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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:

Knut Are Mykland

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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
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.

It is there to slow down blobbing without major risk. Play a Fanatical Purifyer if you want to war without claims. Just remember that the other normal civs can do the same to you as well as team up on you. As for fleet limit I assume you can just make many small fleets, otherwise vassal play might become a bit to powerful.
 

Knut Are Mykland

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Multiplayer could be an example, you have been attacked you can threaten to make bigger empire who is your friend attack the person attacking you unless they give you white peace. Regardless white peace is surely just another possible outcome and not something to be removed with the same vendetta that someone would have cutting out a cyst.

They might want to force you to pay the influence cost of a defensive pact. They might want to put obtacles to haveing informal defensive pacts since it allows players to preteam without paying the influence cost of the alliance. If you want to have a defensive pact with someone then you should also pay the influence cost. Yes it does mean that if the defensive pact gets to big you will not be able to grow. But that is supposed to be part of the game. There is fanatic xenophile ethics for those that want to do massive diplomacy.
 

Misguidedworm7

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Will there be a way to provide underhanded support in wars. Say a deal to provide arms, giving the side you support reduced war exhaustion to keep them fighting in a war longer beyond just giving them minerals and credits and hoping they don't just run out of steam and get forced into peace.
 

The Founder

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Will there be a way to provide underhanded support in wars. Say a deal to provide arms, giving the side you support reduced war exhaustion to keep them fighting in a war longer beyond just giving them minerals and credits and hoping they don't just run out of steam and get forced into peace.
The new Warfare approach will (hopefully) make recovery more possible during war. So those gifts of resoruces might be worth a whole lot more then they are now to begin with. And the AI is smart enough to give gifts to "the enemy of my enemy".
 

Arthour

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This would actually be possible with the new border system, and something I'd like to do at some point. It could simply work by having two empires agree not to take systems next to each other, and have a CB to force out any other empire that tries to take those systems. It would be a good way to have stable borders with Xenophobic Isolationists and the like.

Wait, so would we be able to make a diplomatic aggreement with another empire, and select a series of systems (similar to how you would create a sector) that maybe neither side will exert their borders over, or atleast deploy military fleets to/develop for mining/research/colonies? Because that would be pretty awesome and could lead to some interetsting situations with claiming and border skirmishes to try and forcefully add 'neutral zone' systems into your empire
 

Prolbo

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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.
View attachment 312685

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.
View attachment 312686

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.
View attachment 312688

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.
View attachment 312689

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!
Now it looks much more believable. Although not completely understandable about claims. And "exhaustion" in the provided form looks a bit artificially. I hope in the future the new mechanics will be better explained.
 

JohnnyDepressio

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So If I had a superior neighbour with no (significant) claims on me I could claime his homeworld an attack him. If I manage to take his Home by throwing all my stuff at him and manage do hold it I will get his homeworld in a Status Quo peace. Even if he would be able to conquer half of my empire without claims he won't get anything including that he wont get his home back.
Is it that way?
 

The Founder

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So If I had a superior neighbour with no (significant) claims on me I could claime his homeworld an attack him. If I manage to take his Home by throwing all my stuff at him and manage do hold it I will get his homeworld in a Status Quo peace. Even if he would be able to conquer half of my empire without claims he won't get anything including that he wont get his home back.
Is it that way?
We do not know if you need to claim and occupy "a chain" to any colonised System. And/or what the penalty of having a exclave without access for your main empire would be. But the Distance + Buildup will make this far from cheap.

If you loose a system due to a war, you automatically get a claim on it. And currently clams do not vanish.

As defender he would also have to option to make claims on your territory during the war. Inlcuding as he captures it.
As attacker he propably already made claims. Why else would he declare war?

And actually taking that homeplanet - when it likely contains the earliest base - is not a trivial thing exactly. Especially early game, when this would mater the most.
 

DerTechFreak

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I wonder how all these changes are going to affect the endgamecrises. I would love to see them behave in unique ways.

The Prethoryn could maybe turn into a entirely nomadic species, wandering around like the Tiyanki, avoiding heavily guarded systems. Instead of conquering and infesting planets they just feed on them, gain a fleet, and leave a giant floating rock behind. That way they would be almost unpredictable and every fleet you destroy is a heavy loss for them. In the current version of the game you know that at least 4 fleets will simply jump into the system once your fleets enter their space. Same with the Unbidden and their Portal.

The Unbidden might be changed to take direct controle of a very small portion of the galaxy with their portal and a few Citadel-Class outposts, taking the place of the current anchors, near the portal. And while they fortify around their portal they send out smaller groups of 'hunter'-fleets to cleanse planets. This could lead to a siege-like situation where players build their own citadels next to the Unbiddens.

