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Stellaris Dev Diary #93: War, Peace and Claims

Hello everyone and welcome to another Stellaris dev diary. Today we're going to continue talking about major changes coming in the Cherryh update, specifically on the topic of war and peace. As said before, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have.


Wargoal Overhaul
The wargoal system in Stellaris has always felt a bit odd, and has been the target of some very well-reasoned criticism from players. In one way, the system is extremely unrestrictive, allowing you to declare war on anyone for any reason to take any planet, no matter if said planet is on the literal other side of the galaxy in the middle of enemy territory and could not feasibly be held by your empire, and then demand that planet in the peace even if none of your soldiers had ever set foot on it. On the other hand, the restriction to only being able to take planets meant that you had a fairly limited control over your actual borders after the peace, and might be forced to take planets you had no interest in just to get that system with a resource or colonizable planet that you *actually* wanted. Other issues include a rather messy wargoal interface (particularly when trying to set goals after being declared on) and a lack of ability as an ally in a war to affect what gains you were going to get in the peace, and that wars were very 'all or nothing' affairs with no real mechanics for any other outcome than total victory for one side.

With the change to borders discussed in Dev Diary #91, system control is now separated from planets, and so allows for systems to be conquered and traded even if they do not contain a colonizable planet. This, in addition to all the previously mentioned issues, means that we need a new wargoal system that can handle both limited wars fought over a few border systems, and massive wars that result in dozens of systems changing hands. The way we have decided to solve this is to completely rework wargoals, peace negotiations and to add the concept of claims.

Claims
Claims are effectively territorial ambitions - an empire claiming territory they do not currently control, for whatever justification they can come up with. Which systems can be claimed depends on an empire's war philosophy policy, with the unrestricted warfare philosophy allowing for the claiming of any system not owned by a fellow Federation member. Claims, however, are not free. Much like territorial expansion through building outposts, they require expenditude of Influence, to represent the political effort (or mind/processing power in the case of Gestalt Consciousnesses) required to claim and integrate the territory. How expensive a system is to claim depends on distance to your borders, how built up the system is (a remote mining system will be much cheaper than the homeworlds) and other factors such as traditions and technology. Overall, claims will be more expensive in the early game, and become less so later on to allow for more decisive wars to be fought in the mid- and lategame. Claims are managed through the claims interface, accessible from the topbar. From the claims interface, you can easily make and revoke claims (please note that the interface is currently a rough WIP, thus the weird-looking green arrows, among other unfinished bits of art). It is possible to claim the same system multiple times to gain a stronger claim on it, which is mainly useful when going to war together with an ally that is claiming the same system (more on this later in the DD). Finally on the topic of claims, as mentioned in Dev Diary #91, influence gain is going to be majorly rebalanced to reflect its new uses in expansion, and some things which previously cost influence may now use other currencies.
2017_11_09_1.png


Casus Belli and Wargoals
To go to war with another empire in the Cherryh update, you now need a Casus Belli - a reason for war. The simplest Casus Belli to get is the Claim Casus Belli, gained by creating a claim on another empire. Each Casus Belli grants access to at least one type of Wargoal, with some Casus Belli (like Subjugation) potentially allowing for several different Wargoals to choose between. When declaring war on another empire, rather than put together a list of Wargoals, you choose just one Wargoal allowed by one of your Casus Belli, and the defender similarly chooses one after being declared on, with the Humiliate wargoal always available to defenders regardless of Casus Belli. However, the Wargoal is always in addition to rather than instead of claims the two war sides have on each other. What this means is that the Wargoal is the overall purpose of the war (for example, to humiliate a rival) and any claims you have on the target and their allies is your territorial ambitions in the war (for example, a string of border systems). Some Empires (such as Fanatical Purifiers, Devouring Swarms and Determined Exterminators) have special Casus Belli that usually allow them to conquer their neighbors at will (exceptions being empires they don't hate, such as other Machine Empires for Exterminators), ignoring claims altogether, but are vulnerable to be similarly conquered by others who see them as a threat to the entire galaxy.
2017_11_09_2.png


War Exhaustion and Peace Negotiations
As wars can now be anything from a small border skirmish to a massive war of conquest (depending on the wargoal and number of claims), we felt that the Warscore system so common to our other games was inadequate for dealing with this variety, and tended to turn every conflict into a total war with one undisputed winner and another, utterly crushed loser. As such, Warscore is gone in the Cherryh update. Instead, we have introduced the concept of War Exhaustion. War Exhaustion goes from 0-100%, and measures the total weariness and attrition suffered by all empires on one side in a war (psychological and logistical). War Exhaustion goes up from having Planets and Starbases occupied by the enemy, suffering losses during Space and Ground Combat, and passive accumulation over time (called Attrition). When a war side's War Exhaustion hits 100%, they can be forced into a Status Quo peace (more on this below). The speed at which War Exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims being pressed - an empire that is fighting to hold onto a handful of border systems will tire of a costly conflict quicker than one whose very independence is being threatened.

