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Weaver42

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Jun 15, 2025
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Since this account is less than a day old- I don't want to push my luck with spamming multiple "suggestion" threads. That being said- I feel both of the topics, Forum Filters in particular, will have a large impact on communication with the Devs in a positive way. I also feel they are related, in that better streamlining of forum interaction would allow for easier discussion of suggestions and discussions on game balance for the Devs to consider- which ground combat has been an example of something overlooked far longer than most would expect.

Forum Filtering is rather simple, while you allow the meta data of a forum to be looked at- there isn't much in the way of differentiating between topics. If someone wants to do a suggestion for the forum itself? Same grouping as if they were suggesting for the game, from what I can tell. Being able to differentiate by the [What] you are talking about and [Why] they feel it is an issue, this would allow people to know if their concerns have been brought up before. This also means that it would be easier to gather an overall community consensus on certain things in unique ways.

For example: Maybe forum threads using game versions as "benchmarks" for overall quality and reception, based on affected criteria and mechanics (Changing [What] a civic does and [Why] you made the design choices you ended up on, players could note if the changes brought were successful in execution or theory). You could have them note how things improved or declined in quality, giving you an idea of how players in general want the direction of the game to head towards. You could even Have players create "personal" Dev diaries for versions of the game they've played, where they note aspects from that update in particular they like and why.

The rest is more changes I hope to see in the game, rather than anything about the forum, but I REALLY want to see more done on both fronts.

Armies is much simpler in terms of desire-
I want them to actually matter, and I think the recent changes to districts might actually go a LONG WAY in giving us a blueprint to make that happen.
in the current version of ground combat, armies have functionally 4 "options" where armies are either "in orbit/transit" (in a ship), Garrisoned (defending a planet they are on), Assaulting (attacking a planet they are on), or in Reserves (not fighting, but ready to replace lost armies). Each of these options boil down to essentially [able to fight] yes/no [Actively fighting] yes/no. Which feels a bit simplistic and small scale for a galactic conflict- at least with how little that can be changed to alter the outcome.

Before anything can be improved though, there needs to be a REASON to use armies. Reducing the impact of orbital bombardment from "destroying defenses" to "redirecting focus/covering fire" would allow armies to take up the role of being the "boots on the ground" that actually let you HAVE control of a planet. It could also help you actually deny area or stagger an offense, depending on "how" you orbit-ally bombard them, and with "what" you use, helping determine battle outcomes in one way or another. Essentially- space combat is just a form of pressure you can place on the battlefield- but doesn't give you the means to conquer territory (in ground combat now? Armies are just cleanup after orbital bombardment, no engagement in practice, having armies actually matter would also give generals and troops more importance overall). Moving away from "destructive bombardment" as the default- it becomes the sledgehammer to the army scalpel (destroying almost anything useful, but getting rid of the obstacle quickly and effectively without much manpower). This creates an opportunity for creativity. Are the space ships being used to protect troops making landfall? Attacking military/civilian infrastructure? damaging valuable resource harvesting districts? An uncountable number of ways to leverage your fleet's power to control the flow of battle!

So- if orbital bombardment isn't how you take areas, what is? Well, this IS about ground combat after all.

I think it would be better using each district as it's own 'territory' where control is a more dynamic conflict separate from other infrastructure of the planet. The space available for army engagements could be based on the districts and specific buildings in that sector (such as city districts having reduced soldiers if it's economically focused, or more if there are defensive structures- yet having multiple of the same district also grant that space ). This means larger colonies would require more resources and effort from both the defender AND the attacker to gain and keep control. When taking a territory- "breaching" the district as a whole is much harder for assaulting armies than it is when actively fighting IN the district. This gives the defender an initial advantage, but once that advantage is lost turns into a snowball effect for the assaulting force. This also neatly makes each territory owned matter- if you have NO presence in a district you will have a much harder time making headway, and each district itself can hold more troops (with potentially reduced upkeep for actually being on a planet) you may distribute across the planet as needed for battles. That being said- I don't want it to be a pure numbers game. I think Stellaris is at it's best when we consider it from a strategic AND role play perspective) which are easier to transport and make full use of based on which territory they are holding temporary residence.
This all has a side benefit of directing ground combat away from 1 on 1 encounters, meaning multiple forces could fight in the same sector taking their own space. This would allow for allies to assist in taking a planet or a multi-front war where everyone is mutually an enemy (A standoff is all the cooler when you've got more people in the fray!)


