Introduction
When winning the majority of battles is still not enough...
Hello everyone, this is gonna be a short AAR broadly detailing a war I started with the utmost convinction that I would be able to win. Contrary to my planning, the war went on completely different from what I was expecting. I failed to achieve many initial objectives and what I tought it would be a relatively quick war transformed in something much worse. My blitzkrieg strategy failed, It did not help the fact that I also engaged on multiple fronts and I failed to strike with decisive abd overwhelming force.
I'm using a slighty updated custom mod I use in my main AAR: https://forum.paradoxplaza.com/foru...e-and-collapse-a-stellaris-aar.1555118/page-2
I needed to test it in a parallel game to see if the updates I brought to my mod were indeed good ones. To keep it short, for whose who have yet not read my main AAR, the mod in a way tries to achieve hoi4 in space. With more fleets that are both cheaper to build and upkeep, naval cap is increased and tied to pops (pops will now provide naval cap too) with various tech, space travel is slower and systems are upscaled from vanilla, making them three times bigger and everything else three times smaller including planets, stars, ships, etc. My update change the number of starbases an empire can have, I multiplied three times the number of starbases based on systems and each pop contributes with a slow value towards starbase cap. Usually the AI never overbuilds starbases, but with this small change the AI will freerly build them. This in my opinion makes the game more fun. More systems can now be fortified, more starbases can be transformed in anchorages, etc. It changes the game quite a bit. By defeating a fleet now that fleet can retreat faster near a friendly system and taking systems even against smaller empires is a much greater challenge now. The AI wont hesitate to build fortresses and taking those systems even without a fleet to protect them can have quite the toll on the invader. Instead of vanilla, where the scarcity of starbases meant smaller empires were easier to conquer, now it takes more time and I was able to see more cases of succesful rebellions. Where smaller empires managed to hold long enough to gain indipendence, while in pure vanilla it would mean certain defeat. Enough of this, time to talk about The Failed War.
As the title already implies, this is a war, that went in a different way I planned. While it was a major miscalculation and mistake on my side it made me quite happy knowning that the small update I made to the mod spiced up the game a lot. This is an analytical AAR, there is no narration here. I will focus on the war, it will be a general description since I haven't taken any screenshots. I may roll some previous saves and take some screenshots from there but other than that the war is not particularly well documented. I could try technically to reconstruct the battle the took place based on the log battle which documents each battle, where it took place, who were the participants and the aproximative losses. Unfortunately it could spirale out of control in a full fledged AAR and I'm already working on two AARs so I must restrain myself. This decision alone to just write about the war alone will take time from my main AARs. Despite this, still I wanted to make an AAR about this war because it was just THAT good. I had fun I haven't had for quite a while. Also I'm a sucker for last stands or wars that start well and end in failure, the turn of tides that will completely change the old order, it has their charm I guess.
How it started:
How it developed (the war is still not finished yet):
Here we can see the casualties of war, both sides have suffered till the current date, 2343.06.08:
The penalty for reaching 100% WE is rather unforgiving and I disabled the status quo, so it's up to the involved parties to negotiate a peace agreement.
In the next part I will discuss the war itself, it will be a generalised overview. I will talk about the tactics and strategy I've used and why it failed in short and long terms which inevitably spelled my doom. Funny enough, when I saw that I failed to succesfully launch a blitz against the weaker neighbour, the Divine Ozkox State and I had to keep 60% of my force stationed there for a longer time. I understood then that this was gonna be a long drawn war, what I didn't expect was this much of disastrous outcome.
I said previously, there will be no narration in this AAR, well, I lied, there will be a small amount of narration. I will present who are the war participants and I will discuss the previous wars in a few lines and what led to this entire outcome. Still the focus of this brief AAR is just the war.
I have used the same game settings as in my main AAR, so you might want to check it quickly to see what they are in case you are curious.
Hello everyone, this is gonna be a short AAR broadly detailing a war I started with the utmost convinction that I would be able to win. Contrary to my planning, the war went on completely different from what I was expecting. I failed to achieve many initial objectives and what I tought it would be a relatively quick war transformed in something much worse. My blitzkrieg strategy failed, It did not help the fact that I also engaged on multiple fronts and I failed to strike with decisive abd overwhelming force.
I'm using a slighty updated custom mod I use in my main AAR: https://forum.paradoxplaza.com/foru...e-and-collapse-a-stellaris-aar.1555118/page-2
I needed to test it in a parallel game to see if the updates I brought to my mod were indeed good ones. To keep it short, for whose who have yet not read my main AAR, the mod in a way tries to achieve hoi4 in space. With more fleets that are both cheaper to build and upkeep, naval cap is increased and tied to pops (pops will now provide naval cap too) with various tech, space travel is slower and systems are upscaled from vanilla, making them three times bigger and everything else three times smaller including planets, stars, ships, etc. My update change the number of starbases an empire can have, I multiplied three times the number of starbases based on systems and each pop contributes with a slow value towards starbase cap. Usually the AI never overbuilds starbases, but with this small change the AI will freerly build them. This in my opinion makes the game more fun. More systems can now be fortified, more starbases can be transformed in anchorages, etc. It changes the game quite a bit. By defeating a fleet now that fleet can retreat faster near a friendly system and taking systems even against smaller empires is a much greater challenge now. The AI wont hesitate to build fortresses and taking those systems even without a fleet to protect them can have quite the toll on the invader. Instead of vanilla, where the scarcity of starbases meant smaller empires were easier to conquer, now it takes more time and I was able to see more cases of succesful rebellions. Where smaller empires managed to hold long enough to gain indipendence, while in pure vanilla it would mean certain defeat. Enough of this, time to talk about The Failed War.
As the title already implies, this is a war, that went in a different way I planned. While it was a major miscalculation and mistake on my side it made me quite happy knowning that the small update I made to the mod spiced up the game a lot. This is an analytical AAR, there is no narration here. I will focus on the war, it will be a general description since I haven't taken any screenshots. I may roll some previous saves and take some screenshots from there but other than that the war is not particularly well documented. I could try technically to reconstruct the battle the took place based on the log battle which documents each battle, where it took place, who were the participants and the aproximative losses. Unfortunately it could spirale out of control in a full fledged AAR and I'm already working on two AARs so I must restrain myself. This decision alone to just write about the war alone will take time from my main AARs. Despite this, still I wanted to make an AAR about this war because it was just THAT good. I had fun I haven't had for quite a while. Also I'm a sucker for last stands or wars that start well and end in failure, the turn of tides that will completely change the old order, it has their charm I guess.
How it started:

How it developed (the war is still not finished yet):

Here we can see the casualties of war, both sides have suffered till the current date, 2343.06.08:

The penalty for reaching 100% WE is rather unforgiving and I disabled the status quo, so it's up to the involved parties to negotiate a peace agreement.

In the next part I will discuss the war itself, it will be a generalised overview. I will talk about the tactics and strategy I've used and why it failed in short and long terms which inevitably spelled my doom. Funny enough, when I saw that I failed to succesfully launch a blitz against the weaker neighbour, the Divine Ozkox State and I had to keep 60% of my force stationed there for a longer time. I understood then that this was gonna be a long drawn war, what I didn't expect was this much of disastrous outcome.
I said previously, there will be no narration in this AAR, well, I lied, there will be a small amount of narration. I will present who are the war participants and I will discuss the previous wars in a few lines and what led to this entire outcome. Still the focus of this brief AAR is just the war.
I have used the same game settings as in my main AAR, so you might want to check it quickly to see what they are in case you are curious.
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