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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:

KonradKurze202

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But on the other side, I feel a bit scammed, because this update is so game-changing that it's like Stellaris up to Cherryh was just one big open beta (without us knowing it), and only now are you delivering the final product, for an aditional price...
This is one of the stupidest things I've ever read.
Are you satisfied with Stellaris right now? Have you ever been satisfied with Stellaris? If the answer is no, then there is really no point to owning it in the first place. If the answer is yes, then clearly it isn't an 'Open Beta'. If you were satisfied with your purchase then how in the world can adding more FOR FREE possibly make your previous experience less worthwhile? Hell, even if the entire Cherryh update required a purchase that wouldn't devalue your previous experience. What you are saying is that you are more satisfied with Stellaris NOT getting updated. Because somehow updating it means that the experience you had with Stellaris earlier, that was enjoyable and satisfactory to you, is now negated.

I honestly have no idea how someone could believe something so circuitous and non-sensical. The future doesn't change the past.
 

Hype

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0.1 food per system might be more reasonable, and the game is certainly able to handle fractions.

1 food is a LOT of food.

It is a lot of food but that can be at least somewhat waved away as transportation inefficiencies. Also it doesn't have to be realistic, it's more about how it would the effect on game play.

@Wiz , so... How exatly will that work with War in Heaven, which can currently last centuries with neither side willing to negotiate anything other than utter victory?

Hopefully it means they have to completely revamp the war in heaven. It hasn't ever worked properly anyway.
 

Kayden_II

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Is there some sort of a "sphere-of-interest"-feature to avoid the situation to waste too much influence on basic + multiple / stronger claims ? ...
+
I hope, that the ai is smart enough to use this system of claims in a reasonable manner, so that we don't get our "beloved" border-gore-situation ...

But overall, it's interesting !
 

avaughan

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Okay, so.. I would like to go back to the elephant in the room. Can anyone in-depth explain to me how this particular system is completely incompatible with 3 different FTL? Maybe im misunderstanding something, but it seems that this Dev Diary does not intersect with the FTL systems beyond how it did before. I mean, hyperlanes suck. wormholes are OP and warp is okay. Nothing changed.

Paradox already answered your question in the dev diary on FTL changes. You can't have border defences if two thirds of your enemies will just jump straight past them. In that situation why on earth would you spend resources building forts/starbases to defend your borders ?

Personally I think hyperlanes make for much more interesting choices and strategic gameplay. I get that some players might not like being restricted, but restricting which routes enemy fleets can use to attack makes the strategic choices of which systems to grab, and where to build defences much more interesting.
 

Ur-Quan Lord 13

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I imagine some scenarii around the statu quo and surrender peace, and i wonder how it will be handled.
1) Empire A and empire B have differents claims on empire C. A declares war and call B. A occupy his claims, and B destroys C's fleet which was committed inside B's borders. With no fleet and occupied worlds, C accepts statu quo peace. In this case, B will not get anything from his participation, is it correct? If so, how fast the AI will push statu quo peace when it can get his claim?
2) Same case, but A occupy all C's worlds, and not only his claims. B still not get anything, right?
3) Empires A and B have claims on C, and share a claim on Whatever system. B's claim is stronger. A declare, and B is lazy and doesn't move. A do all the dirty job, and occupy almost every C's system. So, if A enforce statu quo, B will not have anything, and A will have every claimed and occupied system. But if A enforce surrender, he will have every claimed systems, including the non-occupied, but B will have the Whatever system, for having spent more influence? And that, disregarding how much B was lazy and did nothing in the war?

So, will there be a possibility to transfer occupation of a system? Will there be some measure of war participation (hopefuly, in a less dumb way than in EU4)?

I thought one of Wiz's posts here could answer your question, but it only said that war exhaustion is shared by one whole side in a war, nothing about occupation.

However, right now in the game, occupation is shared by one whole side. It's not so meaningful, since occupation only gives warscore, but it doesn't matter who did the work in gaining score, everybody gets their goals in the end, even if their goals include a planet occupied by an ally.

In the new system, it's clear that you can occupy systems you haven't claimed, and you might in fact need to do so in order to win, so I don't see why you couldn't occupy a system your ally has claimed. And, for claim strength to matter at all when two allies claim the same system, it must not matter which one occupied it... Otherwise it's just a race, and claim strength is meaningless. So why would it matter who occupies any claimed system?

But that's all just some justification, to give the answer that to me already seemed like the only logical one: just like the current system, it doesn't matter at all who occupied what, or who did all the work. Occupied claims go to those who claimed them.

So:
1. Sounds like it. So the question is, at 100% exhaustion, can just anybody on the winning side force status quo? If so, it's just up to you to make sure what you want has been occupied before that happens. Of circumstances prevent it, too bad. If it's only the "leader" who can, and you're not the leader, same deal. If it's a vote or needs to be unanimous, then you have some protection from doing all the work and getting nothing.

2. B would get his claims, even though A is the one who occupied them. Why wouldn't he? It's just way more complicated, if you need to make sure the claimer is also the occupier. Needlessly complicated.

