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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:

kreissig

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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.

Could this mean that in the event of a victory:

The victor has a base capacity of 5 (let's say) and he currently has 3. He has however gained 3 in this victory.

Could it mean he only gains 2 and the other remains with the defeated foe??? Claims or not???
 

TGK72

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

Please, please, PLEASE do!
I have on many occasions wondered why pops are only ever represented on planets and habitats. I mean it's logical to assume in a space faring empire that millions, if not billions, would be living beyond the confines of an atmosphere. Even before Habitats become possible. And I've been thinking of it even more recently having now gotten into the show The Expanse, lol. So why isn't that the case?

In fact, I'd like to take his suggestion a few steps further if I may..

Id make it so that the systems themselves are treated in a similar fashion to planets. Except the construction ships are essentially the "colony ships", and the systems "tiles" being the exploitable resources scattered throughout the system. Ill elaborate..

Since construction ships eventually run out of things to do during the Mid-late game anyway and become energy sucking rustbuckets, id repurpose them into one-use "outpost ships" that are constructed soley to establish a systems outpost with the material cost of building the outpost being the cost of the ship itself, and these can also be built using the expansion planner in the same way colonies can be done, but will have its own tab containing only fully surveyed systems to keep things tidy.

Once the outpost is built it will start out with one pop to act as the initial crew and clicking on the outpost will show a station tab that when clicked on will show all the resources in the system with small pictures portraying what the resource is located in/on, plus the "Outpost" tile with your starting pop. You click on these "tiles" to build your mining/research stations and then a small, stripped down version of the construction ship will spawn from the outpost and travel to the resource in system and begin building the station on that resource. Once the station is built it will begin mining 1 unit of whatever resources are present immediately as long as there is at least one pop present in the outpost. But for it to harvest the full amount you'll have to wait for a pop to grow on that stations tile in the outpost.

The awesome thing about a new system like this is that your species traits and bonuses will now affect the yields from the mining/research stations too. Which I always thought was weird that this wasn't the case anyway because you'd think if your species was great miners that this would also affect your mining stations too.

Another interesting side affect of this is that since pops are now going to be manning these stations they'll also be affected by factions, happiness and everything else that would affect a pop on a planet. Which if not managed properly could cause unrest and low yields from your stations if you don't try to keep them happy. And if you are not careful enough could even cause individual stations or the entire outpost itself to revolt!

Speaking of such, the habitibility of a systems stations with base tech is 40 due to the poor conditions of station life. Which can be increased with later technology like Habitation ring modules. These will boost habitibility by 20 for each module, and also come with 3 food production to help supplement the increased food demands of the new system.

These pops will also provide garrison troops just like pops on planets do since I'm "assuming" base capture is going to involve troops now (I hope). So more populated outposts will be more difficult to capture.

I hope that wasn't too much of a read, just some food for thought ;)
 

henzington

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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?

Doubtful as an empire would probably surrender well before you occupied everything
 

pieman

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While you are working on this, can we also please improve the way Federations handle their Wars? Whenever some Federation Member agrees to a war against someone, they randomly assign me Planets i do not even want. Please have them assign me a Warscore budget to make my own demands and not just assign me random planets i have no interest in.

I right now have a game where we founded a Federation, and our weakest member is trying to reclaim space from the guy that previously beaten them to a pulp. He has 2 remote systems on the left side of my empire, while his main empire is on the right side to me. Yet the Alliance constantly assigns me planets on the right side, while i would actually ask for the two systems on my left, just so i do not have him on both sides of my empire.

And i really dislike that i do not seem to be able to change that and say "no AI i do not want this planet, rather give me that planet", unless i start the war.

The new claim sysyem makes this pretty easy. You get the stuff you have claims on. And failing that, in a status quo peace, you het any territory you occupy at the signing of the peace, minus stuff that other people have a claim on.
 

forest cat

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- Ways to slow and reduce War Exhaustion at the expense of your economy and population
Hmm······I think that means maybe i can banish the pacifists during war time? (the dairy said ethic can influence the war exhaustion so i think that may means pacifists can produce more exhaustion during war time)if that's ture, i think there will be a interesting strategy
 

LeanneKaos

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The new claim sysyem makes this pretty easy. You get the stuff you have claims on. And failing that, in a status quo peace, you het any territory you occupy at the signing of the peace, minus stuff that other people have a claim on.

Sidenote: I think anything without a claim on it that was occupied by an enemy also goes back to the original owner.
 

LeanneKaos

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Doubtful as an empire would probably surrender well before you occupied everything

Surrender (as opposed to Status Quo Peace) means ceding control of everything the winner put a claim on, in addition to whatever the war goal was. But FP, DE and DS races get "special Casus Belli that usually allow them to conquer their neighbors at will... ignoring claims altogether."

