they’ve lost 0. View community ranking In the Top 1% of largest communities on Reddit. Yeah, this happens far too often. Cato, they are not the same in Stellaris either. A higher war exhaustion score can have negative impacts on an empire's capabilities and morale over time. when you can occupy everything but still lose. You prepared poorly, so couldn't just gobble their empire easily/in one go. Ok that's fair, thanks!Stellaris. War exhaustion is just a bad status quo mechanic. 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. Learn how to reduce war exhaustion in Stellaris, a strategy game where you build fleets and fight wars. When you look at the war screen, in the lower left you'll a button that says something like "achieve war goals" or. Install Accurate War Exhaustion Mod via Steam. Go for tech that lowers war exhaustion. The most desired outcome for an attacker, of course, is victory. But I also noticed that sometimes destroying a fleet doesn't seem to register at all. It may take longer, but 2-3 small wars will lead to better results for small expansion, vs trying to gobble a whole empire for a massive expansion. Mechanically War Exhaustion is designed to punish the attacker. . It is inevitable that any war you are in will one day conclude. War Exhaustion is a very controversial mechanic in Stellaris. The war exhaustion information is always accurate, but working out where the war exhaustion comes from can be essentially impossible in all but the most straight forward engagements. They failed every attack. Once a status quo truce is reached, only fully occupied systems cede ownership. Stellaris: Bug Reports. Leave the 2 year timer after 100% with a forced peace. I have not observed it otherwise. (Future mentions will list the non-scaled amount in parentheses) Every 10 (50) war exhaustion, further gain will be reduced by 5% (scaling multiplicatively), capped at 40. Mechanically War Exhaustion is designed to punish the attacker. Content is available under Attribution-ShareAlike 3. 3] [9d15] Game Version 3. The War Exhaustion mechanic in Stellaris almost identical to the one in CK2. Wars in Stellaris are typically determined before they start. . War Exhaustion is terrible. War exhaustion is just the period of time before one side can force the other side into a truce. I declared war and invaded my neighbor. No they aren't. Context: Noob player controlling a Modded Megacorp gets into a 20 year long war against a Hive Mind using the End Threat justification. INTERSTELLAR WARFAREAn eternal cycle of war, diplomacy, suspicions and alliances await you. No acceptance is the same (function wise) in both games. As for getting the surrender. ago You can reduce the build up of war exhaustion, but you can't reduce existing exhaustion. ago. If you can't land on his planets, then a war amounts to nothing, unless you actually just want their empty systems. 7. You can declare victory once a Wargoal has been met. If you take too long to win the war and rack up too much exhaustion, you can be forced into status quo. Win your war goals and battles and exhaustion doesn't matter. When going to war, you need a reason. this is beyond stupid. Best. Once the 24 month timer has ended, it is now possible to force a status quo peace. The four sources are: ships lost, armies lost (defensive armies don't count for this), attrition and destruction. 100% war exhaustion alone isn't enough to get the enemy to capitulate, but it does give a +100 modifier to the calculations used by the AI to decide when to surrender. See all Commands Command Generator The other side lost more ships, lost lots of armies occupied no territory but I had higher War Exhaustion. Just don't. Bombardment has never counted towards war exhaustion in the current. In a defensive war, your. War Exhaustion is just a clock. The war exhaustion pacing was indeed a problem, although with 2. There is literally no way for it to fail at that point, until the player grinds through all of the. 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. If the game says you are demanding unoccupied planets or systems, it is correct in that regard. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The current stellaris war exhaustion mechanic is a terribly awful mechanic and is probably one of the least fun aspects of the game. AI federation declared ideological war on my ally, we chose claims as our goal. It normally only ends than and not when only one hits it. Which, in this particular war, is disabled. War Exhaustion. War exhaustion makes no sense. Since I guess there's no attrition war exhaustion over time in WIH and with it being total war I can't do occupations, it seems rather unlikely I'll be able to end the wars without. This tutorial covers the basics of starting and ending wars, and covers some of the more common w. Both sides have 56% War Exhaustion. This is due to war exhaustion in Stellaris being hard capped at. It’s also possible to end a war by declaring a Status Quo. This is ridiculous. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. we occupied all of you worlds. The rate of increase is modified by a variety of factors including techs and ethics. #1. #9. I find the war exhaustion system to be flawed. The speed at which War Exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims. In a humiliation war (unlike claiming territory war types) you have a set -50 modifier to be forced to surrender (same as the AI). 2. 