
9,1 / 10
ENTROPY EDITION

By The Archivist
Games centered on
geopolitics and propaganda
" the best organized event that this game has TO OFFER"
KOMRAD TRUCK
"the funniest game of stellaris I've ever played"
SINGULARITY
""JAM-PACKED DIPLOMACY AND INTRIGUE! 10/10"
EP3O
2200 - 2230
era of discoveries
NO WARS
2230 - 2250
era of diplomacy
IMMUNITIES AGAINST CONQUESTS AND FORCED VASSALITION
2250 - 2270
era of rivalries
IMMUNITIES agaiNst CONQUEST
2270+
era OF entropy
NO IMMUNITIES
IMMUNITIES
Empires have immunities depending on the era. They lose their immunity in one of the following cases:
- When they are outside of the galactic community or breaking a law
- As soon as they launch and offensive war
- When they are declared a crisis in the senate
- When they join or form a federation
- When they become Overlord
- When they become a specialized vassal
- If they are a criminal megacop, empires who has branches on their planet can attack the megacorp. When in a offensive war with numerous attackers, at least one of the attackers needs to have a criminal branch in their systems.
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FEDERATIONS AND VASSALS
- Tributaries and vassals count as 1 member in a federation
- The maximum number of members of a federation starts at 2 and can evolve thanks to resolutions in the senate (from 0 to 4)
- The maximum number of vassals starts at 2 and can evolve through senate resolutions (from 0 to 4)
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Federation can form and grown only if either :
1. Empires are connected by : neighbouring systems (lonely starbase not included), a wormhole, the L-Gate once it's open or built / functional gateways.
2. All members capitals fit into one quadrant (a 90° angle from the galaxy center). If you are not sure, ask the host.​
Galactic Propaganda
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These GPOs take place on Discord, on which a written channel allows Megacorp to post "news", so players can spread propaganda while remaining anonymous.
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Only Megacorp have a "press card" to post in this channel, and any Empire can negotiate the publication of a "news" with any Megacorp they choose.
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Megacorp don't have to keep the anonymity of their customers : choose those with the best reputation or who you share your geopolitical interests with to avoid getting bettrayed.


SENATE MEETINGS
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These rules aim to make diplomatic weight more interesting and strategic.
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Any player can request an emergency meetingto the senate by specifying the agenda. The game ison breakduring these meetings. ​
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The terms in the senate arehalved.
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The number of members of a federation and the number of vassalsare voted on in the Senate.
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Many resolutions of the mod New Galactic System have been added.
RULES
No capture or bombardment of the capital during the first war before 2070
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Forbidden Origins : Protected, Common Ground, Hegemony, Lost Colony, Clones, Progenitor Hive
& Imperial Stronghold
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No Total War Empire (Fanatic Purifier, Determined Exterminator, Assimilar, Devourer Swarm)
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Clone Armies can't take Ascendant
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It's prohibed to jump into enemy territory if the system is not unbder your control (spaceport + planet)
Jumping in neutral territory is allowed.


CRISIS
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-You can only take the crisis perk if you were declared crisis in the senate or if the resolution is currently being voted (not just proposed)
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- Destroying the galaxy via ascension is of course forbidden.
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Good behavior
Only host can pause.
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No assimilation of vassals if played by humans
No exploits
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Ban on renting marauder fleets
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No clickbait
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Possible to create an AI vassal provided it does not have independent diplomacy
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No destruction of enclaves, except military enclaves