There are three ways a war can end in the Cherryh update: With the surrender of either side, or with a negotiated Status Quo peace. When an empire Surrenders, it is usually either because they have been completely defeated, or because the war aims are limited enough that they view it as more costly to continue the war than to end it.

Surrender means that the victor's Wargoal (for example, to humiliate or vassalize the loser) is enforced, and any claims the winning side has on the losing side are automatically ceded regardless of occupation status. Surrender can only be forced on an enemy that is entirely or nearly entirely defeated - an empire can never be forced to cede territory that the enemy is not able to take control of with their military.
Status Quo means that the war has reached a point where total victory is unlikely for either side, and both sides agree to stop hostilities and settle for whatever gains or losses they have suffered. Under a Status Quo peace, all occupied systems claimed by an enemy empire is ceded to the enemy with the strongest claim. This is where multiple claims on the same system comes in - if you and an ally are both claiming the same enemy system, you can continue to invest influence into 'trumping' their claim so that you are the one given the system rather than your ally. In the case of a tie, whoever has the oldest claim on the system is considered the stronger claimant. As mentioned above, a war side that is at 100% War Exhaustion can not reject a Status Quo peace.

Status Quo being not a white peace but a "Uti possidetis" style peace where claimed and occupied (or in some special cases like the aforementioned Purifier Wargoal, just occupied) territory is kept is meant to be able to create more varied and interesting outcomes to wars, such as a war of conquest where the attacker started with the ambition to conquer an entire enemy empire, and easily took over the lightly defended border systems, but found themselves unable to make headway against the more heavily defended enemy core systems, eventually settling for only what they were able to control. Along with the way surrender works, it also means that empires are never forced to cede systems that they are able to militarily defend - no matter how much the enemy is overrunning your outposts, if your fleets and starforts can keep them away from your homeworld, you can't be forced to hand it over in the peace. It also makes it possible for an empire that is losing a war to still fight to minimize their territorial losses by fighting to inflict War Exhaustion on the enemy, making them pay for every system they take until they can be forced to make peace. Furthermore, it means that wars can end in a way that isn't one-sided, with gains and losses on both sides.
2017_11_09_4.png


It is currently not possible to make claims on an enemy when you are the aggressor in a war against them. Defenders are able to make claims as normal. This is subject to testing, balancing and tweaking and may change (more on that below).

Starbase and System Occupation
Finally, I wanted to write a short bit on how occupying systems actually works now. There will be more details on this (especially about ground combat) in later dev diaries, but the gist it is that a system is considered occupied only if the Starbase and all planets (excluding potentially neutral ones like primitives) are under enemy control. For a Starbase to be taken control of, it must first be disabled (brought to 0 hp) by the enemy fleet. Taking control of an enemy system will also take control of all mining and research stations in that system and allow the occupied to benefit from them economically for as long as the war continues. Similarly, Starbases that are taken control of are also able to be used by the controller - controlled enemy shipyards can be used to refit, repair and build your own fleets, and enemy fortresses to keep them from retaking occupied systems. All of this means that 'raiding' and striking at vital enemy systems becomes an important aspect of warfare, allowing you to turn the enemy's own economic, military and logistical assets against them if they do not do a good enough job defending them.
2017_11_09_3.png


Other Thoughts
We are still heavily testing and tweaking these new systems, and we have some other things we are thinking about and trying out to see how they work. They include:
- The ability to claim unsettled systems as a way to put 'dibs' on a system before actually going there to build an outpost
- Having claims be cheaper if you don't have a ton of them, to encourage smaller scale conflicts
- Potentially allowing claims to be made by attackers (rather than just defenders) during war, but have them be more expensive
- Ways to slow and reduce War Exhaustion at the expense of your economy and population

That's all for today! Next week we'll continue talking about war, on the topic of space battles, command limits and doomstacks. See you then!
 
Last edited:

Crusader Vanguard

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@Wiz - I haven't read through all the replies, but for the issue of "phony wars" were nothing actually happens and the war exhaustion meter doesn't really move, I would think all you need is a simple safeguard. Like the following:

If nothing in a war happens to cause the War Exhaustion to move, claims to be made, etc, in X years, then move the war exhaustion on both sides X percent.

