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Dev Diary #99 - Ground Combat & Army Rework

Hello everyone and welcome to another Stellaris dev diary. Today's dev diary is about some changes coming to ground combat and armies in the 2.0 'Cherryh' update. This will be the last dev diary before we take a break for the holidays, so there will be no diaries in the next week or the week after that. Stellaris dev diaries return on Thursday January 11th, 2018.

Defense Armies and Fortresses
Constructing Defense Armies have always been largely a meaningless exercise in Stellaris. While they are useful for reducing Unrest and occasionally might be able to beat off an unprepared attacker, the fact that a planet is capped on how many armies can be defending it while the attacker is *not* capped on how many armies are attacking, coupled with the general weakness of defense armies, means that defending a planet against a ground invasion is generally an exercise in futility and will at most delay an attacker by a few weeks. However, if we solved this by just making defense armies a lot stronger or capping the number of attacking units, the result would turn every invasion of a backwater colony into a big affair - something that is not particularly desirable when a war can involve several different actors with hundreds of planets between them.

For this reason, we have decided to rework Defense Armies into something that is actually useful, but requires a significant investment of resources to muster more than a token defense. Instead of being directly buildable by the empire, defense armies are created from certain buildings. The capital building will produce defense armies depending on its level, as will some other planetary uniques like Military Academy. If you want a planet to be well defended, however, you will need to construct Fortress building on its tiles. Fortresses require a pop to work them, do not produce any other resources than a small amount of Unity, but provide a significant amount of defense armies to protect the planet. Armies spawned by Fortresses are also impervious to orbital bombardment, and will not be able to be killed without first ruining the building itself. The armies generated by a building have their species and type set by the pop working it, so a Very Strong Battle Thrall will produce several powerful defense armies if placed on a Fortress, and special pops like Droids will produce their own variants like Robotic Defense Armies rather than the normal ones. Fortified worlds will also be able to be fit with an FTL inhibitor (the exact way they get them is not yet determined) that prevents enemy fleets from leaving the system unless the world is captured, which allows for the creation of Fortress Worlds to protect strategically important systems.
2017_12_21_3.png

(Building icon is a placeholder)

One more important change related to Defense Armies is a change to Unrest: Armies on planets no longer reduce Unrest directly. Instead, to handle a planet with high Unrest, you will need to construct Fortress-style buildings or take other measures (such as using Edicts) to reduce the planetary Unrest. This means you cannot simply capture a planet and then spam a dozen defense armies to immediately zero out the Unrest. As part of this, we will be balancing certain events and effect to ensure newly captured worlds do not instantly defect back to their former owner.

Finally, as part of all these changes Defense Armies have received a general buff and there are several new technologies that unlock additional tiers of forts and various improvements to Defense Armies' combat ability, meaning that they will grow stronger alongside the invention of new, more powerful assault armies.

Assault Army Management
A major aim of our changes to armies is to reduce the amount of unnecessary micromanagement of armies. For this reason, and to make Assault Armies' role more explicit, we have decided to change Assault Armies to always be based in space. Whenever not directly engaged in an invasion, Assault Armies will now always automatically embark onto their transports, ready to be used to invade another world. We also aim to fix the minor but immersion-breaking bug where transport fleets are giving endlessly increasing sequential names whenever they land and embark again.

Combat Width, Retreating and Collateral Damage
Another change to ground combat is the introduction of new mechanics in the form of Combat Width. Combat Width is determined by the size of the planet, and decides how many armies can be taking and receiving damage at the same time: For example, if 20 assault armies invade a world held by 10 defense armies with a combat width of 10, all 10 defense armies will be immediately engaged in battle while only half the assault armies will be able to deal and receive damage, with additional assault armies joining the fray as the armies in front of them are destroyed. This means that it is no longer possible to take a well defended world without losses by simply throwing a hundred clone armies at it: If you wish to minimize losses (and thus War Exhaustion), you will need to invest in expensive, high-maintenance elite armies.
2017_12_21_1.png

(Interface not final)

We've also added the concept of Collateral Damage: As armies fight on the planet, civilians and civilian infrastructure is caught in the fighting. Each time an army deals damage in battle, it will inflict a random amount of Collateral Damage, which increases Planetary Damage similar to Orbital Bombardment (see below) and can lead to the death of Pops and the destruction of buildings and tiles. Some armies will deal more Collateral Damage than others: For example, Xenomorph armies are highly destructive and cost-efficient, but will wreak immense havoc on the planet, potentially leaving it in ruins in the process of capturing it for your empire.

