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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:

The Founder

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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.
It might well be prohibitibely expensive to "snake" your way to the Capitol (or any far away colonised System) in one go. Working your way towards it via several wars might work better.
Plus if you just try to take the Capitol/Colonised System, it would be seperated from the rest of your Empire. Possibly causing massive issues with Ethics attraction, Resource Sharing.
Not to mention the tactical issue of having a "Enclave" in the middle of the enemy at the start of the next war.

It might be simply unfeasible without Gateway or Wormhole access to the System, while still being technically possible.
 

StrykerTen

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Are claims visible to everyone? If I claim system A, and my ally also puts a claim on system A, will I be able to see that so I know I need to put more claims on that system to "outbid" them? If a foreign empire puts a claim on one of my systems, will I be able to see it?
 

Slynx

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It might well be prohibitibely expensive to "snake" your way to the Capitol (or any far away colonised System) in one go. Working your way towards it via several wars might work better.
Plus if you just try to take the Capitol/Colonised System, it would be seperated from the rest of your Empire. Possibly causing massive issues with Ethics attraction, Resource Sharing.
Not to mention the tactical issue of having a "Enclave" in the middle of the enemy at the start of the next war.

hm... so i need to snake or i can have an island inside the enemy territory? i'm a bit confused right now.
as for "enclave" part...you just set it as undesirable and wait few years til it's gone. in most cases you'll finish way before the truce will end.
not really sure what ethics is, because since the utopia ruined the possibility of purging my own pops I usually play either spiritualist-authoritarian-(xenophobe) or hivemind variants. and they don't know what unrest or ethics is.
 

blue emu

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You mentioned that in the case of tied claims, the oldest claim takes precedence. So presumably the game engine already tracks dates, at least in some cases.

So...

How about a casus belli for xenophobe empires that allows them to seize (or just empty) alien-occupied systems adjacent to their borders, as long as the alien system was "newer" than the xenophobe's system?

In other words, don't settle near me, or I'll force you out.
 

C4st1gator

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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 will try to make an argument in favour of status quo ante bellum. It is and should be a valid option if a war between you and your enemy,especially during Multiplayer, isn't going anywhere, or even if you just want to provide a painless way for an enemy in a multi front war to bow out.

That is, federations and defensive pacts are likely bound by diplomatic agreement to share victory and defeat, but as a defender, I should be able to fly to empire one, kick their teeth in, get them to peace out and focus on the actual challeger that is empire two. Allow me to recreate the seven years war in space.

I mean, the two concepts are two sides of the same coin:

Status quo ante bellum.
"The war hasn't really decided anything. At this point it's better if your and my empire just cut our losses. Our neighbours are alredy getting cocky."

Status quo post bellum. (uti possidetis)
"You're done, (huff) but I will spare you (cough), we are not without mercy, after all (wheeze)."

I'm not saying the latter is bad, I mean it is going to make warfare more diplomatically involved, but that doesn't mean I shouldn't be able to use a white peace once in a while. Especially when I got declared on, but have little to no interest in actually damaging my neighbour. This happened in a game, where two friends and I started to sort a border dispute with military means, when suddenly one of us got the crisis notification. We white peaced and met in his system, to meet the invaders, that rudely interrupted our showdown with united fleets and a fortress flower. In a war system without white peace, that may not have ended so well.
That game finally ended when cute snails ruled surpremely over space hogs and starfish.
 

JdeFalconr

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Would it make more sense if the sentence was changed to:
"It is currently not possible to fabricate further claims on an enemy when you are the aggressor in a war against them."
Because this is what I took it to mean.

If so it's very poorly written. But that would fit with them evaluating it via playtesting and design discussion; modifying the scope of your claims partway through a war sounds like kind of a sketchy thing to do.
 

Zarpaulus

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It might well be prohibitibely expensive to "snake" your way to the Capitol (or any far away colonised System) in one go. Working your way towards it via several wars might work better.
Plus if you just try to take the Capitol/Colonised System, it would be seperated from the rest of your Empire. Possibly causing massive issues with Ethics attraction, Resource Sharing.
Not to mention the tactical issue of having a "Enclave" in the middle of the enemy at the start of the next war.

It might be simply unfeasible without Gateway or Wormhole access to the System, while still being technically possible.

I'm starting to wonder how defensible a gate in the middle of enemy territory might be.

It might only be worth it if your empire doesn't share any other borders with them, otherwise you'd be diverting fleets to the one point with fronts on all sides.
 

Mavkiel

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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.

I am not sure how that last sentence plays out mechanic wise. How can an empire not be able to take control? Is that implying that you can't force an empire to cede territory that you are not occupying? It'd make some sense, but put a damper on my tactics of trying to keep the areas I want to win well away from the fighting. What use is a bombed out world, with destroyed mineral/energy mines littering the system? Yes, yes, that's more of a rp reason considering the ease it takes to repair buildings and populations to replenish.
 

Jon Rich

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Status Quo peace should include the option of horse trading with your enemy. I'll give you back planet Flarb in exchange for this (or these) system(s). You might not have accomplished everything you wanted, but you may be in possession of territory which, while not especially useful to you, is very useful to your enemy and vice versa.