This way ongoing wars don't actually have a time limit, and you can have decades (however long the war exhaustion bar can be held off 100%) of epic war, if you want, since the safeguard won't kick in, but phony wars will have a way to end. I don't know how long wars "can" last with the new system, but I would think such a safeguard would definitely be better than having either an unending phony war or a predetermined maximum war length. And wars that long would also be just really impractical.
 

Indyclone77

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@Wiz - I haven't read through all the replies, but for the issue of "phony wars" were nothing actually happens and the war exhaustion meter doesn't really move, I would think all you need is a simple safeguard. Like the following:

If nothing in a war happens to cause the War Exhaustion to move, claims to be made, etc, in X years, then move the war exhaustion on both sides X percent.

This way ongoing wars don't actually have a time limit, and you can have decades (however long the war exhaustion bar can be held off 100%) of epic war, if you want, since the safeguard won't kick in, but phony wars will have a way to end. I don't know how long wars "can" last with the new system, but I would think such a safeguard would definitely be better than having either an unending phony war or a predetermined maximum war length. And wars that long would also be just really impractical.
Is a very good idea.
 

Kautz

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Since now systems are controlled instead of planets, you guys should add the colored stripes to system regions to show that they have been conquered. It will make it a lot easier to see war progress both wars you are involved in, and see what is happening in wars on the other side of the galaxy.
 

PK_AZ

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Wiz, I believe you are boldly securing breachhead for truly next generation of Paradox-style Grand Strategies. I begin to save my money.
 

zechio

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You can not disassemble occupied Starbases.

How does all of this work with starbase caps? Am I just stuck over my cap until I can peace out and deal with it, or do occupied bases just not count? What about on the flip side: When I occupy an enemy starbase, does his go from say 10/10 to 9/10 while it is occupied? Or does it still count against his limit until peace?
 

The Founder

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Have you considered making pops generate a resource of their own (i.e. something other than energy, minerals, food, unity, influence and science) to make building habitats, terraforming etc. something to actively pursue and invest resources in?
An old itteration of hte Devouring Swarm had Unity and Social Science gain everytime a Pop grew (analogous to them Purging right now).

@Wiz - I haven't read through all the replies, but for the issue of "phony wars" were nothing actually happens and the war exhaustion meter doesn't really move, I would think all you need is a simple safeguard. Like the following:

If nothing in a war happens to cause the War Exhaustion to move, claims to be made, etc, in X years, then move the war exhaustion on both sides X percent.

This way ongoing wars don't actually have a time limit, and you can have decades (however long the war exhaustion bar can be held off 100%) of epic war, if you want, since the safeguard won't kick in, but phony wars will have a way to end. I don't know how long wars "can" last with the new system, but I would think such a safeguard would definitely be better than having either an unending phony war or a predetermined maximum war length. And wars that long would also be just really impractical.
Attrition seems to simply increase over time.
I also have a decent hope that the anti-Doomstack measures will for you to reconsider just "keeping a war running". You may have to bind a ton of resources to actually bottle the enemy in.

How does all of this work with starbase caps? Am I just stuck over my cap until I can peace out and deal with it, or do occupied bases just not count? What about on the flip side: When I occupy an enemy starbase, does his go from say 10/10 to 9/10 while it is occupied? Or does it still count against his limit until peace?
"Occupaition" is the term used to taking control of a Planet right now. So I just defaulted to asuming Starbases would work like planets here (with the only exception being space resources).
 

OverthinkingThis

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How does all of this work with starbase caps? Am I just stuck over my cap until I can peace out and deal with it, or do occupied bases just not count? What about on the flip side: When I occupy an enemy starbase, does his go from say 10/10 to 9/10 while it is occupied? Or does it still count against his limit until peace?

Good question. Immeditely I can say you can downgrade one of yours, no idea on whether you will be able to downgrade occupied starbases. Don't know how to feel about it of you could...
 

sauron_33

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What would be the use of such a white peace? If you're not making progress, you can settle for just what you have taken already.

I don't disagree with that for the most part, but something I wonder if would be considered is revamping the way happiness and rebellion works. At the very least more events to simulate ruling over an unruly recently conquered area. So for example you force an enemy to cede some systems, but there is unrest in the population that is not just a malus to pop happiness on the planets but also spawns events of smuggling, acts of terror in the system, piracy, etc.

Of course this would also be a great part of an expanded mechanic for "cold wars" - particularly if they are based around the rival system. There really needs to be a better mechanic - with events - to simulate border friction and cold wars.
 

GloatingSwine

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How does all of this work with starbase caps? Am I just stuck over my cap until I can peace out and deal with it, or do occupied bases just not count? What about on the flip side: When I occupy an enemy starbase, does his go from say 10/10 to 9/10 while it is occupied? Or does it still count against his limit until peace?

