How to increase influence in Stellaris?












26















Our empire gains +1 influence each month, and need ~50 more.
It'll take ~50 months which is a lot of time.
So, what can one do to increase the monthly influence of an empire?










share|improve this question





























    26















    Our empire gains +1 influence each month, and need ~50 more.
    It'll take ~50 months which is a lot of time.
    So, what can one do to increase the monthly influence of an empire?










    share|improve this question



























      26












      26








      26


      1






      Our empire gains +1 influence each month, and need ~50 more.
      It'll take ~50 months which is a lot of time.
      So, what can one do to increase the monthly influence of an empire?










      share|improve this question
















      Our empire gains +1 influence each month, and need ~50 more.
      It'll take ~50 months which is a lot of time.
      So, what can one do to increase the monthly influence of an empire?







      stellaris






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited May 30 '16 at 3:31







      ShloEmi

















      asked May 14 '16 at 6:23









      ShloEmiShloEmi

      1,48442350




      1,48442350






















          4 Answers
          4






          active

          oldest

          votes


















          29














          Original post:





          1. Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
            month.


          2. Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.


          3. Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
            build 4 mining stations), which will grant a significant influence
            boost (lump sum of 80-200)


          4. Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.


          5. Some anomalies and events may also grant influence.





          Update 2019:



          Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.



          Addendum to the old points:




          1. Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.


          2. Rivalries are still there, but only grant 0.5 influence per rivalry.


          3. Mandates are still in the game, but now grant Unity, not influence.


          4. Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.


          5. remains unchanged







          share|improve this answer





















          • 2





            As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

            – Ben MS
            May 17 '16 at 0:02






          • 2





            @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

            – Player One
            May 17 '16 at 4:01






          • 1





            Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

            – ELLIOTTCABLE
            May 21 '16 at 0:41











          • (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

            – ELLIOTTCABLE
            May 21 '16 at 0:43











          • @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

            – Player One
            May 23 '16 at 2:00



















          10














          One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness






          share|improve this answer
























          • That is indeed a good tip, 10x!

            – ShloEmi
            May 25 '17 at 18:16



















          6














          I have found an additional way:



          The building "Empire Capital-Complex" that can only be built once provides +1 influence.



          But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.



          So in short; conquer a planet with an "Empire Capital-Complex" on it.



          I've found these to mostly occur on capital worlds.






          share|improve this answer



















          • 1





            Sounds like a bug that might get fixed in a future edition. But until then: nice one!

            – Sjoerd
            May 19 '16 at 0:23



















          1














          If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.






          share|improve this answer























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            4 Answers
            4






            active

            oldest

            votes








            4 Answers
            4






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            29














            Original post:





            1. Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
              month.


            2. Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.


            3. Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
              build 4 mining stations), which will grant a significant influence
              boost (lump sum of 80-200)


            4. Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.


            5. Some anomalies and events may also grant influence.





            Update 2019:



            Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.



            Addendum to the old points:




            1. Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.


            2. Rivalries are still there, but only grant 0.5 influence per rivalry.


            3. Mandates are still in the game, but now grant Unity, not influence.


            4. Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.


            5. remains unchanged







            share|improve this answer





















            • 2





              As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

              – Ben MS
              May 17 '16 at 0:02






            • 2





              @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

              – Player One
              May 17 '16 at 4:01






            • 1





              Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

              – ELLIOTTCABLE
              May 21 '16 at 0:41











            • (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

              – ELLIOTTCABLE
              May 21 '16 at 0:43











            • @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

              – Player One
              May 23 '16 at 2:00
















            29














            Original post:





            1. Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
              month.


            2. Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.


            3. Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
              build 4 mining stations), which will grant a significant influence
              boost (lump sum of 80-200)


            4. Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.


            5. Some anomalies and events may also grant influence.





            Update 2019:



            Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.



            Addendum to the old points:




            1. Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.


            2. Rivalries are still there, but only grant 0.5 influence per rivalry.


            3. Mandates are still in the game, but now grant Unity, not influence.


            4. Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.


            5. remains unchanged







            share|improve this answer





















            • 2





              As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

              – Ben MS
              May 17 '16 at 0:02






            • 2





              @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

              – Player One
              May 17 '16 at 4:01






            • 1





              Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

              – ELLIOTTCABLE
              May 21 '16 at 0:41











            • (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

              – ELLIOTTCABLE
              May 21 '16 at 0:43











            • @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

              – Player One
              May 23 '16 at 2:00














            29












            29








            29







            Original post:





            1. Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
              month.


            2. Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.


            3. Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
              build 4 mining stations), which will grant a significant influence
              boost (lump sum of 80-200)


            4. Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.


            5. Some anomalies and events may also grant influence.





            Update 2019:



            Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.



            Addendum to the old points:




            1. Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.


            2. Rivalries are still there, but only grant 0.5 influence per rivalry.


            3. Mandates are still in the game, but now grant Unity, not influence.


            4. Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.


            5. remains unchanged







            share|improve this answer















            Original post:





            1. Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
              month.


            2. Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.


            3. Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
              build 4 mining stations), which will grant a significant influence
              boost (lump sum of 80-200)


            4. Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.