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. 1. It's also influenced by ethics. It is not trying to simulate the effects of war on a society, it is a solution to the problem of players being able to absolutely roll over AI empires after one decisive battle. strong and were fighting other AI empires at the time. War Exhaustion and its influence on Warfare. The war exhaustion system is a bit underdeveloped, i feel. When someone reaches 100 exhaustion, the "winning" side can force status quo after 2 years. Doens't stop people from complaining about being forced status quo though, even with the 2 year warning. I think you have basically disabled War Exhaustion. Stellaris 50167 Bug Reports 30515 Suggestions 18896 Tech Support 2852. Attrition is a timer, the rest of the exhaustion is consequence of the war events. In Stellaris war exhaustion is calculated against all participants. Jump to latest Follow Reply. 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. that sounds like a bug, because normally if both hit the 100 % mark, the war ends. Find out the factors that affect war exhaustion, the. Suddenly they are in war so since we have a defensive pact I am in war. Even in a forced peace you still get stuff that you claimed and occupied. Just like what we had prior to 2. Before stage five, they. Moreover, menacing ships are dirty cheap, and Easily Replaced perk gives 50% build speed. So now the enemy has some of my land and I have some of theirs and there is nothing I can do. Stellaris has one Major Problem and it is the Combat. I think it makes more sense in CK2 because there’s really no such thing as Total War, and you’ve also got the vassal mechanics. It could also help stopping players from. "War Exhaustion" in Civ 3 is called "War Weariness". 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. ago. Stellaris is a very challenging game so do not be afraid to fail terribly a couple times. So small colony worlds that are cleansed get you a few percent war exhaustion, cleansing their established worlds would get you 8-12%, and cracking a planet will get you 16-25% if you go for something juicy. War exhaustion is displayed in the bottom right corner of your screen, under outliner. If you don't end the war before, the AI will force the status quo in 2 years. The effect that has varies based on your war goals. 11. Once they have 50% of your researched techs they become a vassal. Reaching the war exhaustion threshold of 20 (100) in a war will incur some minor penalties. I'm on good terms with them and they're huge. Peace can only be declared if one side meets it's war goals or they accept a status quo peace offer. #1 Cryten May 6, 2019 @ 5:31pm War fatigue is specifically designed to make it hard for you to destroy big empires in 1 war, so it is doing its job. They generate more war exhaustion for the user than any other fleet of equivalent size because losing 1 ship generates X amount of exhaustion, regardless of its size or cost. Mar 21, 2023This page was last edited on 18 April 2021, at 10:32. 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. If you have the economy to build sufficient ships, you win. The empire should then get events from this situation. Instead, 2 Years after your opponent reaches 100%, you can force a status quo peace in the war overview. 3 update that much. 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. They were at 100% war Exhaustion I was at like 30% So lets end this war. Either way, war exhaustion represents the people of your empire having had enough of the war. Biggest impact is always fleetcombat. James use a war mod It will at the very least make it um possible. 0 unless otherwise noted. Not a 1-1 use of it, but a reflection of too many wars fought at once. 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. There are also various ways (mostly techs) that decrease the amount of war exhaustion you get, so if the enemy has -50% war exhaustion gain or something, you're going to have trouble getting them to admit defeat even if you're winning by a landslide. Examples. Yes, i understand what i have so much exhaustion because i lost attacking troops and defenders lost only planetary defencive armies. Reply. 1% reduction. More efficiently used pops = more alloys = more ships = fewer losses and an easier victory in any future war. Let’s discuss the tweaking it needs. Nationalistic Zeal civic gives you -10%, there are others you can take advantage of as well. That is not a Status Quo Peace. Currently playing Stellaris. Even if you’re a pagan, at a certain point your nobles just abandon the fight. There are no other mechanisms tied to it. Claims change hands as normal in EVERY type of war. Its purpose is to shut down wars early so early wars won't trade too much away while late wars are quick affairs. War exhaustion goes up from suffering losses during space and ground warfare, destruction of planets (either from Colossus weapons or Armageddon Bombardment), and a passive accumulation. Nothing I…THIS IS AN OUTDATED GUIDE!! 2023 Version Here: is a massive game and understanding how to play it can be one huge chall. How much war exhaustion I get will decide if I win the coming war or not. once they hit 100% war exhaustion they should get another +100 on top of the war exhaustion for high war exhaustion which would easily push it over to vassalization. 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. . No Forced Peace from War Exhaustion. You gain war exhaustion from time, but you gain more of it the more of your systems are occupied and the more ships you lose in battles. 