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Dev Diary #99 - Ground Combat & Army Rework

Hello everyone and welcome to another Stellaris dev diary. Today's dev diary is about some changes coming to ground combat and armies in the 2.0 'Cherryh' update. This will be the last dev diary before we take a break for the holidays, so there will be no diaries in the next week or the week after that. Stellaris dev diaries return on Thursday January 11th, 2018.

Defense Armies and Fortresses
Constructing Defense Armies have always been largely a meaningless exercise in Stellaris. While they are useful for reducing Unrest and occasionally might be able to beat off an unprepared attacker, the fact that a planet is capped on how many armies can be defending it while the attacker is *not* capped on how many armies are attacking, coupled with the general weakness of defense armies, means that defending a planet against a ground invasion is generally an exercise in futility and will at most delay an attacker by a few weeks. However, if we solved this by just making defense armies a lot stronger or capping the number of attacking units, the result would turn every invasion of a backwater colony into a big affair - something that is not particularly desirable when a war can involve several different actors with hundreds of planets between them.

For this reason, we have decided to rework Defense Armies into something that is actually useful, but requires a significant investment of resources to muster more than a token defense. Instead of being directly buildable by the empire, defense armies are created from certain buildings. The capital building will produce defense armies depending on its level, as will some other planetary uniques like Military Academy. If you want a planet to be well defended, however, you will need to construct Fortress building on its tiles. Fortresses require a pop to work them, do not produce any other resources than a small amount of Unity, but provide a significant amount of defense armies to protect the planet. Armies spawned by Fortresses are also impervious to orbital bombardment, and will not be able to be killed without first ruining the building itself. The armies generated by a building have their species and type set by the pop working it, so a Very Strong Battle Thrall will produce several powerful defense armies if placed on a Fortress, and special pops like Droids will produce their own variants like Robotic Defense Armies rather than the normal ones. Fortified worlds will also be able to be fit with an FTL inhibitor (the exact way they get them is not yet determined) that prevents enemy fleets from leaving the system unless the world is captured, which allows for the creation of Fortress Worlds to protect strategically important systems.
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(Building icon is a placeholder)

One more important change related to Defense Armies is a change to Unrest: Armies on planets no longer reduce Unrest directly. Instead, to handle a planet with high Unrest, you will need to construct Fortress-style buildings or take other measures (such as using Edicts) to reduce the planetary Unrest. This means you cannot simply capture a planet and then spam a dozen defense armies to immediately zero out the Unrest. As part of this, we will be balancing certain events and effect to ensure newly captured worlds do not instantly defect back to their former owner.

Finally, as part of all these changes Defense Armies have received a general buff and there are several new technologies that unlock additional tiers of forts and various improvements to Defense Armies' combat ability, meaning that they will grow stronger alongside the invention of new, more powerful assault armies.

Assault Army Management
A major aim of our changes to armies is to reduce the amount of unnecessary micromanagement of armies. For this reason, and to make Assault Armies' role more explicit, we have decided to change Assault Armies to always be based in space. Whenever not directly engaged in an invasion, Assault Armies will now always automatically embark onto their transports, ready to be used to invade another world. We also aim to fix the minor but immersion-breaking bug where transport fleets are giving endlessly increasing sequential names whenever they land and embark again.

Combat Width, Retreating and Collateral Damage
Another change to ground combat is the introduction of new mechanics in the form of Combat Width. Combat Width is determined by the size of the planet, and decides how many armies can be taking and receiving damage at the same time: For example, if 20 assault armies invade a world held by 10 defense armies with a combat width of 10, all 10 defense armies will be immediately engaged in battle while only half the assault armies will be able to deal and receive damage, with additional assault armies joining the fray as the armies in front of them are destroyed. This means that it is no longer possible to take a well defended world without losses by simply throwing a hundred clone armies at it: If you wish to minimize losses (and thus War Exhaustion), you will need to invest in expensive, high-maintenance elite armies.
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(Interface not final)

We've also added the concept of Collateral Damage: As armies fight on the planet, civilians and civilian infrastructure is caught in the fighting. Each time an army deals damage in battle, it will inflict a random amount of Collateral Damage, which increases Planetary Damage similar to Orbital Bombardment (see below) and can lead to the death of Pops and the destruction of buildings and tiles. Some armies will deal more Collateral Damage than others: For example, Xenomorph armies are highly destructive and cost-efficient, but will wreak immense havoc on the planet, potentially leaving it in ruins in the process of capturing it for your empire.