While working on combat mechanics we also took the time to change the way Morale Damage works, making it something that is suffered by both sides (instead of just the loser) and making the effects of it more gradual, so that armies suffer a drop in combat efficiency once they are <50% morale, and then another, sharper drop when they are broken (0% morale). This should make certain armies, such as Psi Armies, highly effective against low-morale opponents like Slave Armies, but less effective against an unfeeling army of Droids. Finally, we've also tweaked the damage-dealing algorithm so that damage is less evenly spread among combatants, making it so that even an outnumbered force can destroy regiments and inflict war exhaustion on the enemy.
2017_12_21_2.png


Finally, we have made some changes to retreats. When an attacker retreats from a ground combat, there is now a significant chance that each retreating regiment is destroyed while attempting to return to space, making retreat a risky endeavour and eliminating the tactic of simply send in the same army again and again in wave attacks, instead making retreats something you do in order to preserve at least some of your army in a poorly chosen engagement.

Orbital Bombardment Changes
Finally, again in the interest of reducing the micromanagement needed during war, we've changed the way orbital bombardment works. Fortifications have been entirely cut from planets, so that there is no need to bombard lightly defended worlds before going in with the ground troops. Instead, we have added a requirement that planets cannot be invaded if there is a hostile Starbase in the system, so that transports cannot snipe worlds that are protected by defensive installations present in the same system. Orbital Bombardment, instead of being something you have to manage and wait for in every single planetary engagement, is now something you do to soften up a particularly well defended target, or simply to wreak havoc on the enemy's planet and drive up their War Exhaustion.

As a planet is bombarded, the fleet will deal Planetary Damage, ruining buildings and killing Pops. Bombarding fleets will also do damage to armies present on the planet (unless those armies are protected by a Fortress), and over a long enough time can decimate a defending force, though doing so will likely cause heavy damage to the planet and may delay the attacker long enough that the owner of the planet has time to build up their forces or inflict enough war exhaustion to force a peace. The rate at which the planet is damaged can also be slowed with the construction of buildings such as Planetary Defense Shield, further dragging out the process.

As part of these changes, we've consolidated the Bombardment Stances into the following:
  • Selective: Deals normal damage to armies/buildings and light damage to pops. Cannot kill the last 10 pops.
  • Indiscriminate: Deals heavy damage to armies, buildings and pops. Cannot kill the last 5 pops.
  • Armageddon: Deals massive damage to armies, buildings and pops. Can turn planets into depopulated Tomb Worlds with enough bombardment. Only available to certain empires such as Purifiers.

Attachments
Finally, on the topic of attachments, we have decided to cut them entirely from the game. We discussed a variety of ways to improve the way you assign them, but ultimately decided that we already have so many types of armies and not nearly enough combat mechanics to justify a significant investment of UI time that could go towards something like the Fleet Manager instead. The technologies that previously unlocked attachments will be changed to give other effects, such as direct buffs to certain army types.

That's all for today! As I said, we're now going on hiatus, so I'll see you again on January 11th with a dev diary about... well, that's a secret, actually. You'll just have to wait and see!
 
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Equinoxsmt

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Hello everyone and welcome to another Stellaris dev diary. Today's dev diary is about some changes coming to ground combat and armies in the 2.0 'Cherryh' update. This will be the last dev diary before we take a break for the holidays, so there will be no diaries in the next week or the week after that. Stellaris dev diaries return on Thursday January 11th, 2018.

Defense Armies and Fortresses
Constructing Defense Armies have always been largely a meaningless exercise in Stellaris. While they are useful for reducing Unrest and occasionally might be able to beat off an unprepared attacker, the fact that a planet is capped on how many armies can be defending it while the attacker is *not* capped on how many armies are attacking, coupled with the general weakness of defense armies, means that defending a planet against a ground invasion is generally an exercise in futility and will at most delay an attacker by a few weeks. However, if we solved this by just making defense armies a lot stronger or capping the number of attacking units, the result would turn every invasion of a backwater colony into a big affair - something that is not particularly desirable when a war can involve several different actors with hundreds of planets between them.

