GloatingSwine Field Marshal. Click across to the war demands tab, click on the war demands you want met for their surrender and send the offer. So I'm just throwing waves and waves of torpedo corvettes. Wars in Stellaris are not designed to be decisive until the late game, and War Exhaustion, and by extension Forced White Peace, is the key mechanic of that balance. Easiest fix is probably a massive buff to defensive structures, changes to make combat more swingy, and changes to land invasions (and the long-term consequences thereof). And if, for example, the healthcare edict helped alleviate the effects of war exhaustion, that would be something. the claim system is too expensive and broken. 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. 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. Stellaris - War In Heaven doesn't end after Awakened Empire/s defeated. This mod removes the ability to force white peace from the game. The way the system works right now, both empires could be at 100% war exhaustion and a war could end in a status quo, despite one empire holding well over 3/4 of the opposing empire and being the clear victor. Members Online •. When the timer hits 100% for one side, the opponent can force a status quo peace. 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. War For War. immortalfirelover • 5 yr. With automatic Status Quo peace, forcing attackers into Pyrrhic victories was a viable strategy to control your losses in the peace. Hive Mind/Machine Intelligence- we do not understand the concept of War Exhaustion, we fight unless all of our foes are eaten, assimilated or destroyed. View community ranking In the Top 1% of largest communities on Reddit. 2) War exhaustion adds a score to their acceptance rate for status quo and surrender. Originally posted by Agent Orange: When an empire or alliance in a war reaches 100% war exhaustion, it can be forced into a status quo peace if you want to. Way too many negative reviews/forum complaints/reddit posts have been about how screwy the current War Exhaustion. But in theory if not one of the empires sue for peace it could go on. Jeesasaurusrex has given a good, comprehensive explanation. Wars in Stellaris are typically determined before they start. You went to war for two years and didn't manage to win, you weren't effortlessly stomping anyone. War Exhaustion needed an overhaul as soon as they implemented it At least we no longer auto-peace instantly that was the worst. If no fightig took place, that is the equivalent of a white peace with no concessions either way. Great design paradox. Grand admiral difficulty. Your goal is to occupy enough of the enemy's territory that they agree to surrender, before your war exhaustion reaches 100% and the enemy. )Planets in stellaris I think fulfil all the conditions to surrender. If an empire is exhausted from a war, and that war ends, why should the exhaustion disappear ?Me and my friend have decided to start a war with an empire that we have won with multiple times. I. My own war exhaustion went up to. T. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units. Thread starter 10kSpaceRoosters; Start date Jun 29. Attrition should be a function of measurable inputs, not a timer. Alternatively, go for Mega Warforms if you are a Machine Intelligence, those almost always survive being thrown at planets in bundles of 20-30. Its a fantastic concept but the numbers are obviously off. None of the mods play with war exhaustion - the units I used in those battles were all vanilla stellaris (grand herald (which is op) and the battleship you get from the matriarch (who the herald practically 1v1’d with a bit of corvette support in 2240)Stellaris. Gsworld. War exhaustion has to be the least understood mechanic in Stellaris. You can't force a surrender from an AI unless you peg their war exhaustion to 100% and control. Posted by u/Helmling - 19 votes and 6 commentsPersonally I'm frustrated by the fact that I can cap an AI's war exhaustion and can't force their surrender. Its purpose is to shut down wars early so early wars won't trade too much away while late wars are quick affairs. Imagine a situation where an empire attacks you with 56 corvettes against your 7 battleships. It’s also possible to end a war by declaring a Status Quo. To be exact, they are forced to ACCEPT a status quo. 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. The Stellaris war system is meant to be open ended, allowing for both small scale border conflicts or total annexation depending on the circumstances. That's, like, the whole point of war. I've rarely seen situations where reaching 100% war. Crisis empires get the -75% war exhaustion bonus at stage two, when they can still wage normal wars and well before triggering the galaxy-wide total war. If the game says you are demanding unoccupied planets or systems, it is correct in that regard. It is merely a measure on how fed-up with fighting your society is, based. Doens't stop people from complaining about being forced status quo though, even with the 2 year warning. Install Accurate War Exhaustion Mod via Steam. But in theory if not one of the empires sue for peace it could go on. Just means you're tired of them. War exhaustion from space battles is based off of losses as a fraction of how much naval capacity you're using. The most desired outcome for an attacker, of course, is victory. It's also influenced by ethics. War exhaustion [edit source] War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. Materialist ; Xenofile vs Xenophobe ; etc. This includes gain, threshold, etc. . I won. Even