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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 so I have a Scenario for you... Let's say both empire A and B declare Separate wars on empire C during this war A and B rush to conquer C before the other dose. During their war with C a war breaks out between A and B(they both want same Territory). What happens when they both land assault armies on same plant? Will they fight each other when the defending armies are gone?
 
Hm, don't know how i feel about this changes to ground combato_O everything becoming just to simplified and what is this with heavy shielded fortresses that i can't bombard from orbit- did you copy it from battle of Hoth system, if i have star empire and my Admirals are good they can always get a cople of asteroids in a system and drop it on top of fort.!!!

And about the armys can we get something like you have in HOI4 with division creation but instead you create armies by adding different korps or battlegroups to one army and save it as a template that you can later bild on planet with some bilding!
Bonus points if we can get something like navy, army maneuvers with get you some military tactics or boasts for a few years but costs both influence and credits to initialize and locks you armies or navies in place for a few months..

And please do something about recruiting time it is ridiculous short, no planning needed you can always bild armis upp 3 to 4 month before you start a war...seriouslyo_O

I wish all of you a Merry Christmas and Happy New Year.
 
Loving most of the changes except the paragraph about assault army management. It doesn't seem to be a big QoL improvement and takes away the opportunity to hide armies on planets (to prevent destruction from an opposing fleet) or use them to prevent uprisings.
I agree that they were far too effective at suppressing unrest but I'd rather have the numbers tweaked or have assault armies only prevent violent revolts (no or tiny effect on unrest but lower Chance of open Rebellion) instead of them being completely useless in peacetime.
 
Hoping for good balance. A militarist empire shouldnt get much War Exhaustion for throwing in clone or slave armies. Even mass armies should be a tactic for some empires.

Agreed! Hopefully exhaustion will reflect the individual empires, with a different balance based on ethics and traits to at least some degree.
 
If i can no longer reinforce a planet which will be attacked/rebel soon would be very strange. This will take away a large part of player control and result in many unhappy players.
 
Loving most of the changes except the paragraph about assault army management. It doesn't seem to be a big QoL improvement and takes away the opportunity to hide armies on planets (to prevent destruction from an opposing fleet) or use them to prevent uprisings.
I agree that they were far too effective at suppressing unrest but I'd rather have the numbers tweaked or have assault armies only prevent violent revolts (no or tiny effect on unrest but lower Chance of open Rebellion) instead of them being completely useless in peacetime.
Armies dont reduce unrest anymore, the only utility of landed assault armies in peace times would be figth rebels after that rebels have spawned, to prevent spawn of rebels you will need build fortress.
 
@Wiz I like the changes generally, but how does just blocking assault armies from staying on a planet after an attack improve micromanagement?

For me the big issue is that armies are completely vulnerable while in space and I usually find myself leaving them on a world to avoid their destruction either whilst in orbit or engaged following a fleet in combat.

Is there no way to integrate them into fleets where they can be defended? What if larger ships like cruisers and battleships were given a utility slots capable of housing armies? Even as a late mid game tech this surely would avoid the micro associated with armies that people find so egregious.

Don't want to seem overly critical though, I love the other changes. Merry Christmas to you and the rest of the dev team.

Exactly this. Everything sounds great but please, please do this.
 
So what about small planets. I skip over them now because they are not usually worth the penalties to research and unity. I know that will not be the case with the changes in the update as it will be by system. Its not any better if I have to cover half a 10 or 12 tile planet with just military buildings in the hopes of possible being able to hold it. It seems like a lot of this would be better as a single building with the upgrades making it more efficient and larger army capacity. Instead of multiple buildings making anything but the biggest planets nearly useless.
 
@Taritu
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.
If I am not mistaken, Resilient does not affect defense armies but garrison armies (Militia).
Defense army = buildable, cannot leave planet
Garrison army (Militia) = "automatically" formed armies when an invasion starts (their number depends on number of pops)

This dev diary says nothing about garrison armies, so hard to say what will happen to them. That is why I asked:
What happens with the...what is it called?..."Garrisson armies" - those that form automatically when invasion beggins (I believe their number is dependant on number of pops on the planet). Are they still there? Do they form when the number of defensive armies is lower than "Combat width" number? Or are they cut from the game?