For this reason, we have decided to rework Defense Armies into something that is actually useful, but requires a significant investment of resources to muster more than a token defense. Instead of being directly buildable by the empire, defense armies are created from certain buildings. The capital building will produce defense armies depending on its level, as will some other planetary uniques like Military Academy. If you want a planet to be well defended, however, you will need to construct Fortress building on its tiles. Fortresses require a pop to work them, do not produce any other resources than a small amount of Unity, but provide a significant amount of defense armies to protect the planet. Armies spawned by Fortresses are also impervious to orbital bombardment, and will not be able to be killed without first ruining the building itself. The armies generated by a building have their species and type set by the pop working it, so a Very Strong Battle Thrall will produce several powerful defense armies if placed on a Fortress, and special pops like Droids will produce their own variants like Robotic Defense Armies rather than the normal ones. Fortified worlds will also be able to be fit with an FTL inhibitor (the exact way they get them is not yet determined) that prevents enemy fleets from leaving the system unless the world is captured, which allows for the creation of Fortress Worlds to protect strategically important systems.
View attachment 322405
(Building icon is a placeholder)

One more important change related to Defense Armies is a change to Unrest: Armies on planets no longer reduce Unrest directly. Instead, to handle a planet with high Unrest, you will need to construct Fortress-style buildings or take other measures (such as using Edicts) to reduce the planetary Unrest. This means you cannot simply capture a planet and then spam a dozen defense armies to immediately zero out the Unrest. As part of this, we will be balancing certain events and effect to ensure newly captured worlds do not instantly defect back to their former owner.

Finally, as part of all these changes Defense Armies have received a general buff and there are several new technologies that unlock additional tiers of forts and various improvements to Defense Armies' combat ability, meaning that they will grow stronger alongside the invention of new, more powerful assault armies.

Assault Army Management
A major aim of our changes to armies is to reduce the amount of unnecessary micromanagement of armies. For this reason, and to make Assault Armies' role more explicit, we have decided to change Assault Armies to always be based in space. Whenever not directly engaged in an invasion, Assault Armies will now always automatically embark onto their transports, ready to be used to invade another world. We also aim to fix the minor but immersion-breaking bug where transport fleets are giving endlessly increasing sequential names whenever they land and embark again.

Combat Width, Retreating and Collateral Damage
Another change to ground combat is the introduction of new mechanics in the form of Combat Width. Combat Width is determined by the size of the planet, and decides how many armies can be taking and receiving damage at the same time: For example, if 20 assault armies invade a world held by 10 defense armies with a combat width of 10, all 10 defense armies will be immediately engaged in battle while only half the assault armies will be able to deal and receive damage, with additional assault armies joining the fray as the armies in front of them are destroyed. This means that it is no longer possible to take a well defended world without losses by simply throwing a hundred clone armies at it: If you wish to minimize losses (and thus War Exhaustion), you will need to invest in expensive, high-maintenance elite armies.
View attachment 322403
(Interface not final)

We've also added the concept of Collateral Damage: As armies fight on the planet, civilians and civilian infrastructure is caught in the fighting. Each time an army deals damage in battle, it will inflict a random amount of Collateral Damage, which increases Planetary Damage similar to Orbital Bombardment (see below) and can lead to the death of Pops and the destruction of buildings and tiles. Some armies will deal more Collateral Damage than others: For example, Xenomorph armies are highly destructive and cost-efficient, but will wreak immense havoc on the planet, potentially leaving it in ruins in the process of capturing it for your empire.

While working on combat mechanics we also took the time to change the way Morale Damage works, making it something that is suffered by both sides (instead of just the loser) and making the effects of it more gradual, so that armies suffer a drop in combat efficiency once they are <50% morale, and then another, sharper drop when they are broken (0% morale). This should make certain armies, such as Psi Armies, highly effective against low-morale opponents like Slave Armies, but less effective against an unfeeling army of Droids. Finally, we've also tweaked the damage-dealing algorithm so that damage is less evenly spread among combatants, making it so that even an outnumbered force can destroy regiments and inflict war exhaustion on the enemy.
View attachment 322404

Finally, we have made some changes to retreats. When an attacker retreats from a ground combat, there is now a significant chance that each retreating regiment is destroyed while attempting to return to space, making retreat a risky endeavour and eliminating the tactic of simply send in the same army again and again in wave attacks, instead making retreats something you do in order to preserve at least some of your army in a poorly chosen engagement.

Orbital Bombardment Changes
Finally, again in the interest of reducing the micromanagement needed during war, we've changed the way orbital bombardment works. Fortifications have been entirely cut from planets, so that there is no need to bombard lightly defended worlds before going in with the ground troops. Instead, we have added a requirement that planets cannot be invaded if there is a hostile Starbase in the system, so that transports cannot snipe worlds that are protected by defensive installations present in the same system. Orbital Bombardment, instead of being something you have to manage and wait for in every single planetary engagement, is now something you do to soften up a particularly well defended target, or simply to wreak havoc on the enemy's planet and drive up their War Exhaustion.