This, so much. If I have taken multiple planets to force up their War Exhaustion, I might not actually want to keep those planets. I don't want them, but I definitely do want my own planets back if the enemy has occupied them. I shouldn't have to take a bunch of planets that I don't want, that's ridiculous, especially since any sane actor would demand their own planets back over taking other planets, all things being equal.... I could see a sufficiently cold-blooded empire choosing to give up some lost, undeveloped worlds and keeping captured, higher-valued ones, but that's just it---it would be a choice. It needs to be one.
 

methegrate

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It might well be prohibitibely expensive to "snake" your way to the Capitol (or any far away colonised System) in one go. Working your way towards it via several wars might work better.
Plus if you just try to take the Capitol/Colonised System, it would be seperated from the rest of your Empire. Possibly causing massive issues with Ethics attraction, Resource Sharing.
Not to mention the tactical issue of having a "Enclave" in the middle of the enemy at the start of the next war.

It might be simply unfeasible without Gateway or Wormhole access to the System, while still being technically possible.

Resource sharing might be the fix there. Setting aside the issue of homeworlds for a minute, I can't necessarily see any reason why you shouldn't be able to demand a random system in the middle of their empire... If they're beaten, and if the only way to end the fighting is to surrender some random border-locked system, I guess why not? It will probably cost a ton of influence, but maybe that system is special enough that you really want to deny them access to it. I can see that situation.

Then yes, I'd say the balance is to say that unless a system has a neutral, intact path to your capital it can't share resources. It's on its own for minerals, food, energy, etc., and it can't share any of the ones it generates either. That way you don't necessarily need to have contiguous borders, but there's a good reason not to grab an island in the middle of enemy territory either.

And as for capitals... It shouldn't just be an ordinary cost of warfare, but if it costs enough influence and requires a crushing enough defeat, I'm okay with losing your capital as part of war if it's an extraordinary event. This even would work thematically. The day the aliens showed up and took Earth in a decapitation strike, leaving the colonies to muster a resistance and try and take their homeworld back, that story almost writes itself.
 

Kinkness

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Coming back from dinner, I figured 'Hey, lets check whether the new dev diary is up already.' 'posted 1 min ago'

Overall, this sounds like a significant improvement (well, duh, it would have been hard to make the current war system worse) with a nice new twist on warscore/claims. I'm looking forward to see how it plays out, however



I'm slightly worried that this will make wars against the AI a lot less challenging. Because, judging from the average capacity of the AI to act strategically in most PDX games, it will likely suffer from not doing afromentioned good job. I mean, this is just a worry, and I sincerely hope I'm wrong, but so far the AI has always been one of the weakpoints in any of the GS titles (which isn't very surprising, as complex games are abhorrently hard for an algorythm to 'play properly').



Something like a special treaty interaction when 2 empires do not have a common border, but both have claims at a system bordering their borders? Maybe a new feature where you simply cannot build staroutposts in a system with foreign claims (unless your claim is X levels higher?)?

I as well do not like the idea of using enemy assets for your own gain. This seems like a snowball effect that just favors the stronger opponent, and punishes the weaker one, or makes the already pretty easy AI even easier to stomp.

I Like the FTL thread and the changes, however, in unison with this change, I can see it becoming pretty problematic if you can't "skirt around" the stronger enemy fleet as easily, and now they are using your own mines, and defenses against you.

Wow, this seems great.

Except for one thing... I don't like that there isn't a white peace option where everyone takes back what he had previously.
If the army avoid each other and just take systems in the other camp status quo may lead to strange things.
Sometimes it's not that armies can't fight anymore, it's just that there is not progress and bigger fish to take care of.

There is a reason you decided to remove entirely white peace ?

I also think there should be a "white peace" where everything goes back to the way it was. As described, and again. What happens when both the AI and the player are just trying to smack and grab everything they can while avoiding each other? What then? We have awkward, quarky new "borders" where you both own half of each others stuff and now everything is in a mess. HOw will the AI react to this? How will this work with Hyperlanes?

This actually would of worked better with Warp drive, but hyperlanes this could become problematic again.

---------------------

yes I know you said leave the FTL discussion in the other thread, but I felt it was important to at least bring up the interactions between the FTL and tehse proposed changes.

All in all I love this dev diary, love everything described, and I think it will be a major step forward, aside from these few glaring issues.
 

Kinkness

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You mentioned that in the case of tied claims, the oldest claim takes precedence. So presumably the game engine already tracks dates, at least in some cases.

So...

How about a casus belli for xenophobe empires that allows them to seize (or just empty) alien-occupied systems adjacent to their borders, as long as the alien system was "newer" than the xenophobe's system?

In other words, don't settle near me, or I'll force you out.

This is a good suggestion.
 

Jim Starluck

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Here's a thought: have some way to send a ship or fleet to "patrol" systems that you have Claimed but may not actually own, as a way to reinforce that Claim. Say you and a neighbor both Claim the same system, but your ships regularly patrol it while they do not -- that would give you a stronger claim.

Not sure if just any ship could be used for this, or if they would need a specific module, or if it would be limited to a certain ship types.
 

Tavior

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you haven't been to the wiz teaser thread then.

I have been there and that is still speculation and it could change all around. Remember Starbase thread before FTL? Remember FTL thread from last week? Then today? Who know what next week will bring? Good wars change? Bad wars change?
 

Toryn

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The attrition system could allow for stealthy raiders to be in the game. These could increase attrition and lead to more skirmish fights rather than doom stack battles - could be really fun.
 

Risa

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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.
Does that mean as long as my war exhastion below 100%, I can potentially conquer an arbitrarily large empire in one war as FP/DS/DE? And vice versa, as a normal country conquering an arbitrarily large FP/DS/DE in one go?