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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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Actually, this makes resilient really really useful. Resilient species should really be able to hold worlds (resilient+strong for extra fun). It would totally make sense in some cases to just fortify border worlds, don't even build up those starbases and laugh as they try to take your plane.
 
These are good changes... except the part FTL inhibitor is a planetary thing...? I think that's quite illogical--such module belongs to the star port. Also the idea of "either capture all planets in system or combat fleets be permanently stuck in system" is a recipe for imbalance, for it creates an overpowered choking system where the only sane thing to do is to avoid the system by using jump traveling.

Don't get me wrong. Introducing choke points make things more strategic, but letting them becoming deathstars is actually making things less strategic.
 
Actually, this makes resilient really really useful. Resilient species should really be able to hold worlds (resilient+strong for extra fun). It would totally make sense in some cases to just fortify border worlds, don't even build up those starbases and laugh as they try to take your plane.
And weep when they bombard the planet down to 5 pops meaning at max 5 active forts (or make it into a tomb world if they have armagedon bombardment)
 
And weep when they bombard the planet down to 5 pops meaning at max 5 active forts (or make it into a tomb world if they have armagedon bombardment)

It sounds like that takes quite a while. If their fleet is stuck over one planet in my empire, bombing, there's a lot of situations where I can live with that.

Armageddon may change the calculus, though.
 
The only problem i see here is that planetary defence does not matter. As in a status quo peace the planet would get transferred if you own the star base....

No, you gotta own all the planets as well for the system to be considered occupied. It was clearly stated in past dev diaries.
Specifically, in the one on war, peace, and claims:
a system is considered occupied only if the Starbase and all planets (excluding potentially neutral ones like primitives) are under enemy control.
Note that many people seem to say 'own' when they actually mean 'control/occupy'. Really need to keep those separate to be clear.
 
I would love to see dedicated army bulk Star Carriers or Battleship Drop Ship Bays which carry your assault units. As in a single vessel which contains 9 Regiments.

This way your assault armies would still middle around the galaxy in highly vulnerable transport ships to start, but eventually become part of the fleet mid-game.

Hell, with the new Fleet Manager it would be easy to compose fleets containing that dedicated huge Star Carrier battleship to rain drop-pods upon the target world...
 
Not sure about this whole armies auto embarking after an invasion. Seems like a good way to get armies killed. - Unless they allow transports to be made part of the fleet. So they invade, auto embark, head to their assigned fleet.
 
Capital buildings provide defense armies, with the amount depending on the level.
IBut what about crisis? Now for planet destroying they bombard it - and give time to stop attack. If in 2.0 their fleet in one sec destroy players starbase(because they have BIG fleets) and just destroy colony... That will be very scary.
 
They were always worth investing in - but like Wiz said, they served to hold back the enemies. I managed to protect my planets from invasions many times due to strong armies.

Yes, I have done so too, however there was no strategy other than doomstack it and if necessary retreat and attack again in waves. this made defense armies little more than a slight delay to an invasion and they were severily crippled by the fact that they were super weak and that planets tend to have low caps for army sizes. Ground battles almost always end up with complete destruction of defenders with no loses for the attackers, the new system will fix that by allowing the defenders a chance to inflict loses on the attackers. Yes the overwhelming numbers will still most likely rule the day, but the losses and morale from such losses will help stymie a tide and allow for good ground defenses to hold out for a much longer time than was ever possible before. This is what makes them now worth actually investing in, when spending time to plan your defenses actually makes them better and enemy defenses makes you think about army composition.
 
IBut what about crisis? Now for planet destroying they bombard it - and give time to stop attack. If in 2.0 their fleet in one sec destroy players starbase(because they have BIG fleets) and just destroy colony... That will be very scary.
Meant to be scary tho.
Up until now crisis are more a "I need random empires to keep them busy a few years until i'm strong enought to crush them" than a "fight it togheter or die alone" situation.
 
