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Stellaris Dev Diary #93: War, Peace and Claims

Hello everyone and welcome to another Stellaris dev diary. Today we're going to continue talking about major changes coming in the Cherryh update, specifically on the topic of war and peace. As said before, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have.


Wargoal Overhaul
The wargoal system in Stellaris has always felt a bit odd, and has been the target of some very well-reasoned criticism from players. In one way, the system is extremely unrestrictive, allowing you to declare war on anyone for any reason to take any planet, no matter if said planet is on the literal other side of the galaxy in the middle of enemy territory and could not feasibly be held by your empire, and then demand that planet in the peace even if none of your soldiers had ever set foot on it. On the other hand, the restriction to only being able to take planets meant that you had a fairly limited control over your actual borders after the peace, and might be forced to take planets you had no interest in just to get that system with a resource or colonizable planet that you *actually* wanted. Other issues include a rather messy wargoal interface (particularly when trying to set goals after being declared on) and a lack of ability as an ally in a war to affect what gains you were going to get in the peace, and that wars were very 'all or nothing' affairs with no real mechanics for any other outcome than total victory for one side.

With the change to borders discussed in Dev Diary #91, system control is now separated from planets, and so allows for systems to be conquered and traded even if they do not contain a colonizable planet. This, in addition to all the previously mentioned issues, means that we need a new wargoal system that can handle both limited wars fought over a few border systems, and massive wars that result in dozens of systems changing hands. The way we have decided to solve this is to completely rework wargoals, peace negotiations and to add the concept of claims.

Claims
Claims are effectively territorial ambitions - an empire claiming territory they do not currently control, for whatever justification they can come up with. Which systems can be claimed depends on an empire's war philosophy policy, with the unrestricted warfare philosophy allowing for the claiming of any system not owned by a fellow Federation member. Claims, however, are not free. Much like territorial expansion through building outposts, they require expenditude of Influence, to represent the political effort (or mind/processing power in the case of Gestalt Consciousnesses) required to claim and integrate the territory. How expensive a system is to claim depends on distance to your borders, how built up the system is (a remote mining system will be much cheaper than the homeworlds) and other factors such as traditions and technology. Overall, claims will be more expensive in the early game, and become less so later on to allow for more decisive wars to be fought in the mid- and lategame. Claims are managed through the claims interface, accessible from the topbar. From the claims interface, you can easily make and revoke claims (please note that the interface is currently a rough WIP, thus the weird-looking green arrows, among other unfinished bits of art). It is possible to claim the same system multiple times to gain a stronger claim on it, which is mainly useful when going to war together with an ally that is claiming the same system (more on this later in the DD). Finally on the topic of claims, as mentioned in Dev Diary #91, influence gain is going to be majorly rebalanced to reflect its new uses in expansion, and some things which previously cost influence may now use other currencies.
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Casus Belli and Wargoals
To go to war with another empire in the Cherryh update, you now need a Casus Belli - a reason for war. The simplest Casus Belli to get is the Claim Casus Belli, gained by creating a claim on another empire. Each Casus Belli grants access to at least one type of Wargoal, with some Casus Belli (like Subjugation) potentially allowing for several different Wargoals to choose between. When declaring war on another empire, rather than put together a list of Wargoals, you choose just one Wargoal allowed by one of your Casus Belli, and the defender similarly chooses one after being declared on, with the Humiliate wargoal always available to defenders regardless of Casus Belli. However, the Wargoal is always in addition to rather than instead of claims the two war sides have on each other. What this means is that the Wargoal is the overall purpose of the war (for example, to humiliate a rival) and any claims you have on the target and their allies is your territorial ambitions in the war (for example, a string of border systems). Some Empires (such as Fanatical Purifiers, Devouring Swarms and Determined Exterminators) have special Casus Belli that usually allow them to conquer their neighbors at will (exceptions being empires they don't hate, such as other Machine Empires for Exterminators), ignoring claims altogether, but are vulnerable to be similarly conquered by others who see them as a threat to the entire galaxy.
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War Exhaustion and Peace Negotiations
As wars can now be anything from a small border skirmish to a massive war of conquest (depending on the wargoal and number of claims), we felt that the Warscore system so common to our other games was inadequate for dealing with this variety, and tended to turn every conflict into a total war with one undisputed winner and another, utterly crushed loser. As such, Warscore is gone in the Cherryh update. Instead, we have introduced the concept of War Exhaustion. War Exhaustion goes from 0-100%, and measures the total weariness and attrition suffered by all empires on one side in a war (psychological and logistical). War Exhaustion goes up from having Planets and Starbases occupied by the enemy, suffering losses during Space and Ground Combat, and passive accumulation over time (called Attrition). When a war side's War Exhaustion hits 100%, they can be forced into a Status Quo peace (more on this below). The speed at which War Exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims being pressed - an empire that is fighting to hold onto a handful of border systems will tire of a costly conflict quicker than one whose very independence is being threatened.