if you’re a pagan, at a certain point your nobles just abandon the fight. The war exhaustion is also influenced by attacker/defender, defenders gain it a lot slower. Peace can only be declared if one side meets it's war goals or they accept a status quo peace offer. War exhaustion replaces the warscore, when you now start a war you have to claim. -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 still don't have all their planets under the control and if I'm forced to Status Quo, they'll most likely respawn with. Perhaps like 'admin cap', 'attrition' is just an unfortunate term. If you take too long to win the war and rack up too much exhaustion, you can be forced into status quo. ago. Find out the factors that affect war exhaustion, the strategies to minimise it, and the benefits of different admirals and fortifications. Don't think of war exhaustion as an estimator of winning/losing, war exhaustion if it was to be broken down to its fundamental functionality, it is a timer, when this timer reaches its end the war can now be forced to end for the side that reached it. War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. 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. Their war is called the War in Heaven and my War with the Xenophobe is something else. This is also a good mechanic for stopping wars that are not going anywhere. Ok that's fair, thanks!Stellaris. 30: 220: Immune Machine pops: These autonomous sentinel drones will incessantly patrol their assigned sectors. It is based on the number of ships. 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 engagements, even though. Militarists gain it a lot slower. This command would remove 10 war exhaustion from Ethiopia (as we specified negative 10). What I did understand: Don't get 100% war exhaustion or you lose. Otherwise war is always a great investment, and the gamble/pay off ratio is too obvious. Mechanically, I think they made it really hard to get war exhaustion in a war with a Crisis Empire so they don't status quo you and blow up the galaxy while you can't stop them due to the ceasefire. Report. In order to win, you'll have to either eliminate them from existence or grind them down to the point that war exhaustion forces them to. War exhaustipn is just a timer, it doesn't mean that you are winning or losing. Take the outpost without a single ship lost and sit there with my fleet, ready to settle the war with my war goals achieved (the claim of this single system) -. Both sides have 56% War Exhaustion. Dictatorial- 60% of your population must join "stop-the-war-movement" for you to white peace. 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. I'm winning every battle, usually easily, and yet our respective war fatigue is climbing pretty much equally. Last edited: Jun 4, 2018. Is there any mod that reduces the Attrition gained, and boosts the Exhaustion from lost battles and things like that? It seems a little. If you've been in an incredibly long war with no meaningful battles on either side, the modifiers to war exhaustion are going to be the only thing determining who has higher war score. 5. Technologies, ascension perks and traditions can benefit your ability to maintain wars of attrition. 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 over time called Attrition. . 18 Badges. It can take well over year for fleets to relieve (penalty for distance from capital?). War Exhaustion is not only incredibly stupid. The war is a total war (contain threat), but not a crisis war. 42 Badges. 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. As the title says, I'm stuck in a war that has been over for a long time. After their first attack we could visualy see some ships being completely destroyed, while the others jumped away. War exhaustion is displayed in the bottom right corner of your screen, under outliner. . 100% War Exhaustion just means that who ever reaches this state, has to accept a status quo peace. But stellaris is the first game that ends wars. Yea - It happens again. Its purpose is to shut down wars early so early wars won't trade too much away while late wars are quick affairs. Imperial Japan wars against Allies is the most obvious example. War Exhaustion is terrible. Stellaris warexhaustion Command warexhaustion <Amount> Copy This command adds the specified amount of war exhaustion to all of your empire's active wars. The Ai can last 10 years with 100 percent WE ♥♥♥♥♥♥♥♥. I click the "Impose Ideology" anyways because I am 10 seconds before losing the war because of. War Exhaustion is a very controversial mechanic in Stellaris. • 5 yr. There are two ways to end a war. Their independence was being guaranteed by a large empire of slightly stronger overall power, but which was cut off by a mutual rival so could not reach me or my target empire with any fleets (still earlyish game, so no jump drives or. As for you vs them there are 3 main factors. Currently the war exhaustion is heavily weighted toward the empire that has caused the most damage to units rather than what they have set out to achieve. If you have good defenses including FTL blocking fortress worlds, their doomstack will hit a brick wall until they can bring enough troops to. You should limit your entrances into your territory and. The rate of increase is modified by a variety of factors including techs and ethics. There are no other mechanisms tied to it. O. "Xenomorphic armies do only have 1/4 of the health of a mega warforms, but they cost less than 1/5 the price AND have 16 times less War Exhaustion. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. :) Remember we're always looking for more suggestions and constructive criticism:. 11. Before stage five, they actually don't even get a total war CB. It could also help stopping players from. 100% War Exhaustion allows you to force an enemy to accept a Status Quo. If on defense you can setup defenses so that you can force it higher over time so the opposition must white peace. Steam Workshop. . Yes, occupation is separate from war exhaustion and will not count towards it. Nationalistic Zeal civic gives you -10%, there are others you can take advantage of as well. ago. The war exhaustion in this game does not work well. I've done my research on this. If you can't land on his planets, then a war amounts to nothing, unless you actually just want their empty systems. First of all get the crisis empire id (go to console -> type debugtooltip -> hover mouse over crisis empire -> get the id) Then type surrender <crisis empire id> (for eg: if the empire id is 5, type surrender 5) You will get war id's for all the war that empire is fighting. Not a 1-1 use of it, but a reflection of too many wars fought at once. War exhaustion is not a measure of how 'good' you're doing in the war (like war score in other Paradox games). War Exhaustion. Militarists, non-Pacifist Xenophobes, and Gestalt Consciousness who adopts unrestricted war policy may use "Rivalry" casus belli against their rivals to declare a total war. 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. I typically play on commodore difficulty and I don't mind the 3. 1% reduction. These conditions include total military losses a belligerent faces during combat, the amount of territory annexed (especially the. 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. So war exhaustion increases. Merely starting the chain grants the AI extremely powerful total war casus belli which they can use to their heart's content, and then, with threat level II, they gain the -75% war exhaustion gain modifier. Peace out via status quo and prepare for the next attack in 10 years. Its supposed to help force an end to the war at some point, so you don't spend 40 years fighting over essentially 2 systems, but the forced surrender doesn't seem to effect the AI like it does you. To be fair, bubbles is indeed precious, and I deserve death for letting them die. WTF War Exhaustion. All changes are starting techs and should affect players and AI equally. No one wants to keep fighting forever. N. War exhaustion was at 100% before the first space combat even happened. 0. Dragonkat42. 65 - 3. War Exhaustion. You went to war for two years and didn't manage to win, you weren't effortlessly stomping anyone. Bombardment has never counted towards war exhaustion in the current. For some reason the game decided to only. You took casualties, and the war exhaustion represents the common people's dissatisfaction with the war. . Losing 10 corvettes is the same as losing 10 battleships, as far as exhaustion is. Best. Its a fantastic concept but the numbers are obviously off. . • 2 yr. I share some desire for more empire sprawl mitigation for determined exterminators. Only the side that is actually winning the war should get new territory. Strategy video game. 12. Stellaris war exhaustion mechanic means you can just ignore them and send whatever fleet you have straight at their homeworld. Stellaris is supposed to be a game that actually simulates running an empire, not just a game of chess in space with extra rules. Demand all the war goals, or surrender giving over all the war goals, then type "play 00" into the console to return to. War exhaustion is just a bad status quo mechanic. Actually, let me be perfectly blunt: most players hate it. x you can use the legacy version of The Merger of Rules 3. 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. For example, if you are going through an empire and bombing their planets into oblivion. 0%Exhaustion with losing 426 army. 0 unless otherwise noted. 0%Exhaustion with losing 426 army. If you don't, you lose. Ok that's fair, thanks! The first step is to have a functioning and efficient economy. This thread is archived. #3. So war exhaustion increases. 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. If you hover over the victory/status quo buttons it should give you a popup. Ethiopia's country tag is ETH. Make that malus severe if necessary, like losing half your influence or having consumer pop usage across the empire increase for every month that you're over 100% war exhaustion, whatever, make it hurt as much. that sounds like a bug, because normally if both hit the 100 % mark, the war ends. Playing 2. Step 1: get apocalypse dlc Step 2: get colossus ascension perk Step 3: build colossus Step 4: cleanse the galaxy. 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. Easiest fix is probably a massive buff to defensive structures, changes to make combat more swingy, and changes to land invasions (and the long-term consequences thereof). The most desired outcome for an attacker, of course, is victory. ago. #3. That is not a Status Quo Peace. This is the problem with the war exhaustion system: it makes no sense. Stellaris [BUG] Warscore at 100%, enemy empire will not surrender. You can reduce the build up of war exhaustion, but you can't reduce existing exhaustion. You are still penalized for stretching out the war, but at least the. What war exhaustion represents isn't really applicable to a hive mind/gestalt consciousness. But because the system in place made it happen. Mechanically War Exhaustion is designed to punish the attacker. This Mod Adds Accurate War Exhaustion to the Stellaris Game. Drone Grid: 1. 