Yes, I have done so too, however there was no strategy other than doomstack it and if necessary retreat and attack again in waves. this made defense armies little more than a slight delay to an invasion and they were severily crippled by the fact that they were super weak and that planets tend to have low caps for army sizes. Ground battles almost always end up with complete destruction of defenders with no loses for the attackers, the new system will fix that by allowing the defenders a chance to inflict loses on the attackers. Yes the overwhelming numbers will still most likely rule the day, but the losses and morale from such losses will help stymie a tide and allow for good ground defenses to hold out for a much longer time than was ever possible before. This is what makes them now worth actually investing in, when spending time to plan your defenses actually makes them better and enemy defenses makes you think about army composition.
+ inflincting some dmgs even when loosing helps building war exaustion and negotiating less unilateral peaces.
 
Seems a lot of people don't like attachments.

I do hope they make it possible for people to mod them back in as I enjoyed them. I know a lot of people didn't like them because it was a pain attaching them (yeah I know how it felt too).

But to me the attachments added depth and immersion (imagining my Psionic soldiers riding alien gryphons or cyborg clone commandos leading my droid armies or Psionic warriors leading genetically engineered super soldiers was cool).

But now I can't do that.
 
Now this I like. Has the team considered ground to space weaponry to attrit a landing force? Perhaps as an upgrade to the Fortress building? Special Forces for the attacker that lands ahead of the main force and has a chance to damage or disable planetary defenses?
 
This is an improvement, but it doesn't resemble actual occupation in wartime at all.

Occupied worlds should have unrest, and the pops should periodically generate armies that attempt to reclaim their homeworld (Think French Partisans from WWII). Maintaining control of occupied worlds during war should require keeping a large contingent of your invading assault armies present on the world to fight partisans -- withdrawing all of your forces will simply leave the civilians free to retake their home.

Assault armies could be balanced by simply having very high maintenance costs compared to defense armies, to represent the additional costs of maintaining large interstellar transport craft. In a pinch, you should be able to garrison your own worlds with your assault armies (think: withdrawing your forces to fortify your heartland). And once you end the war and cede a new world, you could maintain your army there until you've had time to build up a more typical policing force to manage unrest.

Micromanagement would not be increased by this -- it would just mean you need a large army to occupy worlds. Your army could automatically leave a pre-set occupation contingent after it captures a world, with the rest of the army returning to space for the next world.
 
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.
Put them near a starbase.
 
This is an improvement, but it doesn't resemble actual occupation in wartime at all.

Occupied worlds should have unrest, and the pops should periodically generate armies that attempt to reclaim their homeworld (Think French Partisans from WWII). Maintaining control of occupied worlds during war should require keeping a large contingent of your invading assault armies present on the world to fight partisans -- withdrawing all of your forces will simply leave the civilians free to retake their home.

Assault armies could be balanced by simply having very high maintenance costs compared to defense armies, to represent the additional costs of maintaining large interstellar transport craft. In a pinch, you should be able to garrison your own worlds with your assault armies (think: withdrawing your forces to fortify your heartland). And once you end the war and cede a new world, you could maintain your army there until you've had time to build up a more typical policing force to manage unrest.

Micromanagement would not be increased by this -- it would just mean you need a large army to occupy worlds. Your army could automatically leave a pre-set occupation contingent after it captures a world, with the rest of the army returning to space for the next world.

I'm not sure that is the best solution, but I wholeheartedly agree that some form of 'occupation army' needs to exist. You can't just land armies, defeat the military and leave. That is immersion breaking to me.
 
Not sure about this whole armies auto embarking after an invasion. Seems like a good way to get armies killed. - Unless they allow transports to be made part of the fleet. So they invade, auto embark, head to their assigned fleet.

Agreed. I've left assault armies on planets before because it was no longer safe to embark them.

Though I suppose the retreat mechanic will factor into that, with the dropships generally taking the highest retreat chance option. At least it better...