There are three ways a war can end in the Cherryh update: With the surrender of either side, or with a negotiated Status Quo peace. When an empire Surrenders, it is usually either because they have been completely defeated, or because the war aims are limited enough that they view it as more costly to continue the war than to end it.

Surrender means that the victor's Wargoal (for example, to humiliate or vassalize the loser) is enforced, and any claims the winning side has on the losing side are automatically ceded regardless of occupation status. Surrender can only be forced on an enemy that is entirely or nearly entirely defeated - an empire can never be forced to cede territory that the enemy is not able to take control of with their military.
Status Quo means that the war has reached a point where total victory is unlikely for either side, and both sides agree to stop hostilities and settle for whatever gains or losses they have suffered. Under a Status Quo peace, all occupied systems claimed by an enemy empire is ceded to the enemy with the strongest claim. This is where multiple claims on the same system comes in - if you and an ally are both claiming the same enemy system, you can continue to invest influence into 'trumping' their claim so that you are the one given the system rather than your ally. In the case of a tie, whoever has the oldest claim on the system is considered the stronger claimant. As mentioned above, a war side that is at 100% War Exhaustion can not reject a Status Quo peace.

Status Quo being not a white peace but a "Uti possidetis" style peace where claimed and occupied (or in some special cases like the aforementioned Purifier Wargoal, just occupied) territory is kept is meant to be able to create more varied and interesting outcomes to wars, such as a war of conquest where the attacker started with the ambition to conquer an entire enemy empire, and easily took over the lightly defended border systems, but found themselves unable to make headway against the more heavily defended enemy core systems, eventually settling for only what they were able to control. Along with the way surrender works, it also means that empires are never forced to cede systems that they are able to militarily defend - no matter how much the enemy is overrunning your outposts, if your fleets and starforts can keep them away from your homeworld, you can't be forced to hand it over in the peace. It also makes it possible for an empire that is losing a war to still fight to minimize their territorial losses by fighting to inflict War Exhaustion on the enemy, making them pay for every system they take until they can be forced to make peace. Furthermore, it means that wars can end in a way that isn't one-sided, with gains and losses on both sides.
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It is currently not possible to make claims on an enemy when you are the aggressor in a war against them. Defenders are able to make claims as normal. This is subject to testing, balancing and tweaking and may change (more on that below).