Both of these options would make the placement of outposts a critcal point in your struggle for survival against the evil invaders.
I know this wouldn't be easy to balance and it may not the best way to develop stellaris, but it shows how much potential these changes offer to the crises and I would love to see how much you can make out of it.
 

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To deal with doomstacks, are you thinking of removing a global ship capacity and in it's place, putting a fleet number capacity and perhaps a ship capacity per fleet?
 

The Founder

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I wonder how all these changes are going to affect the endgamecrises. I would love to see them behave in unique ways.
They will be certainly tied to hyperlanes as well. And I asume some integration into the new Base System.

The Prethoryn could maybe turn into a entirely nomadic species, wandering around like the Tiyanki, avoiding heavily guarded systems. Instead of conquering and infesting planets they just feed on them, gain a fleet, and leave a giant floating rock behind. That way they would be almost unpredictable and every fleet you destroy is a heavy loss for them. In the current version of the game you know that at least 4 fleets will simply jump into the system once your fleets enter their space. Same with the Unbidden and their Portal.
I have hopes they will be turned fully nomadic, with the Queen becomming a "Mobile Shipyard". This would also open the way for often requested "Nomadic" playstyle.

The Unbidden might be changed to take direct controle of a very small portion of the galaxy with their portal and a few Citadel-Class outposts, taking the place of the current anchors, near the portal. And while they fortify around their portal they send out smaller groups of 'hunter'-fleets to cleanse planets. This could lead to a siege-like situation where players build their own citadels next to the Unbiddens.
I simply view the Unbidden Portals and Anchors as a form of Starbase capable of defending the System/Producing new Ships.

And something they did say the in corner was the idea "to place a base in a Pulsar System (-100% Shields) and dare the Unbidden to attack you there".

The contingency will be the easiest. Their AI cores de-facto are Citadel like stations anyway. Indeed by accident, during the Developer Corner, Wiz upgraded a player Empire build Starbase all the way to contingency core. While this will not be possible in the live version, it does show those two are at least similar (belonging to the same family of space objects)

On Spacebornes:
The Enigmatic Fortress was practically the Prototype for this
The horror might also be turned into something like it
The pirates and mining drones could benefit for this a lot
The Crystall Home System kind of fits too.

To deal with doomstacks, are you thinking of removing a global ship capacity and in it's place, putting a fleet number capacity and perhaps a ship capacity per fleet?
I tell you how this i going to work:
The first 3 days of the week, Wiz will post some twitter teasers that are more designed to get people attentions then actually clear stfuff up (but people often make threads for those, allowing us some way to interpret them). That way the hype for Thursday DD is at maximum level. And you can bet he will not answer any questions on those maters until then, not even on twitter.

We do know it will be more then 1 prong of approach. And while we have seen a "Fleet Command Capacity", this alone would solve nothing (by Word of Wiz). You would just have one primary fleet with 1+ on follow. The slower FTL speed might be another prong, but even those two might not be enough in themself.
 

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Im already getting excited to jump back into this game. These improvement so far are looking to be the best we've ever had. Glad to see the Stellaris team still cares.
 

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Will there be a way to provide underhanded support in wars. Say a deal to provide arms, giving the side you support reduced war exhaustion to keep them fighting in a war longer beyond just giving them minerals and credits and hoping they don't just run out of steam and get forced into peace.

I was hoping for something similar. But I think this will need an expanded trade systems where you can sell arms and maybe also the implementation of the planned espionage System before this can be added to the game.
 

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So If I had a superior neighbour with no (significant) claims on me I could claime his homeworld an attack him. If I manage to take his Home by throwing all my stuff at him and manage do hold it I will get his homeworld in a Status Quo peace. Even if he would be able to conquer half of my empire without claims he won't get anything including that he wont get his home back.
Is it that way?
A claim that includes the homeworld will have a really high war attrition limit, so you wont be able to force a peace after your lightning strike. You'll have to hold it.
 

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im really excited for these changes! it looks like it will add a lot more interesting mechanics to expanding and protecting your empire.

though i do have one question, if planets are no longer related to how borders work, then how does colonization work? do you have to make a claim then colonize, or does colonization now only claim a single system, instead of the system and those closest?
 

Ordian

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im really excited for these changes! it looks like it will add a lot more interesting mechanics to expanding and protecting your empire.

though i do have one question, if planets are no longer related to how borders work, then how does colonization work? do you have to make a claim then colonize, or does colonization now only claim a single system, instead of the system and those closest?

Claim then colonize
 

TheDeadlyShoe

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You dont have to file a claim, you just tell the construction ship to build a starbase there and it costs influence.