            5. Some anomalies and events may also grant influence.





            Update 2019:



            Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.



            Addendum to the old points:




            1. Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.


            2. Rivalries are still there, but only grant 0.5 influence per rivalry.


            3. Mandates are still in the game, but now grant Unity, not influence.


            4. Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.


            5. remains unchanged








            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited 2 mins ago

























            answered May 14 '16 at 7:58









            DulkanDulkan

            12.5k13371




            12.5k13371








            • 2





              As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

              – Ben MS
              May 17 '16 at 0:02






            • 2





              @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

              – Player One
              May 17 '16 at 4:01






            • 1





              Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

              – ELLIOTTCABLE
              May 21 '16 at 0:41











            • (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

              – ELLIOTTCABLE
              May 21 '16 at 0:43











            • @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

              – Player One
              May 23 '16 at 2:00














            • 2





              As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

              – Ben MS
              May 17 '16 at 0:02






            • 2





              @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

              – Player One
              May 17 '16 at 4:01






            • 1





              Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

              – ELLIOTTCABLE
              May 21 '16 at 0:41











            • (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

              – ELLIOTTCABLE
              May 21 '16 at 0:43











            • @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

              – Player One
              May 23 '16 at 2:00








            2




            2





            As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

            – Ben MS
            May 17 '16 at 0:02





            As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.

            – Ben MS
            May 17 '16 at 0:02




            2




            2





            @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

            – Player One
            May 17 '16 at 4:01





            @BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.

            – Player One
            May 17 '16 at 4:01




            1




            1





            Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

            – ELLIOTTCABLE
            May 21 '16 at 0:41





            Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O

            – ELLIOTTCABLE
            May 21 '16 at 0:41













            (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

            – ELLIOTTCABLE
            May 21 '16 at 0:43





            (Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.

            – ELLIOTTCABLE
            May 21 '16 at 0:43













            @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

            – Player One
            May 23 '16 at 2:00





            @ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.

            – Player One
            May 23 '16 at 2:00













            10














            One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness






            share|improve this answer
























            • That is indeed a good tip, 10x!

              – ShloEmi
              May 25 '17 at 18:16
















            10














            One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness






            share|improve this answer
























            • That is indeed a good tip, 10x!

              – ShloEmi
              May 25 '17 at 18:16














            10












            10








            10







            One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness






            share|improve this answer













            One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered May 25 '17 at 5:49









            shlamalamshlamalam

            10112




            10112













            • That is indeed a good tip, 10x!

              – ShloEmi
              May 25 '17 at 18:16



















            • That is indeed a good tip, 10x!

              – ShloEmi
              May 25 '17 at 18:16

















            That is indeed a good tip, 10x!

            – ShloEmi
            May 25 '17 at 18:16





            That is indeed a good tip, 10x!

            – ShloEmi
            May 25 '17 at 18:16











            6














            I have found an additional way:



            The building "Empire Capital-Complex" that can only be built once provides +1 influence.



            But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.



            So in short; conquer a planet with an "Empire Capital-Complex" on it.



            I've found these to mostly occur on capital worlds.






            share|improve this answer



















            • 1





              Sounds like a bug that might get fixed in a future edition. But until then: nice one!

              – Sjoerd
              May 19 '16 at 0:23
















            6














            I have found an additional way:



            The building "Empire Capital-Complex" that can only be built once provides +1 influence.



            But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.



            So in short; conquer a planet with an "Empire Capital-Complex" on it.



            I've found these to mostly occur on capital worlds.






            share|improve this answer



















            • 1





              Sounds like a bug that might get fixed in a future edition. But until then: nice one!

              – Sjoerd
              May 19 '16 at 0:23














            6












            6








            6







            I have found an additional way:



            The building "Empire Capital-Complex" that can only be built once provides +1 influence.



            But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.



            So in short; conquer a planet with an "Empire Capital-Complex" on it.



            I've found these to mostly occur on capital worlds.






            share|improve this answer













            I have found an additional way:



            The building "Empire Capital-Complex" that can only be built once provides +1 influence.



            But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.



            So in short; conquer a planet with an "Empire Capital-Complex" on it.



            I've found these to mostly occur on capital worlds.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered May 18 '16 at 15:52









            Jorn VerneeJorn Vernee

            307311




            307311








            • 1





              Sounds like a bug that might get fixed in a future edition. But until then: nice one!

              – Sjoerd
              May 19 '16 at 0:23














            • 1





              Sounds like a bug that might get fixed in a future edition. But until then: nice one!

              – Sjoerd
              May 19 '16 at 0:23








            1




            1





            Sounds like a bug that might get fixed in a future edition. But until then: nice one!

            – Sjoerd
            May 19 '16 at 0:23





            Sounds like a bug that might get fixed in a future edition. But until then: nice one!

            – Sjoerd
            May 19 '16 at 0:23











            1














            If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.






            share|improve this answer




























              1














              If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.






              share|improve this answer


























                1












                1








                1







                If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.






                share|improve this answer













                If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Sep 24 '17 at 18:15









                A. Matías QuezadaA. Matías Quezada

                1111




                1111






























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