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bontanel

Major
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Mar 16, 2013
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  • Crusader Kings II
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We've all seen the pics for space battles and their presence in the game is beyond obvious, but what about a land strategy element? What about the hint about the importance of the terrain? Is it important just because of it's resources and habitability or is it because there is an actual land battle mechanic(you know, planetary invasions not being just moving the fleet in orbit)?
 
I don't think there will be land battles, but if planets are divided into regions and can have multiple factions, why not?
 
I don't think there will be land battles, but if planets are divided into regions and can have multiple factions, why not?
To my mind the current Clausewitz system works perfectly for this. Each planet may have only a few provinces, but it still gives you the option of landing your marines in the more sparsely populated, less fortified western part of continent X, or landing under fire in the built-up southern portion right on top of the planetary capital.
It would be sweet for the planetary window to have basically a small-scale EUIV map in it. Even with only 10 or so provinces for an Earth-sized planet.
 
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I think if there is land combat its going to be like a siege in ck2 where you have to land troops on the planet and you'll eventually take it. Possibly having modifiers for terrain. Having a fleet in orbit/blockade formation around the planet would greatly increase the rate of the siege.

That's implying that paradox actually wants to go in that direction or is more focusing on the space battles and space politics.
 
But we have to have land battles so I can ride a tank close enough to hit them with my sword!
 
I think if there is land combat its going to be like a siege in ck2 where you have to land troops on the planet and you'll eventually take it. Possibly having modifiers for terrain. Having a fleet in orbit/blockade formation around the planet would greatly increase the rate of the siege.

That's implying that paradox actually wants to go in that direction or is more focusing on the space battles and space politics.

This is what I'm thinking will happen as well. I don't need a ton of complexity in ground combat or any actual control of the units moving around and such. I just want to be able to influence the course of a long ground campaign through my prep-work and actions in space during the battle. I'd like to be able to have techs I could unlock to increase my attacking and defending troop strengths and get a few more powerful units like tanks, artillery, mechs, etc.

If I move ships into orbit they should swing the tide of the battle more in my favor as they provide orbital artillery strikes, but this bonus would only take effect if no enemy ships are present in orbit to contest me.

I'd also like to be able to select the tactics my generals will use when landing. Basic stuff like focus on speed of capture above all else which necessitates more damage to civilians and infrastructure versus taking it slow and steady to capture the planet in a more immediately usable state. Maybe more advanced stuff unlocked later via techs like plagues that only affect biological organisms to kill all civilians but leave the structures untouched.
 
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it would be intresting to see how ground combat could work.

thanks to goosecreature -
Each day is divided into ten time units (ticks) at the moment, but this may be subject to change.
- we know that time progresses differently than other PDS games (in which you can only speed up/down the time passing)

and since we know that stellaris has the RTS elements of real-time space battles akin to games like sins of a solar empire, it does seem feasible that you could play admiral and general at the same time, or rather wipe out hostile ships upstairs, and then invade planets (think of siegeing from CK2 and EU4) that are like a cluster of 2D provinces wrapped around a 3D sphere.