However, not every army is the same.
We should strive to reflect that! Each additional layer will both widen AND deepen the ability to interact with this system (which is good when you consider how other than fleet combat and resource usage, most military focused empires don't have as much to focus on)! Especially if an empire wants to focus on quantity or quality for their troops.

On the topic of troops- I feel that having each army be tied to a specific population could make it easier on computers. Instead of needing to constantly update multiple unique armies with their own variables, each army is associated with a certain population (and any relevant traits from their species) on a specific planet which dictates simplistic details like base stats. The stats shouldn't be too complicated, as the rest of this system will more than fill any void this leaves behind. an example would be a set level of "base" morale and health determined by pop happiness and living standards, then anything relevant for planetay combat determined by civics, ethic, species, and authorities. The "result" of all of those calculations is what gets used for any army based on that particular population, and any alterations specifically for combat only affect the resulting values AFTER the "default" information is established.
For example:
jobs (logistically "brought in" from your empire using the trade resource- armies march on their stomachs after all!) could effect the final amount of upkeep and how "big" the army can be without incurring more upkeep.
Ethics and Civics (militarist pops would be synonymous with "strong soldiers"! Not to mention the reanimators civic is DYING for some attention.) what they belief and your society at large can impact their morale and things such as "potency" "durability" and "speed" (not a hard example of the stats- just a general idea of more than a single number determining what they are capable of).

I feel having your commanders be required to engage in more "refined" control of an army should be bare minimum (They are meant to COMMAND your troops, not just pass around buffs and wait for things to settle down). Allowing you to differentiate HOW the army fights could have a huge impact on WHAT they do to help you win, and if they interact with systems such as espionage/diplomacy or anything that might be added later (hint hint, nudge nudge). This would also allow the opportunity to have "fodder" armies requiring less upkeep due to having no general, but in exchange "default" to a preset "combat style" and be less potent overall for everything they lose access to.

"Combat Styles" is a system simply to capture that earlier mentioned "how they fight" a commander gives them. You could have a small and elite unit of robots that fill the role of assassins benefiting from espionage in various ways, massive hordes of undead being directed by a psychic coordinator to be unusually competent, or just glorified wranglers directing savage beasts "that way" to disrupt and harm anyone nearby. Each combat style would have different ways of determining what is relevant for making that army effective, and potentially buffing those already suited to such methods. The army size before incurring additional upkeep, how powerful they are, what they do to turn the tide of battle, and how much upkeep that specific army takes up (it would always be more than having no commander, but by how much could vary)- all of it affected by combat style.

I think this would be a GREAT addition for a DLC, or as part of a larger update tangentially related to planets and territorial fighting in general.

Thank you for anyone reading, and any official devs of the game or forums for your time.
 
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Reducing the impact of orbital bombardment
Currently they have little impact, a world with lots of defences will take a long time for bombardment to make it surrender. This is where armies are the key and would still be the case with this, they need there to be an opposition to fight. Currently the ability to force undefended/lightly defended worlds to surrender by bombardment is a good quality of life system and also rather realistic.
I feel that having each army be tied to a specific population could make it easier on computers.
This is already the case for the basic starting armies and some of the more advanced ones. It's based off the species and number of them within your empire, if they have traits that boost armies that army will get that boost. Going in to depth with pop-happiness impacting them is probably too much for it and clashes with some armies like slave forces which are already not great and boosts others even more like xenomorphs.

For a lot of this, isn't not much for a DLC. Seems just making the ground combat either quicker on longer based on the scale of development.
 
