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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:

Sten4321

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More details on capturing Starbases will come.

As I said in the DD, war exhaustion gain depends on how total your ambitions are. It's faster to win a smaller victory.
is war exhaustion scaled with fx size of you fleet so it is comparably lower to loose a single battleship out of 100 than out of 10?
 

Tavior

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there's been surprisingly little talk about how apparently we're going to solve doomstacks next week.

Because there is little point to speculation how something may and/or may not work until we seen it.
 

vertinox

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The term "claim" should be species or ethics specific. I don't think an exterminator, purifier, or devouring swarm needs a claim but perhaps they need motivation to go to war.

Say Exterminators get: "Hate of Organics"
Purifiers get: "The desire to cleanse"
And D Swarms have: "Uncontrolled hunger"

Which you can use influence to raise. After it hits the goal, your pops are motivated to go to war and do whatever they do best... PURGE!
 

TheTomanator

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Super excited for this updated I keep wishing it to come sooner, I just had a few questions about this dev diary.

1. Will you be able to transfer control of systems/planets/starbases to allies in a war?
2. Will there by different claim types for different ethos? (liberate for pacifist, purge for xenophobe, etc)
3. If both sides of the war hit 100% exhaustion are they both forced into status quo or does it just mean either can enforce it?
4. Will you start a war partially exhausted if you just ended a war that exhausted you?
5. Will truce timers be based on how much happened in the war?
 

Anthropophagic

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Any chance you can try to balance fleet size.

Maybe put a cap on fleet size depending on the skill of the commander. An exponentional cost of maintaining the fleet depending on how big it gets. Again, off set by a commander.

Also more engagement options.

Depending on the fleet makeup corvetes could take disengage maneuvers to escape the system without pulling a full on retreat.

This could add to the whole "border skirmish" idea you have going. Multiple fleet incursions to fight off. Instead of just 1 giant unstoppable fleet.

Would be nice to provide options to have a 'weaker' fleet able to inflict damage instead of the all or nothing that usually occurs now.
 

The Founder

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there's been surprisingly little talk about how apparently we're going to solve doomstacks next week.
Typical Wiz. I mean we did not learn about Robot Changes - literally the core of Synthethic Dawn - before the 7th Dev Diary:
https://stellaris.paradoxwikis.com/Developer_diaries#Synthetic_Dawn

Because there is little point to speculation how something may and/or may not work until we seen it.
Excluding the "I hate Hyperlanes" people, the bulk of Concerns about the FTL and Base reworks is that it would empower doomstacks.

The term "claim" should be species or ethics specific. I don't think an exterminator, purifier, or devouring swarm needs a claim but perhaps they need motivation to go to war.
Fanatic Purger Civics do not need claims to kill their Hated enemies. But neither do these people need against them. What you occupy is what you get. To quote the OP:
"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."
 

Bica

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This is the best dev diary i've ever read. I'm so happy! this has gotten my hopes up again for stellaris. This war system is realy interesting by the way! Looks like something that could be implemented in victoria 3 as well ;)
 

ModernModron

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Just got home and don't have time to read the second half of the thread right now, so apologies if this has already been brought up.

We know there's a limit on how many Starforts you can have (well, non-Outpost ones). How do occupied Starforts interact with this? Are they knocked down to Outposts during the capture, or do you need to account for them in your totals?

Overall, I like the idea of this system, but I suspect the details are going to cause a lot of problems. If you can't pick and choose which claims to press when war breaks out, I suspect war will become increasingly unwieldy as the demands grow. It seems like it will be especially bad in a multi-front war where you can be stuck with a swath of disparate claims. In theory you can counter that by ignoring the claims, grabbing territory, and running out the clock, but that will get boring rather quickly.

Fundamentally, I think the new system is ultimately going to run into the same problem as the old system: the AIs can't understand the rules well enough to negotiate, so war really is just an all-you-can-eat affair.
-MM
 

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Not if you could quickly take them back. Then the explosives would really just cost you something, without hindering the enemy that much. I mean you just scrapped a defensive base, with all the Naval Capacity, area denial and other stuff it provided. So it would be a dual edged Sword at best. Plus it would also cost a Module/Building slot.

There is a reason "Scorched Earth" as tactic was only used rarely. Indeed if the war ends on a "Settle for Status Quo", you caused much more damage to yourself then to the enemy.

So that would be an argument to make that mechanic into a mod? so those who want to have the option for scorched Earth have it, and those who don't care don't have to bother? Sounds like a good alternative to me.
 

Plathora

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OOOOhoo hoo hoo!!! this is so much better! now if only we could build death stars or something similar.. actually, could that be a new mobile megastructure? not the actual death star, but some sort of super weapon that could annihilate a planet from orbit in a death star style would be awesome.
 