While working on combat mechanics we also took the time to change the way Morale Damage works, making it something that is suffered by both sides (instead of just the loser) and making the effects of it more gradual, so that armies suffer a drop in combat efficiency once they are <50% morale, and then another, sharper drop when they are broken (0% morale). This should make certain armies, such as Psi Armies, highly effective against low-morale opponents like Slave Armies, but less effective against an unfeeling army of Droids. Finally, we've also tweaked the damage-dealing algorithm so that damage is less evenly spread among combatants, making it so that even an outnumbered force can destroy regiments and inflict war exhaustion on the enemy.
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Finally, we have made some changes to retreats. When an attacker retreats from a ground combat, there is now a significant chance that each retreating regiment is destroyed while attempting to return to space, making retreat a risky endeavour and eliminating the tactic of simply send in the same army again and again in wave attacks, instead making retreats something you do in order to preserve at least some of your army in a poorly chosen engagement.

Orbital Bombardment Changes
Finally, again in the interest of reducing the micromanagement needed during war, we've changed the way orbital bombardment works. Fortifications have been entirely cut from planets, so that there is no need to bombard lightly defended worlds before going in with the ground troops. Instead, we have added a requirement that planets cannot be invaded if there is a hostile Starbase in the system, so that transports cannot snipe worlds that are protected by defensive installations present in the same system. Orbital Bombardment, instead of being something you have to manage and wait for in every single planetary engagement, is now something you do to soften up a particularly well defended target, or simply to wreak havoc on the enemy's planet and drive up their War Exhaustion.

As a planet is bombarded, the fleet will deal Planetary Damage, ruining buildings and killing Pops. Bombarding fleets will also do damage to armies present on the planet (unless those armies are protected by a Fortress), and over a long enough time can decimate a defending force, though doing so will likely cause heavy damage to the planet and may delay the attacker long enough that the owner of the planet has time to build up their forces or inflict enough war exhaustion to force a peace. The rate at which the planet is damaged can also be slowed with the construction of buildings such as Planetary Defense Shield, further dragging out the process.

As part of these changes, we've consolidated the Bombardment Stances into the following:
  • Selective: Deals normal damage to armies/buildings and light damage to pops. Cannot kill the last 10 pops.
  • Indiscriminate: Deals heavy damage to armies, buildings and pops. Cannot kill the last 5 pops.
  • Armageddon: Deals massive damage to armies, buildings and pops. Can turn planets into depopulated Tomb Worlds with enough bombardment. Only available to certain empires such as Purifiers.

Attachments
Finally, on the topic of attachments, we have decided to cut them entirely from the game. We discussed a variety of ways to improve the way you assign them, but ultimately decided that we already have so many types of armies and not nearly enough combat mechanics to justify a significant investment of UI time that could go towards something like the Fleet Manager instead. The technologies that previously unlocked attachments will be changed to give other effects, such as direct buffs to certain army types.

That's all for today! As I said, we're now going on hiatus, so I'll see you again on January 11th with a dev diary about... well, that's a secret, actually. You'll just have to wait and see!
 
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I think we have a misunderstanding here, I meant why would you have a FTL inhibitor on a starbase, in a sector with a planet that got an FTL inhibitor on it, since the starbase need to be taken before planetary invasion anyway.
As far as we know, starbases will be automatically equipped with FTL Inhibitors when the tech is researched. They wont take up space on them. So you would want to put an additional one on the planet to make the System a still serve as a stoppoint even when the starfort is destroyed.
 
Will there be effects on the defensive armies if an unhappy pop is placed on the tile with the fortress? Like decreased morale, desertions or even rebellions?
 
I think we have a misunderstanding here, I meant why would you have a FTL inhibitor on a starbase, in a sector with a planet that got an FTL inhibitor on it, since the starbase need to be taken before planetary invasion anyway.

In my head, say you have a system with a citadel and two planets, all of which have inhibitors. The invader commits their forces to the system and realises that they have inhibitors. If they wanted to retreat, they can only do so via after taking out both starport and planets?

But having just written that I see what you're saying.
 
Can you make it so one can attach transports to military fleets?
 
Constructing Defense Armies have always been largely a meaningless exercise ... defending a planet against a ground invasion is generally an exercise in futility and will at most delay an attacker by a few weeks.

Now they might delay it a bit more, but I don't see how they actually could turn a war around. The inflicted war exhaustion to the attacker might help to force a status quo peace earlier when still only a part of your systems is occupied. But after the truce runs out the odds will likely not be better. Which brings me to the next point:

requires a significant investment of resources to muster more than a token defense

Why wouldn't I rather make this significiant investment instead for the benefit of my economy and fleet in the first place? This not only means I don't need much defenses (and might not even get attacked at all due to deterrent fleet power) but it also allows me to actually go in the offensive. I know, its not final numbers, but on top of sacrificing an entire tile, the fortress needs 450 minerals to construct and 5 energy to maintain. Are you serious?

A major aim of our changes to armies is to reduce the amount of unnecessary micromanagement of armies.