Starbase and System Occupation
Finally, I wanted to write a short bit on how occupying systems actually works now. There will be more details on this (especially about ground combat) in later dev diaries, but the gist it is that a system is considered occupied only if the Starbase and all planets (excluding potentially neutral ones like primitives) are under enemy control. For a Starbase to be taken control of, it must first be disabled (brought to 0 hp) by the enemy fleet. Taking control of an enemy system will also take control of all mining and research stations in that system and allow the occupied to benefit from them economically for as long as the war continues. Similarly, Starbases that are taken control of are also able to be used by the controller - controlled enemy shipyards can be used to refit, repair and build your own fleets, and enemy fortresses to keep them from retaking occupied systems. All of this means that 'raiding' and striking at vital enemy systems becomes an important aspect of warfare, allowing you to turn the enemy's own economic, military and logistical assets against them if they do not do a good enough job defending them.
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Other Thoughts
We are still heavily testing and tweaking these new systems, and we have some other things we are thinking about and trying out to see how they work. They include:
- The ability to claim unsettled systems as a way to put 'dibs' on a system before actually going there to build an outpost
- Having claims be cheaper if you don't have a ton of them, to encourage smaller scale conflicts
- Potentially allowing claims to be made by attackers (rather than just defenders) during war, but have them be more expensive
- Ways to slow and reduce War Exhaustion at the expense of your economy and population

That's all for today! Next week we'll continue talking about war, on the topic of space battles, command limits and doomstacks. See you then!
 
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But what happens if the enemy surrenders BEFORE I can occupy all of my claims?

Won't this turn into an explot where the enemy surrenders immediately to prevent me from occupying anything?

Surrendering automatically gives up all enemy claims, as mentioned in the OP.

Status quos need to be agreed to by both parties, unless one is already at 100% exhaustion, then the other party can force a status quo.

I wonder if this means there will be wars where both sides are at 100% exhaustion, but neither are willing to pull the trigger on the peace unless they take 'one more system'.
 
I don't particularly like the sound of this, and I dislike that it seems even more similar to existing paradox game systems, but I reserve judgement until it releases.
 
@Wiz
I'd like to ask to allow for diplomatic interactions to form alliances and join wars even after wars have been declared. In this new system I can form a federation and gang up on an inferior empire. If I'm the victim of such a situation and have to fight three or four empires at once, no matter how skilled I am at gathering resources and building fleets, in this new system my territory could be reduced significantly very quickly(thinking more of mid game). It would be a matter of life and death to ask for help. Also it would allow me to help an empire that I believe needs to continue the size it is to keep the balance of power in the galaxy.

In my last run as an Assimilator I wasn't necessarily friends with other robot empires but it felt really satisfying to be able to pour resources on them so they could win in their rebellion - but it was a pitty that I couldn't actively join them.

Thank you!
 
I really don't like the aspect that you can take over fortresses, and use them for yourself. In a situation where you rely on a stronghold to hold a chokepoint while your fleet is building up, an enemy can swoop in, take the chokepoint and immediately turn the fortress against you. In the worst case, you have put a lot of resources into the fortress and neglected your fleet, and you are now stuck in a situation where your enemy took your best defense, and you have no means of taking it back.


Make it that Fortresses can be destroyed, but leave an outpost at their core, so the attacker can not turn the whole fortress against the defender immediately.

I feel like this is a lot more significant on how exactly fortresses can fair against fleets. The way they've been touted is that they can fend off a respectable fleet by themselves, so someone taking a fortress either took heavy losses doing so or were vastly superior to you anyway.

Also, do note that because a starport's defensive capability is (from how I've interpreted it) dumped largely into the defense platforms around it, and since those are not built back instantly, taking a fortress back won't be nearly as difficult as the aggressor taking it first.

Obviously this is 1/2 speculation so take it with a grain of salt.
 
So, Id love to see this changes, but the question that now realy troubles me is, when can we expect to see these exciting changes?
*Dont get me wrong, i do not expect a date, and i know Wiz said that These chagens are "far away", but as it is for me right now, i have no idea when to expect to see this changes comming. Even though im excited to see them!
So, id realy appreciate, if anyone could give me somekind of a estimation.
 