As a planet is bombarded, the fleet will deal Planetary Damage, ruining buildings and killing Pops. Bombarding fleets will also do damage to armies present on the planet (unless those armies are protected by a Fortress), and over a long enough time can decimate a defending force, though doing so will likely cause heavy damage to the planet and may delay the attacker long enough that the owner of the planet has time to build up their forces or inflict enough war exhaustion to force a peace. The rate at which the planet is damaged can also be slowed with the construction of buildings such as Planetary Defense Shield, further dragging out the process.

As part of these changes, we've consolidated the Bombardment Stances into the following:
  • Selective: Deals normal damage to armies/buildings and light damage to pops. Cannot kill the last 10 pops.
  • Indiscriminate: Deals heavy damage to armies, buildings and pops. Cannot kill the last 5 pops.
  • Armageddon: Deals massive damage to armies, buildings and pops. Can turn planets into depopulated Tomb Worlds with enough bombardment. Only available to certain empires such as Purifiers.

Attachments
Finally, on the topic of attachments, we have decided to cut them entirely from the game. We discussed a variety of ways to improve the way you assign them, but ultimately decided that we already have so many types of armies and not nearly enough combat mechanics to justify a significant investment of UI time that could go towards something like the Fleet Manager instead. The technologies that previously unlocked attachments will be changed to give other effects, such as direct buffs to certain army types.

That's all for today! As I said, we're now going on hiatus, so I'll see you again on January 11th with a dev diary about... well, that's a secret, actually. You'll just have to wait and see!

First of all thank you very much for Stellaris, it is no joke or a complement that this game sets the limits for this genre without a challenge. Yet recently I was thinking about the game; in all its magnificence in all its details I was in secret talking to myself, wishing that the ground wars to be updated as they should. The space battles are great in simulation as well as strategy; and victory cannot be calculated from the numbers (still I wished if a second fleet warping beneath the enemy could flank or try to encircle the host, not only the commander but the fleets were making a name for themselves after vast victories and or defeats) but almost in every situation the void is even handed to both sides in battle ... but is it also true for a planet fall? Thinking of residents of deserts making a planet fall to a tropical world. The earth, the air, even the local fauna of the defending world will be of advantage for the defender. Sure the will be techs that will nullify these odds but land battles are quite simple in this design we need to bring armored units into the fray not just infantry. Also build-able FTL inhibitors in planets are good idea yet just do not limit the idea to that please worlds can also have weapons that can assist orbital skirmishes (if there is a commanding officer a central on the world. There can be a synergy possible between the ground forces and the units in the orbit isn't it? Thank you for keeping the flame blazing. Best regards Equinoxsmt out!!!
 

Napean

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Great dev diary, not much here that worries me. Almost makes up for the FTL changes :D.
In all seriousness, looking forward to the reduction of micro for planetary invasions. These changes can only improve the game.

Happy New Year!
 

shadowclasper

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Yes. We realize this is a bit odd, but compare the amount of times you would actually use an assault army to defend a planet compared to the amount of times you have to click 'embark' after invading one...
I appreciate it to be perfectly honest. It was a massive headache. I mean, you could always just make it so that Assault Transports, if orbiting a planet, cannot be targeted by enemy space craft and will contribute to the defenders on the ground, but that's only if you want to make it so that these things can happen.

Also, given that fleets are being put together as a single thing, couldn't you give fleets 'attachments' (which would enable crew slots I guess or stuff that is assigned as equipment and training of the crews rather than to the ships themselves) and thus have it so that assault transports open up new options for such attachments? So you make a fleet of assault transports, giving them the option to use attachements?

I mean, we already have the fleet manager so you could put in 'attachment' UI there and make assault transports just another type of ship that can be added to fleets?

edit:
YGAoBad.png

Here's how it might look. I imagine that the number of Crew Attachments you'd have would be based on the size of the fleet. So a single science vessel or construction vessel would have only one slot if any (unless you wanted to make it so science fleets were a thing and could explore systems faster which would honestly be pretty cool, same thing for construction vessels, could even introduce different load outs for science and construction vessels to specialize them into certain roles if you went this route) but a large fleet might have somewhere between 3 and 5 attachments. Could also be a technology locked thing.