Why not actually make the combat ships carry automatic assault armies (think marines) instead of having seperate units which are only needed for a single purpose. In EU4 and CK2 combat troops are also the ones who do the sieging and assaulting. This would mean losses in an invasion actually mean losses for combat ships involved (think ground to space bombardment during combat where the ships support the marines in low orbit). This would make fortified planets mechanically similar to defense stations with a limited combat width for the attacking fleet.

Another problem is there is no point in building assault armies at all until you are completely sure you can actually escort them safely to their targets. And then it is almost always just a step to finish an enemy off who is already dominated. And even then they are annoying to babysit because you need to make sure that they continue to follow the fleet closely after each invasion and don't get sniped when lacking behind (something the AI manages to exploit annoyingly well). The announced changes to armies sound only cosmetic to me.

While working on combat mechanics we also took the time to change the way Morale Damage works, making it something that is suffered by both sides (instead of just the loser) and making the effects of it more gradual, so that armies suffer a drop in combat efficiency once they are <50% morale, and then another, sharper drop when they are broken (0% morale). This should make certain armies, such as Psi Armies, highly effective against low-morale opponents like Slave Armies, but less effective against an unfeeling army of Droids.

Still an overcomplicated system. Please let me focus on the grand strategy part and liberate me from the need to check the defense details of each planet, to build and to escort an assault army (of the right size and type) to it.

Orbital Bombardment ... is now something you do to ... drive up their War Exhaustion.

So continuous bombardment might actually turn out to be more useful to break an enemy's will to fight than taking the planet ASAP (or ruin the planets you don't plan to take anyway in this war)? I hope it won't be similar to the old 'bombardment provides more warscore than occupation' problem again.

Armageddon:Can turn planets into depopulated Tomb Worlds with enough bombardment. Only available to certain empires such as Purifiers.

Does this mean Purifers could avoid losses (and war exhaustion) from ground combat and potentially destroy entire federations in a single war just by bombarding planets (and colonize the tomb worlds afterwards)?
 
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@Wiz So what about the pop-generated milita forces? Are they still a thing? (I hope so)

Wouldnt make sense to me that a full pop size 10 world with no additonal fortresses and first level capital building would have the same amount of defending forces as a full pop size 25 planet with no additional fortresses and first level capital.
 
Fortified worlds will also be able to be fit with an FTL inhibitor (the exact way they get them is not yet determined) that prevents enemy fleets from leaving the system unless the world is captured

Me when I make a Cadia-like fortress world to stop the Prethoryn Swarm

 
I was hoping for the transport fleets to be forever gone... Being attached to the normal fleets or just being a "assault" "the assault will began in X days"
I can only hope that the AI plays intelligent and fun with armies, not going to a planet with 50 or so assault armies and having only one fleet of transports in their hole empire. And that doesn't have them sit down for all the war above one world because the AI doesn't know what to do.
Still, I love the changes so far. Yep, good ones.
 
Unrest reducing without defence army effect...
So, there will be Empire Police Force policy or such?
No attachments? But i love Commisair squadrons!


Happy holidays, folks! Make for fans present - both Jubilee 100 Dev Diary and New Year Epic Dev Diary!
Cheers!
 
If you have a FTL inhibitor on the planet, why would you have one on the star fortress, as they require to take the fortress, before invading the planet anyway.
Possibly, the planetside one could be destroyed through bombardment thus allowing the fleet to leave, whereas having one in both would require them to invade one and invade or destroy the other (and both could be fortified).
 
Will we get an option to put the newly embarked assault troops somewhere in reserve?

Because as it is currently it sounds like Assault troops will automatically hang around like transport ships in orbit the planet it was created so I wish there would be a way to put them away somewhere so a random single corvette won't be able to blow them up.
 
This seems promising. Although I'm not sorry to see attachments go in the current form, I kind of liked the idea behind them. Maybe they'll return in a better form somewhere in a future patch?
 
Great update. Aside from a few stinkers, I'm certain this will improve my enjoyment of the game. I particularly like the addition of collateral damage and combat width, the transfer of defense armies to defense buildings, and the change to orbital bombardment! Retreat casualties are also a great idea, as the current system was really somewhat prone to exploits with the ability to just call back your troops and heal them back to full health in orbit only to drop again, rinse and repeat.

Finally, on the topic of attachments, we have decided to cut them entirely from the game. We discussed a variety of ways to improve the way you assign them, but ultimately decided that we already have so many types of armies and not nearly enough combat mechanics to justify a significant investment of UI time that could go towards something like the Fleet Manager instead. The technologies that previously unlocked attachments will be changed to give other effects, such as direct buffs to certain army types.
Sad to hear this, seeing as how it means a reduction of "personalization" of an empire's armies and thus expression of its theme, but I guess it's understandable given how Assault Armies are much more likely to die under the changes to retreat, so empires will have to recruit them a lot more often (by comparison, in my normal games I usually make do with recruiting only 10-20 armies over the course of the entire game).

