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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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What's the fabrication system like when you don't have a "legitimate" claim?

Crusader Kings 2? An advisor has a percentage to gain a claim on a something per monthly tick.

EUIV? Target a something and the goal will be ready after a certain number of days.

Victoria 2? Like EUIV but can stack goals.

HOI? I don't actually know how the HOI system works, but I'll assume it would involve Panzer Battlecruisers and giving no craps about the concept of CBs and declaring war on everything that isn't you or in your faction.

Something else?


In HOI its about neutrality vs threat rating. The threat has to be higher than the neutrality rating. If your axis you pretty much can do what you want. As soviets its a little harder and as Allies very hard until the war actually goes hot.


I am not a big fan of using the EU4 system for a space game, but understand what their trying to do. I storm an empire's capital, because otherwise they don't surrender and end up with an undeveloped border planet.
 
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Hmm, the limitation of a war score of 100 in EU IV/III was always something disappointing... e.g. you have conquered all the provinces of the ottoman empire and you can just take 4 provinces... realistic? or when you play prussia and take denmark as vassal... well, you would like vassalize them, but this would need a warscore of 104 %... For medieval times this limit may have a good reason because of the christian morale or something but in space? Ok, balancing is a reason, one lost war should not destroy the enemy... but it will depends how much every action will cost to have fun with battles...

In games that lack a warscore system like civ or endless space I go to war with each race exactly once. Because I have already crushed there military in one or two decisive battles and now am simply steamrolling planet after planet. The malus incrued from taking so many planets is ridiculously small in these games, so why should I back off and let my enemy rebuild. This makes the game extremely dull, because everyone is just going to build up an army that will roflstomp the enemy. You're not going to risk a war you might not decisively win, for this might lose you the entire game.

Also if you want to damage your enemy severely you can still bombard every last of his planets and spacestations...
 
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So if someone hit the 100 warscore firts that civilization will win the war?
But what gives you warscore? Space battles and what else?
If i don't have fleet anymore how can I get warscore?
Judging from the pictures on this dev diary, it is a sum of Occupation, Blockading and Battles("Ships Killed").
 
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So if someone hit the 100 warscore firts that civilization will win the war?
But what gives you warscore? Space battles and what else?
If i don't have fleet anymore how can I get warscore?

Presuming it will work like their other strategy titles, you gain war score for completing the war goal(s). There will probably also be war score for blockade/interdiction, occupation of enemy territory, and so forth.

If you are the defender you can probably gain war score without a fleet as long as your planetary defenses can hold off the enemy (depending on the war goal in effect0 but as the attacker it will probably be a major problem to lose your fleet. For example, if the war goal is planet X then as long as you hold the planet you will get war score.
 
@Doomdark thanks for the dev diary! I look forward to it every week. I always love when we hear about not just how things are but why the team choose that design. I have a few questions and understand if you csnt answer them all or any.

1) a few weeks ago it was stated the war and peace DD was being delayed as changes were occurring. Can you say what changes took place?

2) what made you decide this war system fit your current vision for Stellaris?

3) can you share an experience or story from your time with the system which shows off a fun aspect it brings or helps provide.
 
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In my opinion, the territorial colouring they had in the first screenshot of the galactic view (this one) looks better than the current one.

That yellow in particular... well it's very yellow, isn't it? You can't see the hyper-lanes very well and even the stars are less clear. The purple borders are nice, but I still think the hex texture and more subdued colours in the original shot are better.
 
Great DD yet this left me somewhat "unsatisfied":
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.)
Now I say this because I always thought that EU4 peace system was great if compared, for example, to that of CK2. I feel like it is a much more "accurate" way of portraying a peace deal...I agree with you that one should decide the main goals of a war and not being able to take over a whole empire in a single war, yet I also think that these goals shouldn't be limited this much. I am sure you guys talked quite a lot before deciding which system was better so I'd like to understand the process behind the choice in order to understand it and, why not, like it.
 
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Great DD yet this left me somewhat "unsatisfied":

Now I say this because I always thought that EU4 peace system was great if compared, for example, to that of CK2. I feel like it is a much more "accurate" way of portraying a peace deal...I agree with you that one should decide the main goals of a war and not being able to take over a whole empire in a single war, yet I also think that these goals shouldn't be limited this much. I am sure you guys talked quite a lot before deciding which system was better so I'd like to understand the process behind the choice in order to understand it and, why not, like it.

I'm imterested in learning why they decided to limit choices at the end of wars as well. I wonder what they believe this helps add to the game. Maybe certain governments don't have this restriction and so it adds more variety and experiences.
 
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”.

"As it is our custom we are approaching with gunports open."
 
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So there are no wars of extermination? For example I cant go and eradicate (or at least try) ugly, always potentially dangerous insectoids who tried to swarm my empire even though im a really xenophobic militarist etc.
 
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Our first screen shot of space debris!!
 
Nice diary! The next diary sounds interesting, as well as a future dev diary I assume we will have on peace deals.