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Stellaris Dev Diary #20 - War & Peace

Hello everyone!

For today’s dev diary, I thought I’d talk about a crucial part of Stellaris; waging wars and making peace, because as you know, not all ETs are nice... The system is different from most strategy games out there, but should be familiar to anyone who has played a Paradox Development Studio title. In fact, it is probably most reminiscent of how these things work in the Europa Universalis games.

Let’s start at the beginning. When you declare war in Stellaris, you have to state what your aims are; what the war is actually about. You simply choose from a list of possible goals, where each one is listed with a certain cost. The total cost of your picked goals cannot exceed 100. If you have a good reason to take something, the cost will be reduced. This might be the case if, for example, members of your founding species happen to live on a planet, or if it has previously been a part of your empire.

If you are a member of an alliance, the other members will need approve your list of selected goals before you can actually start the war. This is of course more likely if you are not too greedy and want to take everything yourself. That is, you will probably want to assign some goals to other alliance members to get them to approve the war.
stellaris_dev_diary_20_01_20160208_declare_war.jpg

When a war has been declared, the defending side is allowed to add war goals in the same manner, but they have an important advantage; they have a one-year grace period, and can thus choose targets depending on how the war is already progressing.

You need to gain “war score” in order to win, just like in our other games (-100 to 100.) At any time, you can negotiate for peace by selecting specific goals from your own list or that of the other side, very much like in Europa Universalis (except that you are limited to the stated war goals.)

Of course, wars are not always waged simply to seize territory: Other valid goals could be vassalization, for example, or securing a treaty of some kind. Sometimes, you might not really care about your stated goals at all, but just going in there and destroying the enemy’s space ports and stations...
stellaris_dev_diary_20_01_20160208_war_overview.jpg

Like in most of our games, occupying a planet with your armies does not mean it immediately becomes yours, of course; you need to demand it in the peace talks. There is a notable exception to this rule though; so called “first contact wars”. Before you have established communications with another civilization, it is possible to simply attack them and even take one of their planets (but once you take a planet, communications are immediately established.) Of course, such early hostility will never be forgotten, and will sour your relations for the rest of the game… There are other exceptions to how wars are waged, in the form of special types of civilizations, but that will have to wait for another dev diary.

That’s all for this week folks, stay tuned next week for “Administrative Sectors”!
 
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I look at the screenshots and see a huge issue: there is no stars in this game, there are only color blobs.
A game about the space filled with color blobs is not thrilling - it doesn't make me to dream of the stars, it calls to mind a spreadsheet app.

Are you sassing my beloved spreadsheets?!
 
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Hey guys! Amazing work like always.
But i actually have a question, it seems, that in the second picture we can see only space battles in the war interface. Would that say that we don't have ground troops and transport ships for planet invasion? Can we only won a war in space( space battle and orbital bombardment)?
If you look again at the second screenshot, you will notice the smaller square on the right side, where the single points of the total Warscore are listet. And the first ist "Occupation" with a Warscore of 30. So there will definitely be planet invasions and some sort of ground troops.
 
Will it be possible for lets say .. "hostile or nomadic" alien species like hivemind biocollectors or just very aggressive ones to never "establish communcations" ?

Perhaps sth. for the first Dlc, of course with the conveniant gameplay mechanics ? :p
 
I look at the screenshots and see a huge issue: there is no stars in this game, there are only color blobs.
A game about the space filled with color blobs is not thrilling - it doesn't make me to dream of the stars, it calls to mind a spreadsheet app.
I have to disagree. The stars are already very large almost to the point of being comically oversized, and you can easily see them over the empire's tint, and not having some way to distinguish which area is owned by which empire would be fairly unhelpful.

This does bring an issue I have to mind though: I don't actually see buttons for map modes! Map modes are a very old staple of Paradox games and I can't think of any games that do it as well as Paradox does. Please, please don't exclude them, being able to see data right on the map instead of going into spreadsheets is very helpful for actually contextualizing what's going on, especially when it comes to alliance and war webs.
 
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I have to disagree. The stars are already very large almost to the point of being comically oversized, and you can easily see them over the empire's tint, and not having some way to distinguish which area is owned by which empire would be fairly unhelpful.