If they will be removed, will the "Resilient" racial perk be removed too or will it gain other impact on the ground combat? Are you planing some more racial perks/civics/edicts affecting ground combat?

@Wiz
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...
As we can see many people here who actually used assault armies for defense of planets, would it possible to somehow keep the option? E.g. make a tickeable "Automatically embark army" which would be applied either on all assault armies in empire or on all assault armies in given "army blob/fleet" or individually per each army? I mean, if it is implemented just to "bother players less with tons of clicking" it would be nice if each player could choose if they want to be bothered with it or not :)

And I would also like to ask about Generals. Are there any changes coming for them too? Do they need to be "attached" to a certain army? Could they perhaps be assigned to a group of armies (in case of assault armies - same as admirals who are also not "tied" to a specific ship) or to a planet (in case of defense armies). This way if the army, the general is "attached to", dies then general dies too and it seems we will not be able to choose which army goes into the first wave and thus keep the general safe.
 
I'm glad to see ground combat getting a much needed overhaul. And though I thought that attachments were a really cool idea, they were way too micro intensive and they weren't really worth it. So I'm fine with them being removed :)
 
Armies dont reduce unrest anymore, the only utility of landed assault armies in peace times would be figth rebels after that rebels have spawned, to prevent spawn of rebels you will need build fortress.

I understood the implications of the dev diary, I just wanted to throw my ideas out there. In my opinion it would be a shame to prevent assault armies from being garrisoned on a planet, as it just removes options without much of a gain. The Important step is to make garrison buildings and defense armies much better for planetary defense and unrest reduction (via the changes proposed in the DD). But it is one step too far if assault armies are confined to their transport ship. Just let them be defenseless against Bombardement and have a much smaller impact on unrest and it's All good.
 
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...
Well, but wouldn't it be better to make the re-embarking the standard behaviour but give the player an option to specificly order an army to defend a planet? This Idea may leads to some really strange situation in my opinion.
1st You have perfectly nice ground troops but you can't use them? - Thats pretty unintuitive.
2nd You Conquer a planet but you can't defend it until you build up some fortress. So if you get counter-invaded there is no defense? - That's 'Whack a mole Time' isn't it?
3rd OK I do not have to micromanage getting my Army from the surface into Orbit... But now I have to mikro the transports flying around ALL THE TIME? You argument that you use your Invasion army more for Attack when for defense, and that might be true but the most time (like 99.9% of it) your Invasion Armies are doing nothing at all. And having them sit in relative safety on a Planet seems so much less micromanagement when having to babysit these transports to not get killed by some Pirates or Spacemonsters.

I regret that armies get more simplified with the loss of attachements though I see that the way they where implemented was rather useless and a micro nightmare. That brings me to the important question:

Do we get a better way to recrute and manage our (Invasion) Armies? You created a nice Fleet template System where you can set up a fleet and have it build or reinforced automaticly right? Do we get the same system for armys?
 
Now if only Wiz would do my favourite era of history and fix Victoria.

Bold and very good changes. Kudos!
 
I really hoped for an army designer, because I love the one in HoI 4 so much.

Also, you can't defend planets with Assault Armies? What? Seriously? So they will get sniped every ten minutes, are useless when you are defending against a stronger empire and their ugly transport models will clump up all over my systems?
 
Exterminatus confirmed. The Emperor approves!

Also: Some very sensible and solid changes. Won't make/break the game, but definitely quite a few things here will remove pointless micro.
 
I understood the implications of the dev diary, I just wanted to throw my ideas out there. In my opinion it would be a shame to prevent assault armies from being garrisoned on a planet, as it just removes options without much of a gain. The Important step is to make garrison buildings and defense armies much better for planetary defense and unrest reduction (via the changes proposed in the DD). But it is one step too far if assault armies are confined to their transport ship. Just let them be defenseless against Bombardement and have a much smaller impact on unrest and it's All good.
I agree, prevently land assault armies in worlds with high unrest that will inevitably rebel to help your defensive armies fight or protect your assault armies inside of planets are good mechanics.