Surrender means that the victor's Wargoal (for example, to humiliate or vassalize the loser) is enforced, and any claims the winning side has on the losing side are automatically ceded regardless of occupation status. Surrender can only be forced on an enemy that is entirely or nearly entirely defeated - an empire can never be forced to cede territory that the enemy is not able to take control of with their military.
Status Quo means that the war has reached a point where total victory is unlikely for either side, and both sides agree to stop hostilities and settle for whatever gains or losses they have suffered. Under a Status Quo peace, all occupied systems claimed by an enemy empire is ceded to the enemy with the strongest claim. This is where multiple claims on the same system comes in - if you and an ally are both claiming the same enemy system, you can continue to invest influence into 'trumping' their claim so that you are the one given the system rather than your ally. In the case of a tie, whoever has the oldest claim on the system is considered the stronger claimant. As mentioned above, a war side that is at 100% War Exhaustion can not reject a Status Quo peace.
@Wiz For clarity, do the rules for same-strength claims apply to full Surrenders, too?
 
Please add Viking Raids (as in CK2 Pagans) and Slaving Raids (as in EU4 Berbers) to this system.

With a "raider" civic you can enter with your fleet another empire's system and try to occupy it. If you do you sack the system, destroy a few stations and get a lump sum of minerals and energy. If you are a "Slaving Despot" as well you can occupy planets and kidnap pops to use as slaves. All without declaring war.

This makes defense a lot more important, because you never know when "Space Vikings" or "Dark Eldar" will come for your planets.


Personally I would like to see raiding system implemented. An ability to send some small amount of your fleetpower to capture your neighbours' resources without declaring war. To raid enemy's convoys and thus breaking their supplies. But it requires a whole new system where resources are stored localy on planets and starbases and transported only via convoys between them and fleet that also need to be linked via convoys with empire (or have storage ships with some resources on board) to not starve to death or break itself or become pirates. And unfortunately I will never see such a thing because it would take a ton of effort
 
I LIKE the new system.

Do you know the very first thing it made me think of (albiet because its a bit more towards the froefonr of my mind?)

BattleTech and the Succession Wars, where it was often said about "a few worlds changing hands" and so on after a more inconclusive war. And in Stellaris, with the new system - that can ACTUALLY HAPPEN now, which is very vert cool.

I am am thus is also the crowd that says "right, I can't play not until the new expansion comes out!"



I also think white peace should also depend on how much an empire would be willing to accept and honor the return of each other's territory. It would depend on ethics and/or authority of the said empire. For instance, I would bet that fanatic purifier on defensive side would probably be less likely to agree to return whatever territory it captured. Authoritarian empire might also be less willing, but I dunno.

Yeah, I think while it would be an option that would be maybe nice to have, that (certainly on the harder difficulty settings), the AI should, at least some of the time go "Pahahahahahaha! Yeah, no" if it is a reasonably favourable position (it's certainly waht I'd do!) After all, generally as a player, you have a good laugh when your enemy gets declared on by another enemy (I do, at any rate), and there is something to be said for sometimes letting the AI put the boot in...!
 
So, Id love to see this changes, but the question that now realy troubles me is, when can we expect to see these exciting changes?
*Dont get me wrong, i do not expect a date, and i know Wiz said that These chagens are "far away", but as it is for me right now, i have no idea when to expect to see this changes comming. Even though im excited to see them!
So, id realy appreciate, if anyone could give me somekind of a estimation.

My guess is early Jan. simply on an economic standpoint. They more than likely don't want to push such a controversial change before the holidays and the end of the 4th financial quarter is ideal for large changes to games. Take a few grains of salt though, those factors may not be something they prioritize.
 
About that exhaustion mechanic. Wiz said that there is no more "length of war" modifier, but here's a problem: what about derpy wars where both sides don't meet each other? I've seen a couple of wars, which stood bellow 20% progress until "length of war" let AIs to white peace out. So, will be there actual "exhaustion from length of war"? And what if you're in multiple wars? If you lose battle against X, will it affect exhaustion against Y? Becausue it can lead to endless wars about nothing or piggybacking.
 
