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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:

Slynx

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hope they are just waiting for FTL streamlining annoyance to calm down, then announce heavy abstraction of army management. I just hate to have to fiddle around with individual army units and generals.
with the big changes to occupation of systems and other stuff they might as well remove armies and bombardment from the game (hopefully not, cuz I love glassing enemy's planets with my fleet)

Playing an aggressive Militarist is just going to be a complete and utter micromanagement nightmare and annoying as hell...
Nice one :D
huh? how so?
1)find enemy planets.
2)put your claims on them.
3)conquer.
4)...
5)profit

ps: in the case that you need to "snake your way"(c) to the planets... do it as a bonus
 

SelorKiith

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huh? how so?
1)find enemy planets.
2)put your claims on them.
3)conquer.
4)...
5)profit

ps: in the case that you need to "snake your way"(c) to the planets... do it as a bonus

Spending Hours doing nothing (given that almost everything needs Influence) to accumulate enough Influence to "lay a claim" isn't exactly "Fun" especially if you want more than just a single insignificant System and hope nobody else wants to join in and effs over your claim :D
Then the changes to Fleets and Fleet Combat which either means you must hope your enemy hasn't won the Tech Lottery aka Research (please don't start "Use the Queue Up Exploit, duh!) and has more ships per Fleet than you or to reduce this risk have dozens of fleets that you need to individually command if you want to achieve any level of efficiency because the AI will be as horrible as in always.
Also, don't forget that through the "FTL Changes" we are forced into a full face-to-face situation... you can't use diplomacy or tactics to get an edge, surprise the enemy or whatever... you MUST engage them head on, in full sight and fight for every insigificant little system, spend an unnecessary amount of resources and time on stuff you don't want nor need to get the littlest piece of a cake and hope that no one else lays claims or the AI effs up.

Don't get me wrong, stuff must change and things had to be fixed... but this way is unproportionally designed not to mitigate the problems but to make people not want to get into a situation where these problems occure (Bad Border Stuff, Doomstacks etc.Fleet cap won't mitigate doomstacks... it will just consist of a whole lot more "independent" fleets).
You know, it's like the Owner of a Building getting complaints from people with disabilities about not being able to access the building and instead of building a ramp or a lift, he decides to rile the tennants of said building up and make them as aggressive and prejudiced as possible so that PwDs don't want to enter the building in the first place.

These changes do exactly that... they make me not want to go to war anymore because it will be too enervating, too time consuming and far too stressful.
Pacifists are the only ones gaining something from this update, I only lose options and be forced into a certain playstyle.
 
Last edited:

Nippleworthy

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Me knows as little as you all do. Unlike the most who are posting here, I have no game related improvements in my pockets but also no fear about changes. I let these brothers do their work and later on I will see. Although I read the dev diaries but actually I prefer to observe the people directly and form more of my opinion. Daniel Moregård looks so concentrated and focused on youtube -> so I really trust him a lot. Who is with it? Johan Andersson, the guy has humor-> thus fantasy-> thus perfect for his job. I do not know any more, but that is enough for me to be hopeful.

I probably just want to say: I'm really looking forward to 2.0.
 

Strager

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Spending Hours doing nothing (given that almost everything needs Influence) to accumulate enough Influence to "lay a claim" isn't exactly "Fun" especially if you want more than just a single insignificant System and hope nobody else wants to join in and effs over your claim :D

I think you need to read the DD again. You are missing something important. The claims are just what you claim at the START of the war. If you want another system, take that too - when you peace out you get your claims in ADDITION to anything you are holding.
 

pieman

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I have an idea about excess unity resource, especially in late game. Think about that:
1) How about to use it to somehow speed up subjects intergration into ur glorious space empire? Its called unity, I guess it should help states unite at least a bit faster.
2) And how about using it to buy some powerful imperial law? Like temporary boost of researh or energy generation. Or maybe some patriotic stuff like making ship cap in fleets higher, or making fleets move faster for about 5 years or so.

1. Give everyone the decadence mechanic, the wider you are, the worse your decadence.

2. Make Unity income necessary for nullifying decadence malus', in addittion to paying for traditions.

It is the true path. The path that leads to that beautiful chiming sound of overextended space empires shattering into a thousand pieces as entire quadrants erupt into civil war.
 

The Founder

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I propose to release the 1.9 patch with just this war/peace/claims rework, just to see how they work before putting in the major overhauls for starports and FTL that would come with a 2.0 patch, thus allowing more time for testing and tweaking.
They are doing intensive in-development testing. And you somehow asume that those changes do not depend on one another?

My only worry with this and the new outpost system is the messy borders we might see.I hate messy borders.
The borders are clearer then ever, as they now follow owned Systems, wich are defined by the FTL Network.

Hmm, Having not read the thread, How are multiple empire wars going to work in this?

Will we still have the old defence pacts/ joint war declaration or something new?
The old Alliances will be there.
But you can get your claims in a defensive/offensive war started by someone else. So the main issue with those warfares (primary defender deciding wargoals for themself) is gone.

Are there any plans for an espionage system?

Beyond sabotage and stealing tech, turning planets or encouraging them to declare independence/influencing their ethics etc would be a great addition
Wiz said months ago he wants a Espionage System, but also that he wanted to make it good or not at all. The unified Distance Calculation afforded by a single FTL is propably a requirement for it.

