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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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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...
nop you should be happy !!!!
in total war games there is no wargoal at all no mercy no anything at all . you will see the end of all great faction soon or later like rome or carthage or greece macedon ............. in total war games and many other games
in paradox games its very hard to conquer an entire empire (and that is good for more future wars and fun) . (expext the small faction with 1 to 5 provinces)
in eu4 i have played with moree (grece) it take from me 200 year to conquer byzantiom and crimea and greek anatolie and chyprus ( the biggest battle was 450k vs 430k) and naval ( 250 ship vs 300)
and even with the fall of ottoman they still have the east anatoly and still able to recruit 200 regiment 60 ship and conquer my lands

in rome 2 total war you can conquer the entire rome or carthage in 30 minute (if you skip all battles) .
not only total war games in reallity all grand strategy games are like that (total chaos war with no mercy ) after 700 turn only 2/250 faction will survive .
in paradox games thats never happen at all . thats why i play in paradox games for grand campagne and recreate my great battle later in total war game for the real fight
 
Arrakis - Tropical world !? Game can troll XD.

Also. Those orange markers on second screen shot must be salvageable debris spots? Cool. Will those be cleaned by Science ships or by Construction one? I imagine what a mess can be after Great Galaxy War. XD
the game are in 2200 thats why arakis is a tropical planete :D
the dune universe is maybe in some 6000 :confused: or something like that so things can happen :D
 
just 1 question !!!!
can we built a superweapon in late game ?
like star forge - sun razer - death star -star killer of star wars ?
or planete killer of warhammer40k ?
or some biological weapon like the genophage of masseffect or
or just some super weapons who just destroy the surface of planete or an entire fleet ?? it gonna be awsome (especialy if you have an oppresive regime ) :D
 
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So if I understand correctly you have to establish contact and doesn't go automatically ? Can I then scout the other race with a cloaked scout ship before establishing contact ? So that I can prepare an invasion ?

Yeah, would be nice to have a solid colour for the borders, just like EU4 has.

Also anyone know what the numbers I highlighted in red are?
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Clearly war score needed.
 
Well there could be other ways to prevent an empire (and player) from taking too many planets. Something like Overextension rather than just forbid you to take all planets you conquered without even negotiating. I do not say my ideas would be good or I would even like them by myself but let my think oul loud:

Why shouldn't i be able to conquer a whole empire, even four times my size if i have crushed them? I should be able to do it. It only should be stupid to do so!!

First thing that pops in my mind would be exorbitant military budgets to pacify the conquered worlds. That would cripple your home worlds and start an uprising in your own systems. Second thing would be that the conquered worlds would eventually learn, that they are way to numerous to be handled, revolt and break free with far better technologies than they had before.

And while I think of it, Is it possible for my empire to not only culture switch but to race switch? If i have a slow breeding race and use a race of super breeders as my main source of soldiers and colonists, and they would embrace my culture, could they over time become the core of my empire rather than the founder race?
 
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Cheers for the DD Doomdark :). I like the system, and particularly the first contact wars. Down the track, is it worth perhaps dividing diplomatic progress into three stages instead of two, so you've got first contact, then you might have a stage that's not quite as free-for-all, but not as ordered and rigid as the system in the DD, and then finally the DD system? The middle system need not apply to everyone at the same time - it could be membership of a galactic treaty of sorts - that empires need to join (and could potentially leave, to get broader war powers, but at a big opinion penalty, say). Just throwing ideas around - deffo not necessary.
 
I might be alone in this but I really wish that you could exceed the 100 pt cap on war goals and just have some serious political/diplomatic repercussions rather than simply disallowing the war. Sometimes you really need to fix the maps.
 
If your policies allow full orbital bombardment, it is possible to severely damage planets, but not to completely depopulate them.

Well can we demand that planet(s) be detached from their empire and form an artificial new state?
 
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If anything the system needs a lot harsher than EU4 for stopping the snowball..Planets are going to be a lot smaller number than provinces.A major empire in this game could be a Brittany size in number and they tend to go fast in EU4.
 
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 think it has advantages, especially when working with allies. It is a better model of how you motivate your allies: "You want this planet, we want that planet, let's kill some bugs and take it." So, instead of spending all of its troop in a war it is getting nothing out of, the AI knows what their stake is. The same applies to you: If the AI calls you to war, you know what you might get ("Squashing bugs is all fun, but what do I get when you take all the planets?"). And if the AI has chosen poorly (as we all know it will), your ships stay at home.

In addition you can plan your war better. If you have some objective, you know whether it is possible to get in one war (while satisfying your allies) or not. Nothing is more annoying in EU4 when you declare war and fight it to only then discover that your objective would cost 101% warscore, or those two provinces you want would make you the target of coalition consisting of every single HRE prince.

I do not think there are many disadvantages. Most of the time what you want should be quite static. You probably want that strategically important planet, no matter what happens in the war (and if you know that, you would not orbitally bombard it, anyway). Unless there is some kind of penalty for it, you should just ask for all you could possibly want at the beginning, and if the war does not go so well, you just settle for less. There are only a few situations where I could imagine my interests to change:
- I discover something that I want only after the war declaration. That could be managed by proper scouting, which you should probably be doing before the war, anyway.
- They colonize something new during the war. If you really want to settle that empty planet yourself, you could just shoot down their colony ships.
- The war goal gets taken by someone else. That is the only situation that should be an exception and needs to be adressed, because otherwise I might have a war with 90% score, but nothing to demand for it.
 
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just 1 question !!!!
can we built a superweapon in late game ?
like star forge - sun razer - death star -star killer of star wars ?
or planete killer of warhammer40k ?
or some biological weapon like the genophage of masseffect or
or just some super weapons who just destroy the surface of planete or an entire fleet ?? it gonna be awsome (especialy if you have an oppresive regime ) :D

The Star Forge is not as much a superweapon as a superfoundry.
 
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.
 
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We don't know if there is going to have ground units and troops transporter ships?
 
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