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Stellaris Dev Diary #20 - War & Peace

Hello everyone!

For today’s dev diary, I thought I’d talk about a crucial part of Stellaris; waging wars and making peace, because as you know, not all ETs are nice... The system is different from most strategy games out there, but should be familiar to anyone who has played a Paradox Development Studio title. In fact, it is probably most reminiscent of how these things work in the Europa Universalis games.

Let’s start at the beginning. When you declare war in Stellaris, you have to state what your aims are; what the war is actually about. You simply choose from a list of possible goals, where each one is listed with a certain cost. The total cost of your picked goals cannot exceed 100. If you have a good reason to take something, the cost will be reduced. This might be the case if, for example, members of your founding species happen to live on a planet, or if it has previously been a part of your empire.

If you are a member of an alliance, the other members will need approve your list of selected goals before you can actually start the war. This is of course more likely if you are not too greedy and want to take everything yourself. That is, you will probably want to assign some goals to other alliance members to get them to approve the war.
stellaris_dev_diary_20_01_20160208_declare_war.jpg

When a war has been declared, the defending side is allowed to add war goals in the same manner, but they have an important advantage; they have a one-year grace period, and can thus choose targets depending on how the war is already progressing.

You need to gain “war score” in order to win, just like in our other games (-100 to 100.) At any time, you can negotiate for peace by selecting specific goals from your own list or that of the other side, very much like in Europa Universalis (except that you are limited to the stated war goals.)

Of course, wars are not always waged simply to seize territory: Other valid goals could be vassalization, for example, or securing a treaty of some kind. Sometimes, you might not really care about your stated goals at all, but just going in there and destroying the enemy’s space ports and stations...
stellaris_dev_diary_20_01_20160208_war_overview.jpg

Like in most of our games, occupying a planet with your armies does not mean it immediately becomes yours, of course; you need to demand it in the peace talks. There is a notable exception to this rule though; so called “first contact wars”. Before you have established communications with another civilization, it is possible to simply attack them and even take one of their planets (but once you take a planet, communications are immediately established.) Of course, such early hostility will never be forgotten, and will sour your relations for the rest of the game… There are other exceptions to how wars are waged, in the form of special types of civilizations, but that will have to wait for another dev diary.

That’s all for this week folks, stay tuned next week for “Administrative Sectors”!
 
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Nice DD
Is there any way to encourage your species to migrate into your enemies territory to get a CB?
Also I like the negotiate for peace indicator.

Well, you can have Migration Treaties with other empires...
 
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Do all the CBs regarding planets revolve around seizing them for ourselves or our allies? What if I do not want the world for myself but just wish to deprive it from my enemies? Can a planet become entirely depopulated during a war or as a result of the following peace treaty?

If your policies allow full orbital bombardment, it is possible to severely damage planets, but not to completely depopulate them.
 
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In the warscore portion of the screen - 'Ships Killed' seems are rather odd phrase. Can it be changed to read ' Ships Destroyed'?
 
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More seriously...

You should be able to demand non-wargoals, since situations change and any plan or ambitions you may have at the outset may become obsolete. Just give them a steep cost. Or don't, whatevs yo.
 
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Interesting!

Why the limitation to war goals stated at the start?

For people who don't know, in EU4, you just pay more for everything that is not your war goal.
 
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Waaagh!
 
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Hmm, the limitation of a war score of 100 in EU IV/III was always something disappointing... e.g. you have conquered all the provinces of the ottoman empire and you can just take 4 provinces... realistic? or when you play prussia and take denmark as vassal... well, you would like vassalize them, but this would need a warscore of 104 %... For medieval times this limit may have a good reason because of the christian morale or something but in space? Ok, balancing is a reason, one lost war should not destroy the enemy... but it will depends how much every action will cost to have fun with battles...
 
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So if your empire believes that you must always start a first contact war in order to prove communication is worthy, this game will punish you for the entire game?
Would you like your neighbor if he blew up your car, killed your children, and burned part of your house to see if you were "worthy" of him talking to you?
 
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How about regime change objectives? And forcing the target to allow peacekeeper forces to be present in order to quell any loyalist rebellions after a regime change? :D

Especially with the differing politics and ethos I want to be able to force freedom on all my neighbors or shoot them if they refuse to be free!
 
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Getting your allies into war seems better than in EU, but
"Before you have established communications with another civilization, it is possible to simply attack them and even take one of their planets (but once you take a planet, communications are immediately established.)"
Why? What if I'm ultra-xenophobe?
- You captured our...
- Shh!
- But...
- Bad alien! No talking.
 
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I hope war will be more costly and have more nagative consequences, even for the winner, than in EU4. I hope when trying to take everyting (or loads) from a smaller empire you'll really have to fight a long and hard war, and I hope that keeping a war ging just to get that extra warscore to take some more will be a very situational strategy (So as to not see the norway thing where sweden/denmark just steamrolls norway because they can).

All in all I hope the focus of the game is not war like in EU4 (HoI have an ever greater war focus but that game atleast doesn't hide the downsides of war).


More seriously...

You should be able to demand non-wargoals, since situations change and any plan or ambitions you may have at the outset may become obsolete. Just give them a steep cost. Or don't, whatevs yo.
Only if it's really steep. I hate how in eu4 claims are seen more as a luxurary when taking a province than as a nessecity.
 
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