I would expect that starbases still count towards the cap of the person who built them unless they change hands in a war settlement. (remembering that they may not in fact change hands during a war they are occupied in).
 

Slynx

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@Wiz more questions:
1) can you surrender immediately after you've started a war? (like if you declare a war on someone who has no claims on you...and surrender before he can make any to ensure a 10year truce)
2)If claims are everlasting can you claim the whole galaxy...without waging any wars at all, given that you have enough influence? if yes will it mean that you'll get everything if you'll be able to win or there is a limit?
3)if you can't downgrade occupied starbases...what will happen if you occupy all upgraded starbases from your enemy? he will not be able to upgrade more and so he'll loose ability to build more fleet?
4)can I use claims to stop colonizing planets near my space? or they'll just ignore it?(mostly apply to games vs ai)
 
Last edited:

Artess

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This would actually be possible with the new border system, and something I'd like to do at some point. It could simply work by having two empires agree not to take systems next to each other, and have a CB to force out any other empire that tries to take those systems. It would be a good way to have stable borders with Xenophobic Isolationists and the like.
All these changes make me very excited, love what you're doing with that patch!

I'm sure you don't need outside advice, but I was thinking about setting up neutral zones, and how it could be a special part of a peace deal where both sides would agree to give up systems (depending on who's winning the war, that side might have to give up fewer or even not at all) to create a buffer region. If the sides really hate each other but both are tired from the war, it could be easier to persuade each other; and also an empire should be more willing to give up a system for a neutral status than to outright cede it to an enemy. Those systems would get a special flag that would allow one of the empires an easy CB if the other chooses to take that system in the future; and for any third party it would indicate that should they risk taking that system, they might very well be facing the military wrath of both empires that initially agreed on that neutral zone.

Oh, and have you guys thought about demilitarised zones? You probably have, but still, how cool it would be if you could force your enemy (or mutually agree) to mark certain border systems (either individually, or as a blanket rule such as "any system within two jumps of our mutual border") as demilitarised zones, forbidding them to park military fleets and build military modules and buildings. This would give you some security, warning you that an enemy is going to attack you should they decide to violate the agreement, and in case of a surprise attack without prior violations, giving you some time to regroup and hindering the enemy by them not having sufficient facilities to repair and rearm their ships near the border. If a side violates the agreement and starts a military buildup, the other side would get an opinion hit and possibly a CB to "disarm" those systems, create the aforementioned neutral zone or even straight up take them. On the other hand, maintaining the DMZ (and the neutral zone) for a while could slowly increase trust or opinion, de-escalating hostilities in a hope for a more friendly relationship in the future.

I hope I'm not annoying you with my advice, and I'd be delighted if you found any of them worthy of your consideration. Keep up the good work, and can't wait for the next update!
 

GloatingSwine

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@Wiz more questions:
3)if you can't downgrade occupied starbases...what will happen if you occupy all upgraded starbases from your enemy? he will not be able to upgrade more and so he'll loose ability to build more fleet?

Or as it's commonly know, "lose the war".

4)can I use claims to stop colonizing planets near my space? or they'll just ignore it?(mostly apply to games vs ai)

Hopefully the AI will decide based on personality and relative strength what to do about your claims. ie. if it is afraid of you it will avoid a claimed system.
 

Mutori

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Awesome changes, I like it.
I havent read all 21 pages, so it was maybe mentioned already, but what about forcing enemy to abandon systems? is it possible?
 

Nickizzy

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THAT is an idea I can get behind! And it rather fits the theme of the one that currently expands borders (Galactic Ambition or somesuch)
I can see that really screwing with you though. Say you claim a new system with an outpost, then your helpful Galactic Ambition AI spurges all your influence on the new border systems. Then you lose a scientist, or your neighbors decide that it’s time to have an arguement?
 

spacht

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I'm a bit disappointed. When border skirmishes were teased at in last week's DD, i imagined a localized conflict, with fighting restricted to a single system and limited forces, with the option to escalate for the defender. But it sounds like with the new system every war will still be an all-out war with the loser's fleet getting totally destroyed.
 

durbal

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I disagree with you.
This mechanic protects a nation from death spiral, so only one lost war can't crush a nation.

No, it protects blobs since they have more land to give. Small nations don't benefit from revanchism because getting those bonuses when losing half of your country means you still lose out and will enter a death spiral. When you're big enough you can actively exploit revanchism in EU4 by doing things like losing a war to a small nation on purpose, give up 5-10% of your total dev and in return get +50% taxes, lower unrest, increased army traditon, etc. for 20 years, then just take the land right back in 15 years.