Speculating, but that could well mean their special Casus Belli effectively puts a claim on everything in the target empire - meaning surrender is literally giving them everything anyway.
 

Wildwiredweasel

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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:

- Potentially allowing claims to be made by attackers (rather than just defenders) during war, but have them be more expensive
Potentially? Why is that not default? Are there no more wars of conquering anymore? I've read the dev diary, but the conclusion i'm getting is that the attacker can't make claims. It's strange.
You can't destroy fortresses with conventional means. You can disable and then take control of them, however.
I can't self-destruct a space fortress to keep an enemy from taking control of it. Got it. Don't like it, but I got it.
Sounds much better than the current system. It's always felt clunky that you couldn't call a war quits but keep what you had.
You mean come to a peace treaty where you change the wargoals mid-war? ... Yanno, I think that's a neat idea. Wonder how hard that'd be to mod in...
 

grandad1982

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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.
Why would the other empire give you stuff you have no control over? If you never even went to those systems and never claimed them why should you get them? To me it seems less rp to expect them to be handed over.
 

Aligetion

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Even now late game wars in stellaris is very boring fighting with empire that have 20-30 planets and begin forced to take from him only 4-6 planet and wait couple years to make second war etc. is eternal (is a problem in almost every game that paradox make (EU,CKetc.)).And now you dont fix that ,dont make wars more dynamic non linear etc. Just make thath we will make wars for blank systems too GJ its rly annoying.Second question is casus belli did you nid to put this in every game?rly?omg.In real life probly every space war will by for survival each side will be try to slave or kill enemy species and will no need any Casus Belli or other shit(and that influence cost omg we dont take 4-6 systems even less ty).
 

Dr_Gentech

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Question about the defender point of view.

Say I’m a peaceful defender, or xenophobe isolationist.

I was declared upon, my war goal policy dictate I can’t claim foreign owned territory I haven’t owned in the past, what can I do to neutralize my aggressor ? Can I get claims exceptionally due to my status as defender? Can I enforce some condition say have a DMZ where border station cannot be more than mere outpost to make it easier to reconquer if war were to happen again? Maybe a tax akin to tributary status?

What recourse do I have if I defeat huge hegemonic empire mcempireson in a war to make sure he won’t be a threat to me anymore if I’m a hippie.
A demilitarisation wargoal would be really, really good.
 

Devanor

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Under a Status Quo peace, all occupied systems claimed by an enemy empire is ceded to the enemy with the strongest claim

This is probabably what I'm liking most in this dev diary. It annoyed me to no end when I declared war to get 2-3 systems, and I had to conquer 4-5 more on top of destroying their entire armada in order to just get those 2-3 systems I initially declared war for. It just felt so weird to conquer so many systems and then abandon them because I didn't declare them as conquer targets...
 

MateuszS

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I'm not sure if status quo would be exploited (un)intentionally.
1st case: liberation wars - I want to dismantle enemy empire and occupy some their planets. If we settle to status quo, will these planets be ceded to me rather than liberated? If yes, inward perfection empires could expand by waging "liberation" wars.
2nd case: I'm not interested in expansion into enemy empire, but I was called by my ally. Unfortunately, ally was weak or just lazy and I had to wage war alone and did whole job by capturing some enemy planets. Again, status quo gives me occupied systems.
3rd case: enemy has two or more planets in the system, I take just one. Will the system be shared by me and an enemy in case of status quo?

Well, I think that normal status quo ante bellum should be possible as an option.
 

bitmapmedivh

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Don't worry. The closer it is to EU and CK2 in space the better to a lot of your fan base.
Hear, hear! One of the things I didn't like about Stellaris at release was that it tried to needlessly reinvent the wheel for many game aspects that PDS had already perfected through previous games.
 

Devanor

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I'm not sure if status quo would be exploited (un)intentionally.
1st case: liberation wars - I want to dismantle enemy empire and occupy some their planets. If we settle to status quo, will these planets be ceded to me rather than liberated? If yes, inward perfection empires could expand by waging "liberation" wars.

It doesn't seem likely that you will cede planets if you declare a liberation war. All systems you have claimed should be liberated, otherwise things will just get confusing.

2nd case: I'm not interested in expansion into enemy empire, but I was called by my ally. Unfortunately, ally was weak or just lazy and I had to wage war alone and did whole job by capturing some enemy planets. Again, status quo gives me occupied systems.

Your ally can still claim systems, even if they do absolutely nothing. As long as you don't make claims against him/her, you won't get anything. I also believe if you're roped into a war, you can select liberation war (at least in the case of a pacifist empire) and planets you claim, as I said above, will be liberated.

3rd case: enemy has two or more planets in the system, I take just one. Will the system be shared by me and an enemy in case of status quo?

Well, I think that normal status quo ante bellum should be possible as an option.

Aren't claims against an entire system? Honestly, I don't know how this part will work out.