Currently they have little impact, a world with lots of defences will take a long time for bombardment to make it surrender. This is where armies are the key and would still be the case with this, they need there to be an opposition to fight. Currently the ability to force undefended/lightly defended worlds to surrender by bombardment is a good quality of life system and also rather realistic.

This is already the case for the basic starting armies and some of the more advanced ones. It's based off the species and number of them within your empire, if they have traits that boost armies that army will get that boost. Going in to depth with pop-happiness impacting them is probably too much for it and clashes with some armies like slave forces which are already not great and boosts others even more like xenomorphs.

For a lot of this, isn't not much for a DLC. Seems just making the ground combat either quicker on longer based on the scale of development.
I can agree with the happiness probably being too much for adding as a factor- since that would require actively checking each time you make an army. However I think you misunderstand my intent. From what I can tell, the armies only choose between different SPECIES- not individual pops. This means it won't take into account things specific to that pop- such as a militarist or spiritualist pop being used. It only looks at how many there are and if they have one of three species traits that affect army damage- and that's it from what I can tell.

Wouldn't it be interesting if a militarist population had a higher morale? Spiritualist pops probably could have bonuses at high morale, but severe detriments when the morale gets low to represent religious fervor and when their faith is shaken. There's a lot of potential there using just the ethics, which wouldn't change unless you looked at a different pop.
Those are the kind of examples of what I mean when I say using a pop on the planet for creating an army. Allowing your ethics and civics to play a larger role in shaping how your armies interact- making it more interesting than "bigger number beats smaller number" after a prologue of "wait for planet to become too weak to fight back".

Almost everything that buffs your ground troops is either research or something you picked before the game started. It feels like it was added on last minute with a "we'll get around to it" attitude.

Also, at the start you are missing my point. Even if, in theory, it takes longer to bombard a world without invading with armies- the benefits of doing so with no extra resource cost far outweigh spending resources to create armies that are vulnerable in transit AND less consistent in eliminating defending armies by sheer virtue of them having the ability to fight back. Defense armies already take damage during bombardment, can be outright killed, can force a planet to surrender when they are dead, and the main drawback of "take a long time" is functionally just negated by playing the game as intended. Simply by having more ships in a fleet that bombards a planet, they get an increase to the effectiveness (the amount of pops and buildings a planet contains ALSO increases the damage from what I understand- so it's not like your ability to capture planets is hampered by development unless they SPECIFICALLY use the fortress specialized city district. It makes sense, sure, but also means that the resource investment to build armies would only be justified if you intend to bombard a planet, drop a few token armies to finish them off, and move said fleet to the next invasion spot. Even then, that's just for freeing up your actually important fleets to do anything more interesting. It's a very specific way to play, and the Stellaris DLC have been very good at opening new or widening existing aspects of the game systems. Something that can be explained as "select target, wait a bit, send unit to pick off stragglers, move on to next objective" feels less like a planetary battle- and more what I would expect dealing with a pre-sapient population.

What if I don't just want to be a fleet of ships? What if I want my boots on the ground soldiers to be the main terrifying aspect? What if I want my zombie hordes to drag my enemies into an early grave? What if I want my Knights that worship Mr. stinky to be the best warriors the galaxy has seen? There isn't much way to take advantage of that in game play meaningfully. There aren't even that many things that DO allow you to buff your armies beyond just two species traits or using a leader.

Armies SHOULD have varying strengths, that's how warfare works, and players who want to develop their ground troops should be able to do that without having to actively play WORSE just so they can use a mechanic from the base game.

If you are going to put a game mechanic in- it has to be there FOR A PURPOSE. Right now armies are effectively no different than bombardments from fleets- except worse in every way. They literally just take conquering a planet from "grind them down until there's nothing left, they can't stop us" to "I'll be back in 30 minutes to see if you died or won- good luck". The only "useful" thing they have going for them is they aren't important enough to worry about as you leave them to conquer planets in the background- which implies that even the devs know taking a planet isn't that interesting as it's currently implemented.
 