3. 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. And please make the combat on planets more interesting. War Exhaustion does not lead to an auto surrender, it leads to a forced status quo peace. War score is how badly you beat them, war exhaustion is their will to keep fighting. The higher their war exhaustion, the more likely they'll accept a status quo, and the more likely they'll surrender. They were at 100% war Exhaustion I was at like 30% So lets end this war. 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. You declare a war, take your claims, then white piece out. Other games I've played are Mount & Blade 2, Total War: Three Kingdoms, Warhammer 3, Dying Light 2, Civilization 6, Assassin's Creed series, Genshin Impact. Enemies that were weaker got crushed and my war exhaustion never came close to affecting the outcome for me. To quote from the wiki: All wars except those of independence have a negative surrender acceptance, which are countered by factors such as Relative Navy Strength (up to +50), war exhaustion (up to +100) and Occupation. 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. War exhaustion really only exists to keep wars from dragging on forever. But yeah, War Exhaustion jumps way too quickly for minor defeats. If two empires can't reach other, then it's impossible for either of them to lose territory. War Exhaustion is a system that allows you to force a status quo peace if you reach 100% of your war score with an enemy. War exhaustion is increased by destroying ships, invading planets and capturing star systems. There should be other cases in which you can win a war other than pushing their war exhaustion all the way up. when you can occupy everything but still lose. Crim Mar 3, 2018 @ 8:31am. It only starts to matter if you're the attacker, both sides get to 100% and you haven't achieved all your goals yet. Again, as stated above but seemingly ignored, If your. at first I didn't realize I was at war with them. Also also, if your ally controls the starbase, you are. Nothing happens-- 10% chance. It's a passive accumulation of war exhaustion suffered by both sides. 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. Currently the war exhaustion is heavily weighted toward the empire that has caused the most damage to units rather than what they have set out to achieve. It depends on time and on losses you suffer, even in victory. So I haven't played for awhile but War Score in it's current form is terrible. 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. 100% war exhaustion doesnt mean they will surrender, whats needed for that you can see when hoovering over the button to demand surrender. Stellaris warexhaustion Command warexhaustion <Amount> Copy This command adds the specified amount of war exhaustion to all of your empire's active wars. Yeah, I've noticed there are places where war exhaustion seems off no matter what I do. The other side lost more ships, lost lots of armies occupied no territory but I had higher War Exhaustion. 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. when you can occupy everything but still lose. :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. Don't fleet stack. Cold and heartless killing-machines designed only for war. I'm not saying it's flawless, but once you wrap your head around it it's perfectly. You just need enough to enforce the demand on the war screen that you need to check. I just finished a game of unmodded Stellaris and war exhaustion never forced me to end any wars early. The speed at which War Exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims being pressed - an empire that is fighting to hold onto a handful of border systems will tire of a costly conflict quicker than one whose very independence is being threatened. the other attacking enemy was on like 100% war exhaustion. #2. 11. Bug. . Cato, they are not the same in Stellaris either. 2. Stellaris is a huge space exploration playground,. War exhaustion represents your population’s willingness to continue fighting. Also the fact that claims and capitol dont have very much weight in comparison. Stellaris has one Major Problem and it is the Combat. Cato, they are not the same in Stellaris either. We're making changes to the War Exhaustion following your feedback. Yes, previously 100% exhaustion would stop influence production, but as soon as both sides reached 100% it was automatic status quo. It’s also possible to end a war by declaring a Status Quo. Otherwise you could just declare Containment war, exhaust them, and when they surrender instantly anex everything. Features: 65% reduction to war exhaustion gain. Let’s discuss the tweaking it needs. But when they cap my war exhaustion I can be forced into surrender. The War Exhaustion should be more flexible; in EU4, you can spend some bird mana in order to reduce the impacts of WE. . War exhaustion should be a generic metric that isn't tied to a specific war. . I won every single battle (land or space). A system is fully occupied when the starbase and all colonies, if any, are successfully invaded. I think something like . War exhaustion . Feb 18, 2020. War exhaustion for the small empire vs the AI Federation is at 89%. Compatibility: This mod should be compatible with almost all mods since it just adds. Occupation breeds resistance. As mentioned below, war exhaustion increases over time and when you lose ships or non-defensive armies. Gestalt Consciousness gives you a cool -20% to War Exhaustion. This is accomplished in a variety of ways but is often