This way you could have a centralized UI, open up new options for fleets in general, condense the control of assault ships into another kind of space vessel with a specialized role that was still part of space fleets (meaning having them with escort vessels that delayed the enemy while they emergency FTL'd out or otherwise escaped or something), centralizing the whole thing rather than making it it's own little side game off to the side?

The other advantage of this system is that you could easily set it up so that your armies autofill just like ships do! Once again cutting down on micro.

Even if you don't adopt the idea of fleet/crew attachments this system in general would be a more centralized, less micro way of handling armies! I mean sure, armies would be produced at star bases rather than by planets by themselves but I don't think that's necessarily a flaw, or you could even just make it so that they can be replenished from any planet.

Edit 2: This would also let you put ships into dedicated invasion roles, either acting purely as escorts to screen the transports, or as bombardment/support platforms for the invasions, more fully integrating the two systems. Since defensive armies have been made a function of buildings, and offensive armies are always in space, it makes little sense to continue divorcing invasions from space vessels at this point, especially since ground invasions weren't something the Dev team felt was very important to include in the first place (I recall that either you @Wiz, or someone else on the dev team felt like it shouldn't have been included at all in the initial release).

The only extra addition would be a new button for fleets that can bombard so you set their default bombardment (rather than picking it on the invasion screen, which would just let you alter the CURRENT bombardment for that one invasion), so that if you don't want to bombard at all you can still include escorts for the invasion fleet and just stick it in.

Finally, the last thing needing to be decided would be between 3 options:
-Generals and Admirals would need to be shoved together as a single leader type
-Fleet get two leader slots, with one fleet having both an Admiral and a General, with the general slot only opening if there are army transports in the fleet
-Fleets have only one slot, and you need to decide if it's an Admiral or a General in charge of it.

Also, since Defending Generals are a thing still I assume, but defending armies aren't in the old way, what if you could assign Generals and such to Sectors like you can Planetary Governors, there's arguments for both "Generals can replace Governors" and "You can assign one of both".

So. To Recap.
>Make it so that armies are part of the fleet management interface and are handled exactly as they always have been. When picking what ships to add, you just also have the armies you can raise as options too! Since we're still going to have technologies that improve ships from specific stations, I'm gonna assume whatever system of preferential building you're applying to them can also be applied to choosing to raise armies from.
>Include 'crew attachements' to fleets that not only include all of the old army attachements, but could also include things you'd give to the crews. "Human Focused Crews" for example since folks have long liked the idea of having the ability to choose what types of crews exactly they could raise, and by making it an attachment you could have that for fleets.
>Add a little bit new UI for attachments and for choosing default bombardment choices for a fleet
>Figure out what to do with the whole Admiral/General/Governor leader option thing.
 
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thetick2

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With the Assault/Defence army thing.

What if you just built armies? And then assigned them to assault/defence/occupation roles with varying maintenance costs to represent the cost of outfitting them with appropriate gear?

So you build a basic army on a planet and can mass select to determine role. You could even select two roles (Assault/Occupation) so that once the world was invaded, they would change to occupation forces to prevent attacks etc.

Maybe they have base stats that are affected by the role to further differentiate them?

This could mean an army could have a storied history. Participated in the defence of Earth, participated in the attack on Nebulon Alpha. Participated in the defence of Nebulon Alpha, etc. Being assigned different roles as required by the stellar nation.
 

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For example, Xenomorph armies are highly destructive and cost-efficient, but will wreak immense havoc on the planet, potentially leaving it in ruins in the process of capturing it for your empire. - Wiz

Thank you, I have been hoping for this for such a long time making Three dedicated posts asking for this. I'm so happy, I also hope Titans will be also destructive.

I really hope Paradox sound team can make some awesome sounds to trigger when pops get massacred and tiles ravaged for that extra feeling destruction, sound is almost half of the gameplay.
 

Bilskirne

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I feel it would be logical to get techpoints from conquering planets just as you do from enemy shipwrecks, even more one might think. Especially from the capital planet. Also I miss mechanics that protect my precious tech from filthy organisms. I´d rather selfdestruct my spacestations and kill off populations than let my new toastertech fall in the wrong hands.

Another thought...to slightly add some tactics in spacecombat I think it would work nicely to split up a fleet, assign a second admiral and attack from another angle. It would be a simple mechanic but rewarding for those that put a little more time in the planning. It would be kinda like a 4 part sector, NW, NE, SE, SW and thus getting a FLANKING BONUS for as long as the fleet is in the appropriate sector.