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. Stellaris war exhaustion mechanic means you can just ignore them and send whatever fleet you have straight at their homeworld. Perhaps. 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. I could lost a hundred ship more than my enemy and get their war exhaustion to above 40% while keeping mine below 10%. War Exhaustion is just a clock. It can also be viewed in the war screen on the left or right side of the screen. This creates objectives for the war, and your opponent creates objectives on you. Biggest impact is always fleetcombat. The real score is for achieving your war goals. )Planets in stellaris I think fulfil all the conditions to surrender. The crisis war is a total war. Isokon Jul 9, 2020 @ 9:32pm. Your fleet cap is really low, their cap is probably at least 4 times yours at a minimum. Perpetual wars have existed in stellaris before and they mostly sucked. Ethiopia's country tag is ETH. The long and short of it is this; white peace is your goal in war for Stellaris. • 2 yr. I still don't have all their planets under the control and if I'm forced to Status Quo, they'll most likely respawn with all of their stuff back. Attrition just increases over time, and if your enemy's is increasing slower than you, it means they have more/better sources of war exhaustion. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. 100% war exhaustion doesnt mean they will surrender, whats needed for that you can see when hoovering over the button to demand surrender. And if we had something to do during 10 year truces other than watching the grass grow, that would be pretty swell, too. If you have good defenses including FTL blocking fortress worlds, their doomstack will hit a brick wall until they can bring enough troops to. . But because the system in place made it happen. Last edited by Δ*Alpha. Report. War exhaustipn is just a timer, it doesn't mean that you are winning or losing. ago. • 5 yr. 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. Thread starter Kraik13; Start date Sep 24, 2021; Jump to latest Follow Reply. If you're at 100% war exhaustion then you did not 'effortlessly' defeat them. Yet, Stellaris decided that they get almost no war exhaustion and I can't conquer the few systems I'm trying to. There's a tradition in Unyielding that also grants . To be fair, bubbles is indeed precious, and I deserve death for letting them die. I've clicked on every system and confirmed this is the case. But stellaris is the first game that ends wars. Cold and heartless killing-machines designed only for war. Gestalt Consciousness gives you a cool -20% to War Exhaustion. I don't think I want to status quo. Otherwise you could just declare Containment war, exhaust them, and when they surrender instantly anex everything. The war exhaustion system isn’t a bad idea, but it shouldn’t be the thing that determines who wins or loses a war, it should determine if the other side is willing to negotiate or not. On the whole, though, everyone chilled the hell out about it. Jump to latest Follow Reply. FYI: I have had to fight off BOTH at once before. 4. So now the enemy has some of my land and I have some of theirs and there is nothing I can do. Wow, that all sounds far too complicated. 65 - 3. War exhaustion should be an empire modifier rather than a war score knockoff. The first method is one side in the conflict surrenders. I think it makes more sense in CK2 because there’s really no such thing as Total War, and you’ve also got the vassal mechanics. If no fightig took place, that is the equivalent of a white peace with no concessions either way. 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. 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. Cato, they are not the same in Stellaris either. In theory it should represent the willingness of your population to fight on, in actuality it. As mentioned below, war exhaustion increases over time and when you lose ships or non-defensive armies. Force peace and then return to your empire by typing. Even worse, I occupy many of his planets,. 30: 220: Immune Machine pops: These autonomous sentinel drones will incessantly patrol their assigned. ; About Stellaris Wiki; Mobile view 4 War exhaustion 5 Ending wars 6 War names 7 References Casus belli and wargoals In order for an empire to start a war, it needs a Casus Belli – a reason to declare war. . Basically you get exhaustion from ship losses in proportion to the number of fleet points worth of ships lost in comparison to your fleet cap. Aside from that I have found in the early game you often suffer lots of exhaustion, so my strategy is declare war with the humiliate war goal, try and crush their fleets (I appreciate easier said them done) then declare war as soon as possible after you win. Player empires should simply get a malus for hitting 100% war exhaustion. #6. Peace was never an option. • 1 yr. The war ends faster if the loss is acceptable, and more so if you have a solid hold over all your war goals. If on defense you can setup defenses so that you can force it higher over time so the opposition must white peace. I find the war exhaustion system to be flawed. Context: Noob player controlling a Modded Megacorp gets into a 20 year long war against a Hive Mind using the End Threat justification. Not really. I click the "Impose Ideology" anyways because I am 10 seconds before losing the war because of. So the end goal of a containment war is to destroy the threat, how you choose to do this (wipe them out completely or. 1. The attrition system basically puts a timer on all wars. It could also help stopping players from fighting a war to protect themselves from one. Pillage. you can force peace, not unconditional surrender or anything like that. War Exhaustion. This means that if you lost 10 out 100 naval capacity worth of ships and the AI lost 20 out of 200 naval capacity, then you both would gain the same war exhaustion, not accounting for other multipliers. 