Still, I'm going to miss the ability to personalize at least a few select units. Fortunately it's just one of the very, very few downsides of the upcoming update for me, so all in all I'm still very excited.

I guess copying and cannibalizing the Species Rights UI by using the code of its existing Genemodding/Robomodding Template feature to instead assign Traits/Attachments, names and possibly even pictures to armies is out of the question as a way to reduce this "significant" investment it would take?

Yes. We realize this is a bit odd, but compare the amount of times you would actually use an assault army to defend a planet compared to the amount of times you have to click 'embark' after invading one...
How about a compromise? Make retreat after invasions automatic, but let them stay if they were landed manually.

This would preserve Assault Armies' ability to act as a sort of "interstellar riot police" an empire can dispatch to quickly deal with Unrest, rather than having to rely solely on lengthy construction of buildings or costly Edicts (which will likely come off as weird if they reference the presence of security forces a player can no longer supply, as they are stuck in space with no good explanation as to why they do not help to restore order).

The Unrest reducing effect of Assault Armies could be lowered (-5?) to retain the possibility of rebellions without making Assault Armies entirely useless in peacetime.

2) I'll look into adding this.
Give me the ability to permanently name/rename my armies rather than invasion/embarkation resetting them all the time, and I will forgive the loss of attachments! :D

Without reworking the tile system i bet people still going to ignore it (in SP) - because wasting a slot for something you can combat off by different means isn't worth it.
They'll ignore it at their risk. I'm sure my invasion armies would love to meet little resistance and capture a planet in days instead of months -- not to mention the ability to cordon off entire regions of space by establishing FTL Inhibitors. :p

So, since everyone else seems to at least know what they are... What were attachments? XD
Attachments are/were upgrades you could add to individual armies to improve them in some way, such as adding Commissar squads to your slave armies:

https://stellaris.paradoxwikis.com/Land_warfare#Attachments

The only downside was that you have to do this for each army individually (by clicking on them in the planetary window), as the game lacks a template designer similar to how it exists for the starships. It costs three clicks to add an attachment, so it is something of a chore, even though the "million clicks" you sometimes see in complaints by a number of players is obviously an exaggeration.

Unity seems like a weird choice for a building that also seems to be about supressing unrest, don't you think?
I sympathize with this. That said, I guess we could hand-waive it as a sort of "Enforced Unity" in that suppression of Unrest generates order, which in turn forms the cornerstone of a functioning society?

There's some potential for a deep philosophical debate here about the role of police/security forces possibly being focused more on maintaining peace and government authority than, contrary to many peoples' perception/expectation, actually helping individual citizens suffering from crime/injustice, with the latter being more of a popular byproduct to achieve the former.

I know you'll get some idiots using this as ammunition to whine about 'OMG PDX REMOVING CONTENT FROM A GAME I OWN', but I strongly support these kinds of decision. Cutting something from the game because you realize it's only detrimental to the gameplay is something practiced way too hesitantly by most developers. Proves good sense of judgement.
Way to go tossing insults just because people may disagree with your personal opinion. A real asset to this community.


Attachments were always optional as proven by the many people claiming they never used them. Something that gets used only by people who want to do so is by definition impossible to be "detrimental to gameplay", unless you really want to dictate what exactly other players should be allowed to find fun. As such, the devs could have just as well left them in the game and it would not have bothered anyone -- it would simply remain a niche feature only used by a small subset of the playerbase. As the feature already exists, its subsequent removal is a waste of development time better invested elsewhere.
 
@ Wiz : How will the sector AI work with these changes? Will they invest equally in each planet or does it recognize planets which are in greater threats and act accordingly (e.g. planet is close to a border with a rather hostile empire)? It would be nice if we could set a certain kind of threat level for each planet so that the AI knows how much it should fortify the planets. This would be interesting since defensive buildings now need planet tiles.
 
@ Wiz : How will the sector AI work with these changes? Will they invest equally in each planet or does it recognize planets which are in greater threats and act accordingly (e.g. planet is close to a border with a rather hostile empire)? It would be nice if we could set a certain kind of threat level for each planet so that the AI knows how much it should fortify the planets. This would be interesting since defensive buildings now need planet tiles.

Maybe the player should be able to mark specific systems as Fortresses of strategic importance so the sector ai will set more focus on fortifying them.
 
So wait, you "cut" micromanaging of assault armies by launching them automatically leaving them in a more vulnerable position, cause of course people never use staging posts but immediately load and live in their transports as soon as they finish training, theres far more managing here than we had before, not to mention no real options for how to actual build, I mean envision your species as a swarm descended on a planet to overwhelm the enemy? Well tough, cant possibly let you do that.