Wars should become a little bit more devastating. With the exception of heavy orbital bombardements the civilian population and the planetary infrastructure is never really affected, at least as far as I know. And so, because I think that war must come at a price, what about adding civilian casualties and building destruction for land combat, especially for long battles between large armies?
That seems the opposite of what they want. War recovery is already promblematic enough. More damage would only make it harder.

Since Claims will cost influence, will there be a way to increase influence production (or at least a civic/technology/other thing that makes claims less expensive)?

Spending Hours doing nothing (given that almost everything needs Influence) to accumulate enough Influence to "lay a claim" isn't exactly "Fun" especially if you want more than just a single insignificant System and hope nobody else wants to join in and effs over your claim :D
"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." - Opening post
Reading is a usefull Skill. You really need to consider it on your next Respecc :D
 

SelorKiith

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"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." - Opening post
Reading is a usefull Skill. You really need to consider it on your next Respecc :D

Keyword: MAY
modal verb
1. Expressing possibility.
2. Asking for permission
3. Expressing a wish or hope

Thanks for the Insult though :)
Always nice to be greeted in such a way.
 

Peko?

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I think you need to read the DD again. You are missing something important. The claims are just what you claim at the START of the war. If you want another system, take that too - when you peace out you get your claims in ADDITION to anything you are holding.
I think you need to read the DD again. You won't be getting any systems that you don't have claims on.
 

The Founder

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Keyword: MAY
modal verb
Yes, may is used in the 2nd half of hte sentence. And has nothing to do on the first half of it:
"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"
 

501Commando

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Sounds really very interesting and logical.
How will it be possible to annex whole empires? On the other hand, it sometimes interferes with small empires to have many wars to annex them completely, but on the other hand it could be unbalanced. One could only allow full annexation in certain war philosophies and only when the opponent is defeated to 100%.
Moreover, policies that influence war exhaustion would be interesting.
These would be associated with certain costs and maluses.
For example, a medium-sized empire is planning to conquer some border systems (for example because of their rich materials). Since only a short war is expected, the population is not really attuned to war or prepared. This policy is of course, quite cheap, has little drawbacks and does not ensure unhappines. If the claimed systems are quickly occupied and no high losses have occurred, the war exhaustion does not increase.
But now a large fleet of the enemy appears. Many ships are destroyed and a lot of soldiers die. A long and costly war begins, because we have not prepared our people for it, the war exhaustion is now rising very quickly and a peace faction is formed. Now other war policies come into play. For example, the total war. This policy generates unhappines, generates political factions to abolish this policy and cost political influence. However, it helps to keep the war exhaustion low and may also lower consumption of minerals for consumer goods.
Changes in these policies cost political influence. Depending on the ethics and before or during a war more or less.
 

SelorKiith

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Yes, may is used in the 2nd half of hte sentence. And has nothing to do on the first half of it:
"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"

Which, incidentally, can mean the numbers can swing EITHER WAY...
However lower the costs or raise the rate of generation in any meaningful way and it completely negates the intended effects and the new systems...
So take a wild guess in which way the numbers will go :)

No matter what you say... wars will suddenly be a whole lot more time and resource consuming, a whole lot more complicated and stressful while simultaneously devolving into a Brute Force Mano a Mano Standoff without even the slightest bit of increase in reward.
Again, I am not against changes as a concept... I am against THESE changes, they are just bad and unless they pull the proverbial magical rabbit out of their hat this is only going to negatively impact the game for certain playstyles.
 
Last edited:

Rip Off Productions

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I think the way out is to take steps to get your opponent's war exhaustion to 100% so you can force a status quo peace. But I agree that a significant war exhaustion modifier to populations just based on the WE % would be annoying. Events such as the bombing/occupation of planets and massive fleet losses could have demoralising effects, but they shouldn't receive negatives just for being at war for a long time.

I imagine that ethos will slow the speed of war attrition; militarist having the lowest, and in wars between empires with opposing Ethos might have lower base rate, especially if the war is over ideology.

heck, the base rate might be vary low to begin with, and then be increased by other things; I can see destroyed building from bombardment having a base increase to attrition until repaired, giving you a reason to divert resources from the war effort to do so during the war instead of waiting until after the end.
 

The Founder

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How will it be possible to annex whole empires? On the other hand, it sometimes interferes with small empires to have many wars to annex them completely, but on the other hand it could be unbalanced. One could only allow full annexation in certain war philosophies and only when the opponent is defeated to 100%.
We have to see what the Major Wargoals are. One of them is Vassalize (Subjugate). One of them is Conquer (Claim).
And in order to get the main Wargoals, you have to force a surrender.
 

Summin Cool

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I would like to know how we get signed up to beta test these features?
Doesn't normally happen. Although recently 1.7 was an optional beta test, it's via the Steam beta menu.

I'd also like to add that the update is a couple months away and I don't think we are getting a beta test any time soon.
 

Sum Ting Wong

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As long as the end game stagnation is fixed. It gets tiring when you can only claim 5-10 systems per war, even with tech and fleet power several orders of magnitude greater than your opponent and they have no real chance of stopping you. That followed by 10 years of forced peace before you can take another 5-10 systems needlessly drags out the game.