Lemont Elwood

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Overall this sounds just wonderful :D Really looking forward to the next year ;)

One question: Will War exhaustion decay over time. Naturally or perhaps if there is no armed conflict in this time. (we have always been at war with "XXX")

Uhh or sorry i know it must be exhausting reading suggestions all the time and most of them half-baked or (like mine) pretty spontaneous:

A "Cold-War" State ( Federation<-Defensive Pact<-NA Treaty<- Neutral -> Closed Borders -> Cold-War -> War ) in which you are able to attack enemy fleets in neutral Zones but you still have to accept their closed borders or go to war to enter their space.
Or would that make Opinion modifiers 2 severe ...

When will you really be attacking them that much, though?

I think a Cold War mechanic would be interesting as a competition for Influence. Like, maybe the game could include Great Powers (the empires with the highest military scores), and those Great Powers have special interactions with non-Great Powers (like EU4 and V2). Then, Great Powers can initiate a Cold War where the "warscore" comes from achieving various objectives (arms supremacy, technological supremacy, internal unity, influence over subjects, victory in proxy wars). The victor in a Cold War gets a huge Influence boost, Opinion boost with the minors, and malus to Unrest, while the loser loses their Influence, loses Opinion, and suffers a huge bonus to Unrest.

Basically, a way to enrich your country or pull down a rival without having to directly go to war, though of course there'd be the risk that an enemy who's losing goes after you in a last-ditch effort to win.
 

The Founder

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While we have no answers yet, I can asuem a few things:

1. Will you be able to transfer control of systems/planets/starbases to allies in a war?
You can already share use of Spaceports for Repair purposes.
I guess with the new System gifting System within the alliance would not mater, as the claim is to the system itself - regardless who owns it.

2. Will there by different claim types for different ethos? (liberate for pacifist, purge for xenophobe, etc)
Liberate seems to be repalced by "Impose Ideology". Wich might do the same, without disrupting empire permanence (and thus any claims it holds).

And it might be beenficial for the Devs to just let Purge run via Conquest + Purge. The dropping of the Unity Surcharge for Purgees indicates they might go that route. Also thanks to taking Systems/Outposts, you would retain the System after a purge.

So those two might simply become irrelevant.

3. If both sides of the war hit 100% exhaustion are they both forced into status quo or does it just mean either can enforce it?
I think it only forces accepting Status Quo. Not having to send it.
But the loosing side will propably send that as soon as it can force it. So it is more of a issue for you to never reach that value/force your enemy to reach it.

We know there's a limit on how many Starforts you can have (well, non-Outpost ones). How do occupied Starforts interact with this? Are they knocked down to Outposts during the capture, or do you need to account for them in your totals?
According to wiz they function for the Occupier, as base for Repair, etc. No further details have been provided, but I asume they will count as occupied planets: Not fully the owner, not fully the controler. Until the war is over.
 

pidoqua

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Does War exhaustion have any effect on unrest or/and economy of affected empire? If so will it decreased gradually after peace like EU4 or just simply(weirdly) disappeared after a peace treaty?
 

Redswingarcus

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The path they follow looks for me a cheap way to manage recources and cut on Paradox overhead. Use the same gamemechanics from all other games. Then i do not have to bought stellaris if already have EUIVen CKII because in my fantasy i for my self say to a unit it is a spaceship instead paying 90euro for it incl all dlc for example. Why let Stellaris not have his own peace /war mechanic. Last time i am very disapointed in Paradox, it was the biggest grand strategy but now it will all look the same only a small cosmetic change. SD44 did dispointed. HOI IV take a year before airsupply is back and now you break down Stellaris too? I miss the good old VIC II times. You finished a game in aprox 3 years and it was only better not worser and it most time was closer by the inital gamemechanics then what happend now. CKII is living for ever, same EUIV and stellaris will be broken down to look like them and maybe Milked on the same way.
 

Slynx

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You're describing exactly how this system is meant to work. If you go into a war planning to purge the ever loving hell out of them, then of course they're going to be more reluctant to surrender.
that was a reason for my question. or you're missing the crucial part.
if they surrender, as said in dev diary - they'll loose everything I have claims on.
if they don't - i'm free to do whatever I want while war exhaustion is less then 100%/
since most valuable systems are usually near the capital - it's reasonable to direct claims on it. to turn it into win-win situation.

that's why I was asking if I need to claim systems from the borders towards the middle of the blob...or I can directly select their capital.
 

Redswingarcus

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This is the best dev diary i've ever read. I'm so happy! this has gotten my hopes up again for stellaris. This war system is realy interesting by the way! Looks like something that could be implemented in victoria 3 as well ;)

For vic III it could be nice. For stellaris less, Robots or alliance do not have feelings ;-) why they will be said if they loose some units. Stellaris must have there own unicque war mechanics and not streamlined with the Paradox franchises it looks like.