3. Regardless of status quo or surrender, B would get whatever system for having the stronger claim, as well as any uncontested and occupied claims (in the case of status quo), or all uncontested claims in the case of surrender. Like I said, current system it doesn't matter who does the work, why would that change?

In fact, current system, if you're not the war leader, you can do all the work, get 50% war score, occupying only the systems you wanted, and then the leader can force peace, take only his war goals which were never even attacked, and you're thrown off the ones you took. At least this way, if you're doing the work, you can occupy what you want first to make sure you get it.

And, if A occupies only the systems B claimed, and exhaustion hits 100%, and B is allowed to force status quo (depending on the rules for that) he can. A's fault for not planning better.
 

terrycloth

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It is a lot of food but that can be at least somewhat waved away as transportation inefficiencies. Also it doesn't have to be realistic, it's more about how it would the effect on game play.

There's no transportation inefficiencies between planets, so that's not the best handwave.

I don't see it really adding anything to gameplay (it's a tax on doing X where X is completely necessary, and not any sort of decision the player gets to make), so the only reason to do it at all is versimilitude.
 

Ur-Quan Lord 13

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Look like some good needed updates, still not sure why the FTLs need to be slashed for these to work tho...
Where in the wiz post did he mention they did? He explained the reasons for the FTL changes in the FTL dev diary. They were all related to actually fighting the war, not how you win and what you get. Sooo... The answer is, they didn't need to be slashed for this. Which is why he didn't say that. Ever. Or even mention FTL here.

A mod did mention FTL though. Like 2 posts later. Saying don't bring it up here. And in the main FTL thread it said "don't bring it up in any dev diary thread, unless that dev diary mentioned FTL." This dev diary didn't. Because it's not related.

So your question is "why is the sky pink?" It's not, and they already guessed everyone would be asking "why's the sky pink", and not realize that they're asking "why's the sky pink", which is why they said "no questions about the sky at all please."
 

Pooks1

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I didn't read all pages of the thread so I don't know if this has been asked/answered so here are a few questions:

1) How does the new warfare system affect war in heaven?

2) What are the (planned) changes for how the Prethoryn/Unbidden/Contigency conquer player and other AI systems given all the general changes?
 

Jardek

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There will be more details on this (especially about ground combat)
Wow that sounds pretty great!!! so now ground battle are going to be cool !? listen i love your games but the ground battle always have seemed a little bit underwhelming in fact to me ground combat should be even more important than space battles (space battles are only means to an end after all ground combat is where it should be) oh i'm excited now
 

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Paradox already answered your question in the dev diary on FTL changes. You can't have border defences if two thirds of your enemies will just jump straight past them. In that situation why on earth would you spend resources building forts/starbases to defend your borders ?

Personally I think hyperlanes make for much more interesting choices and strategic gameplay. I get that some players might not like being restricted, but restricting which routes enemy fleets can use to attack makes the strategic choices of which systems to grab, and where to build defences much more interesting.
We already beat that dog to death in the previous diary. Dont build defences where they are uselsess. There is no need to make artificial borders. If you need to close down borders from warp or wh you need special defences not disabling warp and wh. That particular change hinges on the fact that we need BORDER warfare. The new wargoal system could work well enough if we implement it now without taking out FTL modes. Hyperlanes dont make for more strategic gameplay. They, at times, would give you a few superficially different choices, but will not give you more options. So we are back to square one... We still have no reasong for removal of FTL aside from the weird need to fit in mandatory and SIMPLISTIC border warfare. You wanna make borders count? Make structures that prevent FTL travel. That would add interaction to the game. Add complexity. Removing FTL just removes playstyles.
 

Purussaurus

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Paradox already answered your question in the dev diary on FTL changes. You can't have border defences if two thirds of your enemies will just jump straight past them. In that situation why on earth would you spend resources building forts/starbases to defend your borders ?

Personally I think hyperlanes make for much more interesting choices and strategic gameplay. I get that some players might not like being restricted, but restricting which routes enemy fleets can use to attack makes the strategic choices of which systems to grab, and where to build defences much more interesting.

Frontier systems are cheaper to claim than central/core systems.
 

Tavior

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Paradox already answered your question in the dev diary on FTL changes. You can't have border defences if two thirds of your enemies will just jump straight past them. In that situation why on earth would you spend resources building forts/starbases to defend your borders ?

Personally I think hyperlanes make for much more interesting choices and strategic gameplay. I get that some players might not like being restricted, but restricting which routes enemy fleets can use to attack makes the strategic choices of which systems to grab, and where to build defences much more interesting.

FTL inhibition can also extend to other FTL types and have them forced to fight on the starbase in the same way EU 4 fort's ZoC rule forced you to take fort before moving on.
 

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There's no transportation inefficiencies between planets, so that's not the best handwave.

I don't see it really adding anything to gameplay (it's a tax on doing X where X is completely necessary, and not any sort of decision the player gets to make), so the only reason to do it at all is versimilitude.