2. The rate of increase is modified by a variety of factors including techs and ethics. i joined a war as a third party and attacked them. It's a passive accumulation of war exhaustion suffered by both sides. War exhaustipn is just a timer, it doesn't mean that you are winning or losing. I still don't have all their planets under the control and if I'm forced to Status Quo, they'll most likely respawn with. T. I mean, the percentage still goes up, but even though I’ve eliminated all of their units and have only lost one corvette they haven’t gained any more exhaustion from their casualties. Not sure about bombarding alone, but invading certainly does. Go to Stellaris r/Stellaris. Its purpose is to shut down wars early so early wars won't trade too much away while late wars are quick affairs. War exhaustion was at 100% before the first space combat even happened. 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". But with a few powerful fortress worlds in strategic locations you can slow the enemy. Imperial- 80% of your population must join "stop-the-war-movement" for you to white peace. Technologies, ascension perks and traditions can benefit your ability to maintain wars of attrition. Losing 10 corvettes is the same as losing 10 battleships, as far as exhaustion is. 5% per pop neutron swept/pacified, 1% for every size of the colony cracked. 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. Note there are a few defensive modifiers that reduce bombardment damage: a tradition, a fortress world designation, a fortress station, and a planetary shield generator building. Great design paradox. When a truce happens, each side keeps the objectives they accomplished. Otherwise war is always a great investment, and the gamble/pay off ratio is too obvious. to be honest wars in stellaris except those done in total war are just frustrating. You automatically accumulate war exhaustion from the moment you declare war, normally at the rate of 1% per month or so, but this is less for millitarists and with certain techs/traditions. The problem is that you usually do not. You can consider warscore as the new "acceptance", they can have 100% war exhaustion and you can be no where closer to "winning" the war than when you started. )I think Armageddon bombardment is bugged. So war exhaustion increases. Most of its weight comes from occupied planets so carpet sieging planets is the best way to win a war fast. 1 Sort by: Open comment sort options l_x_fx • 1 yr. It also gives up to 100 points of War Score. If you kill their ships, their people become demoralized and their war exhaustion increases, though for every ship they kill or every system or yours they take, your war exhaustion increases. Your starting empire ID is always 0, so this would cause empire with ID 9 to declare war on your empire. War exhaustion is still a hot-button issue with a few of us. Steam Workshop. War exhaustion has a base tick rate, but is further increased by ships and troops killed in battle. What war exhaustion represents isn't really applicable to a hive mind/gestalt consciousness. I have tried various mods but none seem to fix this. Historically and objectively, militarism not necessarily mean better troops. 2. I'm hoping its a lot, but knowing Stellaris; wiping out 50% of their population might just amount to like 5 war exhaustion. Just because. But the negotiations should be like in EU4 where you exchange the war score you earned by occupying territory and planets and winning major battles for the. It's just a measure of how much longer you can keep fighting, not off who's winning. If you're at 100% war exhaustion then you did not 'effortlessly' defeat them. Executing the above command would make the empire with an ID of 9 declare war on the empire with ID 4. Militarism should give war exhaustion bonus, not fire rate. Report. ago. For some reason the game decided to only. You don't get WE from bombarding enemy planets, its likely just attrition, however having your. 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. I consistently won battles in my territory with far fewer losses, but I gain more war exhaustion because. Both sides are maxed out on War Exhaustion and I'll be forced to Status Quo in a few months. I'm rolling over an enemy, taking systems, took a planet but our War Score is exactly the same. My own war exhaustion went up to. I'm Stuck in a Never-ending War (That Has Effectively Been Won for Decades) Howdy, r/stellaris. Is there any mod that reduces the Attrition gained, and boosts the Exhaustion from lost battles and things like that? It seems a little. What war exhaustion represents isn't really applicable to a hive mind/gestalt consciousness. The status quo peace is like a compromise if u own a claimed system when a status quo happens you get said system and vice versa , u don’t usually need to bomb planets you just need to make a bigger army to take them, the status quo can be forced on you 2 years after you hit 100% war exhaustion and vice versa, in order to achieve your wargoal u need to. 