That is all...0000001 out.
 

FiddleSticks96

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@Wiz A bit off topic but still related question. Will these changes to orbital bombardment come with a change that prevents the AI from compulsively bombarding primitive worlds into extinction? For certain types of AI empires I get. It makes sense that Exterminators, Purifiers, Swarms and maybe Fanatic Xenophobes or any biological Hive Mind would do this, but I've watched pretty much every empire type that isn't at least some form of Xenophile do this and that includes things like Assimilators who you would think would want to annex and assimilate the primitives instead of nuking them from orbit.
 

JamesKiro

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What about the people who can use Armageddon and have gone through the Horizon Signal event. They could just Armageddon Empires during war and colonize their planets gradually until the Empire is wiped from existence with no war score used.
 

FiddleSticks96

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What about the people who can use Armageddon and have gone through the Horizon Signal event. They could just Armageddon Empires during war and colonize their planets gradually until the Empire is wiped from existence with no war score used.

The Armageddon bombardment will turn planets into Tomb worlds, presumably with all buildings ruined. That doesn't mean the planet will be unusable, since ruined buildings are easy to fix and Tomb worlds are still habitable, but most empire types will struggle populating Tomb worlds until mid to late-mid game. Besides, I believe War Exhaustion is supposed to be a counter balance to this. It really all depends on how quickly war exhaustion accumulates.
 

Vladisi

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What about the people who can use Armageddon and have gone through the Horizon Signal event. They could just Armageddon Empires during war and colonize their planets gradually until the Empire is wiped from existence with no war score used.
There is no warscore.
But that did give me an idea...
@Wiz , could it be made that if you've exterminated an empire through Armageddon, instead of opening the diplomacy screen with the declaration of surrender, an event window is shown instead? Or an empty and destroyed version of diplomacy screen with visual glitches and tomb world outside the window and eerie silence, just to drive further the horror of your deed which will obviously be swept aside by those capable of Armageddon bombardment?
 

Sapa Inca

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@Wiz A bit off topic but still related question. Will these changes to orbital bombardment come with a change that prevents the AI from compulsively bombarding primitive worlds into extinction? For certain types of AI empires I get. It makes sense that Exterminators, Purifiers, Swarms and maybe Fanatic Xenophobes or any biological Hive Mind would do this, but I've watched pretty much every empire type that isn't at least some form of Xenophile do this and that includes things like Assimilators who you would think would want to annex and assimilate the primitives instead of nuking them from orbit.
Only AI personalities that like invade primitives with armies suffer with this bug.
This bug is probably caused by the fact that agressive behavior in your fleet (instead passive or evasive) consider primitives like enemies (exactly equal spaceborn creatures) and the AI never try land armies because she want reduce the fortifications to 0 first, but primitive worlds dont have fortifications.
 

FiddleSticks96

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Only AI personalities that like invade primitives with armies suffer with this bug.
This bug is probably caused by the fact that agressive behavior in your fleet (instead passive or evasive) consider primitives like enemies (exactly equal spaceborn creatures) and the AI never try land armies because she want reduce the fortifications to 0 first, but primitive worlds dont have fortifications.

I don't set my fleets to aggressive because that makes them attack nothing mining/research stations instead of the much more important targets that are enemy fleets/defenses/spaceports or makes them decide it is more important to take out a 2 mineral mining station instead of jumping to the system where one of my planets is being attacked. From a "raider" roll play perspective it makes sense, but it is tactically unsound at best.

With that said, I'm not talking about things my fleets do. I always play the 1k star galaxy with x5 primitives and 29 AI empires (because I like a full galaxy). This means I see a lot of variance in AI personality in every play through and there are a lot of primitives out there. I get that some of those primitives will tomb their own planets, but I never find surviving primitives outside my own territory or xenophile territory. What is the point of having them if they are just going to be annihilated before they might even matter? And no, I am not complaining that fanatical purifiers exterminate primitives.

This could all be fixed by making it so the aggressive stance ignores primitive worlds entirely. Yes, some people will cry "more micro!" but having to order a fleet to enter orbit of a primitive world 2 or 3 more times a game is so minuscule only the most special of snowflakes would even notice. I am really hoping 2.0 will put an end to the galaxy's "death to all primitives" policy.
 

methegrate

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I've been checked out for a while. Has there been any answer yet to how we hold conquered worlds during a war? If armies automatically re-embark, there's nothing to defend a captured planet from a counterattack. At least, I haven't seen any answer to this question yet...
 

jdrou

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