The person who originally proposed this option in the thread did it for a game play reason. Sure there are other methods for making planets/habitats important but this does fulfill that purpose.

Just make sure that each owned system needs 1 food to maintain (after all starbase personell also need food) - it will increase food demand a bit and will make sure that without adequate amount of planets no organic empire can have a lot of owned systems.

That's an interesting idea. I'll think about it.
 

BlackUmbrellas

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2) What are the (planned) changes for how the Prethoryn/Unbidden/Contigency conquer player and other AI systems given all the general changes?
I could imagine the Contingency conquering/occupying Starbases, much as their current behaviour is to occupy a planet, purge the population, and then establish their own minor colony in its place.

The Unbidden could probably just straight up destroy Starbases and build their own in the resulting empty systems, since that'd be close to their current behaviour where they straight-up wipe out worlds and then build their own stuff in the space freed up by that.

Prethoryn I've never encountered, so I'm not familiar with their behaviour- IIRC they infest planets they occupy? So maybe more like the Contingency then.
 

Blackplant

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@Wiz A single question about occupied starbases: Will the occupant have all weapons systems of the starbase available as well? I'm a bit apprehensive if it is so, but I also see the logic behind it.
 

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Prethoryn I've never encountered, so I'm not familiar with their behaviour- IIRC they infest planets they occupy? So maybe more like the Contingency then.

I have not really met them either but IIRC they change the planet they take to something that can't be colonized by you.
 

Axe99

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Cheers for the DD Wiz :D. Lots of great ideas here - a huge step forward for the war side of the game. Really like the idea of a status quo peace, a nice touch and a good way to make Stellaris' war system a bit unique as well.

- 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
- Ways to slow and reduce War Exhaustion at the expense of your economy and population[/QUOTE]

These ideas all sound good (as was the other one, but these ones sound particularly good). Have you given any thought to war exhaustion having a cost in and of itself - say in citizen happiness (which then has economic flow-on effects). So there could be two things you'd do - reduce war exhaustion (very expensive) or just reduce the impact of the drop in citizen happiness (cheaper, but war exhaustion is still increasing). This also gets around.....

Truces are still a thing, if that's what you're asking. Otherwise there would be no point to ever making peace.

...as a game where there's no sensible reason not to be at perma-war (at least for some species) is a tad implausible if the life forms involve bear any resemblance to humans (and humans are in the game). I know plausibility in and of itself isn't a good argument for a gameplay mechanic, but some kind of happiness penalty (that took time to recover post-war, so production doesn't recover right away after a war) would both make sense and make the choice whether to go to war or not deeper (as it's not just a "do I have the claims and the ships I need to take them" - it also is all of that plus "am I happy I can win this war quickly enough that the economic impact won't be more painful than I'd like").

Just a thought - not having a go, the improvements to warmongering in Cherryh so far are exceptional. As always, please ignore if thoughts not helpful.

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.

Some kind of neutral zone set-up would be cool :cool:.

Yes. Peaces where both sides gain territory is possible in Cherryh.

Also very cool :cool:.
 

PirateJack

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@Wiz

I am pretty much cool to this idea since it can run into fringe cases that may ending up making Stellaris more or less not fun.

For example, How are you suppose to "check" if your ally has a claim? A new map mode like diplomatic map mode from EU 4 (yellow strip = claim, green strip = former core claim, green = your core claim). If so then I don't want to be part of a federation war where you have to manage hundred of claims at once as war leader.

From what I can tell, the war leader doesn't determine who gets which claims. That's entirely down to how much influence each empire spends to make their claim stronger. So say you're in a federation of five empires, three of which have a claim on a system. Each of the three claimants would spend influence to increase the level of their claim. Say that the system rates claims on a scale of 1-5, 1 being essentially the same as gold prospecting, 5 being a former homeworld. One empire in a federation could have just a level 1 claim, they're not that invested in the place, but staked it first so they'd have the greatest claim to it if everyone else only had level 1 claims. However, the other two empires could have level 3 claims. They've realised there's a primitive civilisation in the system that they'd like to force into the mines, so they've been in a bidding war to try and guarantee they win it at the end of the war.

So the war goes on, the federation eventually wins. Neither of the two empires have spent more influence to increase their claim on the system, so it goes to the one who staked the claim first without any involvement by the war leader.

This is not necessarily a good thing, though, as a slaver empire now has a very strong claim on a system of another federation member. This could form the basis of the federation collapsing after the war.
 

Comando96

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Other Thoughts
- Potentially allowing claims to be made by attackers (rather than just defenders) during war, but have them be more expensive

One idea for this, could be to only allow the attacker to make claims, if the defenders begin making claims during the war. I still think it should be more expensive for the attackers to make claims during war if allowed, but this would mean that a defender makes the choice if they want to risk escalating the war, by themselves claiming enemy territory.

Alternately, you could tie the ability to make claims in a war behind some of those border growth perks that are now redundant. Merely making claims cheaper(or something similar) for that Border Growth Ascension perk, could be spiced up by allowing claims to be made while at war too.