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. There should be other cases in which you can win a war other than pushing their war exhaustion all the way up. :p But if you want a fairly well automated game that allows you to handle the politics and appointment of officials, while letting those officials handle all the war, management, planetary, and so on decisions, then there's Stellar Monarch. I mostly like the new Subjugation system in Stellaris. The higher their war exhaustion, the more likely they'll accept a status quo, and the more likely. 100% war exhaustion doesnt mean they will surrender, whats needed for that you can see when hoovering over the button to demand surrender. Yes, i understand what defensive troops is a limited because of how many citadels and precinct houses defender have. The war window has a breakdown of where all your war exhaustion is coming from. 42 Badges. Which, in this particular war, is disabled. No territory will change hands. < >Stellaris: Bug Reports. 4. Ending a War. Ship and army loses, occupation and technology. Both sides are maxed out on War Exhaustion and I'll be forced to Status Quo in a few months. r/Stellaris • War exhaustion isn’t terrible it just needs tweaking. Ethiopia's country tag is ETH. Essentially it's how willing your nation and people are to continue fighting. War exhaustion is increased by destroying ships, invading planets and capturing star systems. I've done my research on this. More confusingly, my enemy has zero war exhaustion from all these battles he has lost. 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. Perhaps like 'admin cap', 'attrition' is just an unfortunate term. 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. There is a famous bug where occupied territory in a war before the crisis war started stays occupied instead of getting taken over, leading for the war to not being able to ever end. That's the war exhaustion system working correctly. For example, in a Conquer cassus belli there's a -50 (or -75) enforce demand and -10/-100 per system/planet. When a truce happens, each side keeps the objectives they accomplished. Strategy video game. 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. I find that the war exhaustion mechanic in Stellaris is flawed in how the state of war in itself generates exhaustion. Just like what we had prior to 2. 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. 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. Ok that's fair, thanks! The first step is to have a functioning and efficient economy. If you are in a long war your economy weakens , unrest grows , stability decreases etc. Agamemnic. Last edited by Elitewrecker PT ; May 14, 2018 @ 5:23pm. Not because the players 'decided' they wanted to. but it's still at -22 despite enemy. But still. Interestingly, I just finished a Space Race Victory in Civ 3 as a prelude to another Stellaris playthrough. 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. This is a bad combination. I'd argue that is pretty much a golden example of a white peace in Stellaris. The two are rarely entirely connected. I thought they fixed it like a month ago? But I still see people mention the same old problems that persisted before. In Stellaris war exhaustion is calculated against all participants. IIRC the war exhaustion gain from losses is based on how many you have total. the other attacking enemy was on like 100% war exhaustion. You can hardly call the war won if the enemy still holds all or most of the planets, theyre after all the vital. For example in my current campaign I destroyed around 80 enemy ships at a choke point, and lost 3 platforms. IIRC the war exhaustion gain from losses is based on how many you have total. Stellaris doesn't need war exhaustion to be 100 to enforce the demand for surrenderunlike other Paradox's games. War Exhaustion is also important because it is protection against Pyrrhic victories. 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. It just puts a timer on a war. 0%Exhaustion with losing 426 army. No acceptance is the same (function wise) in both games. Meanwhile at 100% war exhaustion, it is only 4% less than max. After their first attack we could visualy see some ships being completely destroyed, while the others jumped away. In other words, when you get them to 100% you can immediately end the war and keep what you've gained, but you can keep prosecuting it to get more. -----This mod is an attempt to 'fix' the War Exhaustion System. Click across to the war demands tab, click on the war demands you want met for their surrender and send the offer. Fighting a federation of 3 AI empires. Stellaris - Unable to end war with Fanatic Purifiers. This means that territories etc will all be reversed back to their pre-war status. Towards the late game, AI that is fairly equal to each other can be locked in. This is ridiculous. So, an empire can keep a system because it got absolutely destroyed in a war by two empires, rather than one. There should be other cases in which you can win a war other than pushing their war exhaustion all the way up. #3. Either way, war exhaustion represents the people of your empire having had enough of the war. 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.