This does bring an issue I have to mind though: I don't actually see buttons for map modes! Map modes are a very old staple of Paradox games and I can't think of any games that do it as well as Paradox does. Please, please don't exclude them, being able to see data right on the map instead of going into spreadsheets is very helpful for actually contextualizing what's going on, especially when it comes to alliance and war webs.
Its possible that they might have the map mode selection buttons minimized for the screenshots because I don't see why they would remove map modes.
 
Like what I'm seeing. The pre-declared war goals and division of spoils among allies are nice mechanics.

I do hope there is a total war/extermination war goal which makes taking territory incredibly cheap for some ethos, but in turn imposes a gargantuan aggressive expansion and overextension penalty - ie the game systems punish excess warmongering in a logical and disproportionate way, rather than outright prevent it.
 
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Still want to know what that flame icon is.
 
If your policies allow full orbital bombardment, it is possible to severely damage planets, but not to completely depopulate them.
What about making people independent ? The Dev Diary mentions reclaiming previously owned planets, or claiming planets whose population is like your own, which fits with the known models in EU and Vicky 2. But with the game starting out with much of the galaxy uncolonised, there aren't going to be very many nations for us to release. Will independantist movements be common and provide CBs for neighbouring empires to help them ? Can one make an entirely artificial country to manage the latest liberated sector ?
 
Oh well... Warscore... In theory an interesting game mechanic, but it may turn out to be annoying as well. But that's just my experience and personal taste.

At least when I remember EU4 I sometimes hated it when I had to conquer an entire nation with all of its provinces just to ramp up the warscore enough to be able to demand 3-4 provinces.

Hopefully it won't be as much of a pain in the butt in Stellaris.
It seems like it will be more similar to Victoria 2. In there, you can get up to 50 warscore from battles alone(although individual battles can get really ridiculous, I've seen battles with results to the tune of 300 warscore). Many minor wars can be settled just from a relatively small number of battles. The screenshot in the OP shows warscore from battles(Ships Killed) to be 54.30 - 10.15 = 44.15, which is quite significant.
 
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It seems like it will be more similar to Victoria 2. In there, you can get up to 50 warscore from battles alone(although individual battles can get really ridiculous, I've seen battles with results to the tune of 300 warscore). Many minor wars can be settled just from a relatively small number of battles. The screenshot in the OP shows warscore from battles(Ships Killed) to be 54.30 - 10.15 = 44.15, which is quite significant.

Not only the total, but we can see that one battle was worth 43.20 warscore, so we know it's not just at 44.15 from lots of small battles. It definitely seems weighted more like V2, which is nice.

Also, we'll probably have ticking warscore if you occupy your goals, so if battles aren't enough you could capture a few places and weight rather than needing to occupy the entirety of enemy territory.
 
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If your policies allow full orbital bombardment, it is possible to severely damage planets, but not to completely depopulate them.

Why would it not be possible to perform an exterminatus?

There are several ways to completely depopulate planets

  1. Large enough asteroid directed to hit planet.
  2. Enough directed fire in a certain spot on the surface to break the surface layer of the planet and crack the mantle.
  3. Use enough nuclear weaponry to boil the oceans away.
  4. Chemical weapons that is highly hostile to any life. The way the exterminatus worked it... It would convert all plant matter into methane. Then lance shot from the ship would set the atmosphere on fire.
  5. Boots on the ground method. Total planet depopulation the old crusade way.
Anyways... As long as depopulation is possible through modding it should be fine.

What I am saying is... Some one is going to take your game and make a WH40K mod starting at day one. Exterminatus should be possible in that mod.
 
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I think for gameplay or engine reasons is why they can't depopulate. I know that any game that allows you to destroy/depopulate planets it becomes a VERY tedious ordeal, with the AI and you basically just spamming depopulation on each other, and having to micro your planets back up every time.
 
It's seems a lot more like the war system from Vicky 2, except you can't add war goals in progress. Still, love it!
Best kind of system if you ask me: makes war goals strategic and likely to be heavily thought about before conflicts are ignited.
 
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