This means it won't take into account things specific to that pop- such as a militarist or spiritualist pop being used. It only looks at how many there are and if they have one of three species traits that affect army damage- and that's it from what I can tell.
Ah then yeah, mostly cuz that doesn't actually impact anything in the game, only really extreme pacifists would really impact it but that's more not fighting at all.

Wouldn't it be interesting if a militarist population had a higher morale? Spiritualist pops probably could have bonuses at high morale, but severe detriments when the morale gets low to represent religious fervor and when their faith is shaken. There's a lot of potential there using just the ethics, which wouldn't change unless you looked at a different pop.
Personally, no. I'm still dropping a doomstack on the world so it wont matter. These armies are already bottom tier, so if one has a slightly higher morale than another it really doesn't matter when I have dozens of superior armies to replace them with which don't have morale at all.
making it more interesting than "bigger number beats smaller number" after a prologue of "wait for planet to become too weak to fight back".
It is still bigger number wins. A modifier to the T1 units really isn't going to make much difference, just means some armies fall back earlier and others get destroyed.
Almost everything that buffs your ground troops is either research or something you picked before the game started. It feels like it was added on last minute with a "we'll get around to it" attitude.
Originally each army had a single upgrade you could add, there was a huge list of them. Was a nightmare as you'd have to manually add each one to them. It's also a lot easier to deal with the optimisation this way, especially when so many of the improved armies aren't tied to pops.
Also, at the start you are missing my point. Even if, in theory, it takes longer to bombard a world without invading with armies- the benefits of doing so with no extra resource cost far outweigh spending resources to create armies that are vulnerable in transit AND less consistent in eliminating defending armies by sheer virtue of them having the ability to fight back.
I think you misunderstand the gameplay loop. To bombard a planet requires you placing a war fleet over it. That then ties that fleet down to bombarding that world, which means it's not off capturing enemy systems or fighting their fleets. That is the cost vs benefit for the attacker on choosing to bombard.

You choose to bombard a world rather than escort your armies, you choose to bombard rather than hunt the enemies fleets. That's litterally a cost benefit of choosing to bombard over invade with armies. This will still be a thing under your suggestions.

Invading with armies is a lot quicker on defended worlds than orbital bombardment in taking them, especially if it has things like planetary shields which are likely on worlds with defences built. Main issue then comes down to how rare it is for worlds to get much in defence especially in single player.

Also armies aren't expensive, outside of the early game they are from an easy surplus resource. Main issue is the war exhaustion a lost army can cause which this doesn't address - if anything increases by forcing more invasions.

It's a very specific way to play, and the Stellaris DLC have been very good at opening new or widening existing aspects of the game systems.
This doesn't change that, it's still going to be played the same way. Still dropping army doomstacks, still bombarding only when you have to/there's nothing left for the fleets to do.

What if I don't just want to be a fleet of ships? What if I want my boots on the ground soldiers to be the main terrifying aspect? What if I want my zombie hordes to drag my enemies into an early grave? What if I want my Knights that worship Mr. stinky to be the best warriors the galaxy has seen? There isn't much way to take advantage of that in game play meaningfully. There aren't even that many things that DO allow you to buff your armies beyond just two species traits or using a leader.
Well you will need a fleet to capture the outpost/starbase so you can invade.

You can make them be the strongest if you want, there are Empire elements that can be picked which improve your armies alongside the species traits and paths taken like getting gene warriors. There's also some buildings depending on your choice, although seems Military Academy lost it's bonus for armies recruited.
Armies SHOULD have varying strengths, that's how warfare works, and players who want to develop their ground troops should be able to do that without having to actively play WORSE just so they can use a mechanic from the base game.
They varry where it matters in general, with empire and speics choices and then the choice of army type. Unless armies get used in other systems of the game it will continue to be playing unoptimal to focus on improving them over other areas. It's still a way you can play if you want, there's lots of choices in the game for fun or challenge. Not everything has to be about playing optimal.