About that exhaustion mechanic. Wiz said that there is no more "length of war" modifier, but here's a problem: what about derpy wars where both sides don't meet each other? I've seen a couple of wars, which stood bellow 20% progress until "length of war" let AIs to white peace out. So, will be there actual "exhaustion from length of war"? And what if you're in multiple wars? If you lose battle against X, will it affect exhaustion against Y?

I believe that's where the metric of 'attrition' comes in, I imagine it will stack passively as well as increase with ship losses and other forms of 'chip damage'. Not 100% though so eh.
 
So, Id love to see this changes, but the question that now realy troubles me is, when can we expect to see these exciting changes?
*Dont get me wrong, i do not expect a date, and i know Wiz said that These chagens are "far away", but as it is for me right now, i have no idea when to expect to see this changes comming. Even though im excited to see them!
So, id realy appreciate, if anyone could give me somekind of a estimation.
Q1 2018
 
Big change here, making conquest consume influence. As it currently stands, empires can 'snowball' by conquering their neighbors and getting land without costing influence. But with these changes, any expansion will cost influence, meaning that there will be no easy way to expand quickly.

Can you speak about the influence cost ratio comparisons of the three expansion options? Which ones will cost more, and which ones will cost less, or are you trying to make them equivalent?
  1. Expanding by colonizing new systems
  2. Expanding by conquering planets
  3. Expanding by vassalizing then integrating neighbors.
Is there any way to obtain systems that doesn't in some way involve spending your influence? Is it possible to claim 5 systems, then go to war using those 5 systems as my caucus Belli and come out of that war with more than 5 systems? I know EU IV worked like this.

Will influence gain be less linear and more exponential? Meaning, will an empire with 200 planets gain influence faster than an empire with 5, all other things being the same? I feel that the ability to snowball is essential for making games that actually end before everyone gets bored.

I see a few potential issues with using influence for war gains. For example, let's suppose I'm colonizing like mad, and using my influence as soon as I get it. Some scrub declares war on me and I'm completely out of influence. Now, maybe I can totally crush this person at any time, but if I do so immediately, I'll get nothing. Instead, I deliberately have to prolong my war just so the influence can build up and allow me to actually win some territory. The longer I can avoid the war ending, the more of his systems I can claim. I have to avoid fighting the turd, or I'll defeat him. That doesn't seem ideal.

Will empires be able to know who's spending influence to claim their territories? Will this be a useful way to guess who's going to declare war on whom? Or will it simply be something that I do at about the same time as the war declaration itself? Will there be any benefit to declaring claims in advance, months or years before I'm ready to declare war?

What happens to our claims when we loose? Suppose I claim a dozen of my enemy's border systems, but I go to war and loose all MY border systems. Do I automatically get claims on those systems I lost? Do I still have claims on the systems I originally claimed, even though I wasn't able to succeed in my conquest? How long will claims last? Will peace still always last 10 years?
 
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This system seems pretty cool, although I do have a criticism. It seems like it would make more sense to go to war with a certain goal, get as far as you can until you win or cannot fight any more, and then discuss peace with the other side and agree to what will be exchanged. Ya know, like peace negotiations.
 
So, Id love to see this changes, but the question that now realy troubles me is, when can we expect to see these exciting changes?
*Dont get me wrong, i do not expect a date, and i know Wiz said that These chagens are "far away", but as it is for me right now, i have no idea when to expect to see this changes comming. Even though im excited to see them!
So, id realy appreciate, if anyone could give me somekind of a estimation.

I think, and this is just my opinion, that in 3 months we will have an estimated time of release and that would be from 3 to 6 months from now, I bet 4 or 5 months remaining till release.
 
Will influence gain be less linear and more exponential? Meaning, will an empire with 200 planets gain influence faster than an empire with 5, all other things being the same? I feel that the ability to snowball is essential for making games that actually end before everyone gets bored.
Cost of expansion gets cheaper with tech, like it did before. Early wars are small, and late ones can give you a dozen of planets.