affected by War Fatigue. If you occuppy 90% of the required claims and won 90% of the battles that should be considered a win in my book, and if you lose 1 battle it shouldn't lead to an immediate forced white peace. Biggest impact is always fleetcombat. So war exhaustion increases. Which, in this particular war, is disabled. Win your war goals and battles and exhaustion doesn't matter. I fought a war earlier today. It's just a measure of how much longer you can keep fighting, not off who's winning. War exhaustion is still a hot-button issue with a few of us. Instead, 2 Years after your opponent reaches 100%, you can force a status quo peace in the war overview. Forced peace is pretty bullshit. Not because the players 'decided' they wanted to. Once a status quo truce is reached, only fully occupied systems cede ownership. All claims regardless of participant are wargoals. In this example, Aztec's country tag (AZT) is specified, so 5 war exhaustion would be added to Aztec. . So, I've declared war on a neighbor hoping to impose my ideology and thus get a new member of the federation I've built. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. Stellaris. But no, they just give 0. This command would make the empire with ID 9 declare war on the empire with ID 0 with the war goal 'humiliation'. And if we had something to do during 10 year truces other than watching the grass grow, that would be pretty swell, too. 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. With the game still paused, type "play" followed by a space and your ally's ID number. Lol, bruh, let's just make the AI play Stellaris, no Human input. From a literal perspective, war don't make sense because Stellaris doesn't really explain it. 10 This mods adds various features and events centered around diplomacy and espionage. 30: 1. This command would remove 10 war exhaustion from Ethiopia (as we specified negative 10). I'm not saying it's flawless, but once you wrap your head around it it's perfectly. Stellaris is explicitly a space GSG, war had just taken the spotlight because everything else was shallow and unsatisfying. Elitewrecker PT May 18, 2019 @ 5:38am. You took casualties, and the war exhaustion represents the common people's dissatisfaction with the war. Nothing else changes about the war. However -4 is not a lot and they do not have full exhaustion yet. #2. 100% War Exhaustion just means that who ever reaches this state, has to accept a status quo peace. so now even thought own all planets they will not give up. I'd much rather prefer it to apply penalties to happiness if a war reaches 100% exhaustion instead of auto-ending. Elitewrecker PT Sep 17, 2021 @ 7:04am. I play Stellaris for a week now and I still can't figure out how war works. this is beyond stupid. Jul 16, 2021. Can someone tell me what exactly the war exhaustion system aims to simulate? I just fought a war against 3 galactic empires, one of them the strongest in my game and although I maneged to ocuppy all of the 2 other empires and isolate the third strongest one with my main fleet winning all of my battles I still had to settle for a status. You prepared poorly, so couldn't just gobble their empire easily/in one go. #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. At the end you'll gain the territory you're. Derp, I see you're working overtime for Stellaris PR. Protectorate: usually a small empire asks you to protect them if you have superior tech power, and very often after being targeted by previous war(s) they lost. Last edited by Elitewrecker PT ; Apr 29, 2018 @ 12:49pm. Buy Apocalypse. But ok fine. 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. I think the point of war exhaustion is to make the wars shorter. Sounds like you haven't claimed the systems. I have tried various mods but none seem to fix this. And for some reason they didn't even gain a single bit of territory out of the ordeal even though they at one point owned 80% of the machine lands. Reply. In theory it should represent the willingness of your population to fight on, in actuality it. It does weird things, and causes outcomes that are weird. This is the problem with the war exhaustion system: it makes no sense. War exhaustion is just a bad status quo mechanic. You don't get WE from bombarding enemy planets, its likely just attrition, however having your. Aaronthelemon Dec 12, 2018 @ 6:48am. The way stellaris war exhaustion works is "Our arbitrary meter was crossed , now you need to sue for unconditional surrender. When I look up how our war exhaustion is determined, I find that even though I've won every ground battle, it is the single largest source of my war exhaustion. Yet they dont care. Context: Noob player controlling a Modded Megacorp gets into a 20 year long war against a Hive Mind using the End Threat justification. 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. Upload AttachmentWar exhaustion soaring even after winning battles. super-famicom said:. You fundamentally misunderstand what is involved in "winning" a war in Stellaris. The benefit to sieging rather than invading would be less war exhaustion from ground battles, the downside would be that it would (usually) take a lot longer than having your armies. Yeah, this happens far too often. Britain got war. 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. So, an empire can keep a system because it got absolutely destroyed in a war by two empires, rather than one. This is accomplished in a variety of ways but is often affected by War Fatigue. But 2 wars going on. 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.