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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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@Wiz

Let's say I just capture a new planet with one of my Assault armies during a war. How do I prevent enemies from simply dropping their armies to retake what I just did?

Simply "secure" the Planet with a Fleet until such a time said Planet is no longer on the Front Line.

Or just leave your Doom Stack over that one planet for ever. :)
 
because once the enemy takes the Starbase you lose control of the Inhibator, allowing them to leave whenever. However if you also have an inhibator on the planet it means they'll have to waste more time taking it. Allowing you to either build up your forces, or take their worlds

And in what does that counter what I said ? I am arguing against the building an inhibitor on both the starbase and the planet(s), as the starbase one is pretty useless if there is any on the planet(s), as you are limited in what you can do against said planet(s) until the starbase is taken care of.

So in short, what I'm saying is there is no point in doubling down on FTL inhibitor for a system, unless they are all on colonies.
 
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If anything, it's a win-win situation. The attackers will "retreat" from the planet once they're... "exhausted", and it will be well worth a reprimand from the general.

You think they're going to leave after the 'beating' my Defenders will give them? They're going to be so 'defeated' that they are going to never want to leave.
 
Im a little dissapointed they didnt rework army transport ships, either making them proper ship classes with their own components etc, or removing them and replacing them with something more user friendly. Other than that, it looks really good.
 
It would be nice if the interface had a little more art reflecting the battle and damage on the planet. Maybe add to the planet art, in the top of the combat tab, some little figures shooting each other, and the building burning or crumbling.
 
It's still something we're potentially interested in doing but we settled on a lesser, more targeted rework for now.

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...

@Wiz Could assault armies be used in this 3-staged combat? They would defend against the attacker in space, then ??? in air (maybe flak cannons weakening attackers + something else) and finally the defence armies in ground. Sorry if the quotes are messed up, first time using multi quote :D
 
Eh... swarm can't get that event, and purifiers should (from a roleplay standard at least) shoot the Worm on sight.
Depends. I mean, the Worm does, very specifically, love you- I'd think at least some Fanatic Purifiers would be all about a space-god saying they're the most important species in the universe, that they're destined for greatness, that it'll embrace and protect them... given the Worm is a paradox, a snarl in time and space intricately tied into your own species' past and future, you could even look at it as the Worm being part of your species all along.

No conflict there.
 
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.
Sector Management once had a setting for "Military Focus". Perhaps it could be re-implemented as a way to have the Sector AI build more Fortresses?

Players who only want to apply this setting to a single world could simply create it as a 1-world-"sector".

Army attachments are right behind alternate FTL methods as things that are better off removed from the game completely.
I don't understand why some people desperately want them removed instead of simply continuing to ignore them.

Are they somehow affecting your game in any way, just because it's an option you do not use?

Im a little dissapointed they didnt rework army transport ships, either making them proper ship classes with their own components etc, or removing them and replacing them with something more user friendly. Other than that, it looks really good.
I believe (-> hope) this is still on the "to do" list. I distinctively recall Wiz mentioning a long-term consideration of permanently integrating Assault Armies into starships via usage of some Barracks module, similar to how you add strike craft by installing a Hangar.

This would allow you to design both purpose-built regimental transports (efficient but vulnerable) or hybrid-ships that may carry one or two units at the loss of some offensive or defensive power. An exciting prospect.
 
Seems like good changes. Even if i would have prefered some combat phases like aerial, artillerie, ground. More like endless space combat but well.
 
I don't understand why some people desperately want them removed instead of simply continuing to ignore them.

Are they somehow affecting your game in any way, just because it's an option you do not use?
I make a dedicated effort to use attachments and I'm glad the Army system is being streamlined to where they've been axed. They were a neat idea, but clunky, poorly-implemented, and I'm sure by removing those extra variables the devs will have a chance to replace them with something a bit better down the road. Like a proper "Army Manager" ala the Fleet Manager that lets you much more deeply customize your forces.
 
I want one thing:
Can we have, in defense, generals that takes care of the planets per sector, not per planet or army? They would be like governors, and that way both the AI and the player would find them intuitive to put in guard. (In attack yes, one per fleet)
 
I'm not a fan of the unity for fortresses as it takes away one of the main disadvantaged of slaver empires. They will necessarily have to build lots of fortresses and as such will be getting a boost to unity production when they are supposed to struggle when it comes to that. It'll also encourage non-slavers to build lots of fortresses just for the unity, which isn't really thematic.
 
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...

Building on that logic, then you could make the explicit choice be to click the 'land' button - and later 'embark' again from that planet.
But otherwise keeping the system as you describe it.
Then we'd have the choice to land assault armies - e.g. to boost the defense of a planet that we realise is poorly defended - and still avoid the 'embark' click-spamming.
 
If you wish to minimize losses (and thus War Exhaustion)
I'm presuming this will vary based on army type, and your population will care less about sending ten thousand droids to their death than regular armies?
 
I think worries about unity are a bit overblown if the unity production and fort cost stay similar by the time the update is released. That's a very small amount of unity to be gained for 450 minerals and 5 energy a month, as well as taking up valuable real estate on the planet. These things aren't going to be spammed until late game, if at all, so it shouldn't make up for slaver unity penalties. Meanwhile, high unity builds will have a ton other things to spend those minerals and energy since they probably won't have the same unrest issues. Traditions and ascension perks are only useful if you actually spend resources on things that benefit from them.

And if at some point in the late game it does become both cost effective and strategically meaningful to create a fortress world, well why not have it become a cultural touchstone that pumps out unity. Everybody knows and loves Cadia for a reason.
 
And in what does that counter what I said ? I am arguing against the building an inhibitor on both the starbase and the planet(s), as the starbase one is pretty useless if there is any on the planet(s), as you are limited in what you can do against said planet(s) until the starbase is taken care of.

So in short, what I'm saying is there is no point in doubling down on FTL inhibitor for a system, unless they are all on colonies.
Inhibitors are automatically placed in star forts if you Research them, you just choose if you want an extra one on the planet.
 
I believe (-> hope) this is still on the "to do" list. I distinctively recall Wiz mentioning a long-term consideration of permanently integrating Assault Armies into starships via usage of some Barracks module, similar to how you add strike craft by installing a Hangar.

This would allow you to design both purpose-built regimental transports (efficient but vulnerable) or hybrid-ships that may carry one or two units at the loss of some offensive or defensive power. An exciting prospect.

Yeah thats what Im hoping for too, especially now that war exhaustion is a thing.