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Dev Diary #99 - Ground Combat & Army Rework

Hello everyone and welcome to another Stellaris dev diary. Today's dev diary is about some changes coming to ground combat and armies in the 2.0 'Cherryh' update. This will be the last dev diary before we take a break for the holidays, so there will be no diaries in the next week or the week after that. Stellaris dev diaries return on Thursday January 11th, 2018.

Defense Armies and Fortresses
Constructing Defense Armies have always been largely a meaningless exercise in Stellaris. While they are useful for reducing Unrest and occasionally might be able to beat off an unprepared attacker, the fact that a planet is capped on how many armies can be defending it while the attacker is *not* capped on how many armies are attacking, coupled with the general weakness of defense armies, means that defending a planet against a ground invasion is generally an exercise in futility and will at most delay an attacker by a few weeks. However, if we solved this by just making defense armies a lot stronger or capping the number of attacking units, the result would turn every invasion of a backwater colony into a big affair - something that is not particularly desirable when a war can involve several different actors with hundreds of planets between them.

For this reason, we have decided to rework Defense Armies into something that is actually useful, but requires a significant investment of resources to muster more than a token defense. Instead of being directly buildable by the empire, defense armies are created from certain buildings. The capital building will produce defense armies depending on its level, as will some other planetary uniques like Military Academy. If you want a planet to be well defended, however, you will need to construct Fortress building on its tiles. Fortresses require a pop to work them, do not produce any other resources than a small amount of Unity, but provide a significant amount of defense armies to protect the planet. Armies spawned by Fortresses are also impervious to orbital bombardment, and will not be able to be killed without first ruining the building itself. The armies generated by a building have their species and type set by the pop working it, so a Very Strong Battle Thrall will produce several powerful defense armies if placed on a Fortress, and special pops like Droids will produce their own variants like Robotic Defense Armies rather than the normal ones. Fortified worlds will also be able to be fit with an FTL inhibitor (the exact way they get them is not yet determined) that prevents enemy fleets from leaving the system unless the world is captured, which allows for the creation of Fortress Worlds to protect strategically important systems.
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(Building icon is a placeholder)

One more important change related to Defense Armies is a change to Unrest: Armies on planets no longer reduce Unrest directly. Instead, to handle a planet with high Unrest, you will need to construct Fortress-style buildings or take other measures (such as using Edicts) to reduce the planetary Unrest. This means you cannot simply capture a planet and then spam a dozen defense armies to immediately zero out the Unrest. As part of this, we will be balancing certain events and effect to ensure newly captured worlds do not instantly defect back to their former owner.

Finally, as part of all these changes Defense Armies have received a general buff and there are several new technologies that unlock additional tiers of forts and various improvements to Defense Armies' combat ability, meaning that they will grow stronger alongside the invention of new, more powerful assault armies.

Assault Army Management
A major aim of our changes to armies is to reduce the amount of unnecessary micromanagement of armies. For this reason, and to make Assault Armies' role more explicit, we have decided to change Assault Armies to always be based in space. Whenever not directly engaged in an invasion, Assault Armies will now always automatically embark onto their transports, ready to be used to invade another world. We also aim to fix the minor but immersion-breaking bug where transport fleets are giving endlessly increasing sequential names whenever they land and embark again.

Combat Width, Retreating and Collateral Damage
Another change to ground combat is the introduction of new mechanics in the form of Combat Width. Combat Width is determined by the size of the planet, and decides how many armies can be taking and receiving damage at the same time: For example, if 20 assault armies invade a world held by 10 defense armies with a combat width of 10, all 10 defense armies will be immediately engaged in battle while only half the assault armies will be able to deal and receive damage, with additional assault armies joining the fray as the armies in front of them are destroyed. This means that it is no longer possible to take a well defended world without losses by simply throwing a hundred clone armies at it: If you wish to minimize losses (and thus War Exhaustion), you will need to invest in expensive, high-maintenance elite armies.
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(Interface not final)

We've also added the concept of Collateral Damage: As armies fight on the planet, civilians and civilian infrastructure is caught in the fighting. Each time an army deals damage in battle, it will inflict a random amount of Collateral Damage, which increases Planetary Damage similar to Orbital Bombardment (see below) and can lead to the death of Pops and the destruction of buildings and tiles. Some armies will deal more Collateral Damage than others: For example, Xenomorph armies are highly destructive and cost-efficient, but will wreak immense havoc on the planet, potentially leaving it in ruins in the process of capturing it for your empire.

While working on combat mechanics we also took the time to change the way Morale Damage works, making it something that is suffered by both sides (instead of just the loser) and making the effects of it more gradual, so that armies suffer a drop in combat efficiency once they are <50% morale, and then another, sharper drop when they are broken (0% morale). This should make certain armies, such as Psi Armies, highly effective against low-morale opponents like Slave Armies, but less effective against an unfeeling army of Droids. Finally, we've also tweaked the damage-dealing algorithm so that damage is less evenly spread among combatants, making it so that even an outnumbered force can destroy regiments and inflict war exhaustion on the enemy.
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Finally, we have made some changes to retreats. When an attacker retreats from a ground combat, there is now a significant chance that each retreating regiment is destroyed while attempting to return to space, making retreat a risky endeavour and eliminating the tactic of simply send in the same army again and again in wave attacks, instead making retreats something you do in order to preserve at least some of your army in a poorly chosen engagement.

Orbital Bombardment Changes
Finally, again in the interest of reducing the micromanagement needed during war, we've changed the way orbital bombardment works. Fortifications have been entirely cut from planets, so that there is no need to bombard lightly defended worlds before going in with the ground troops. Instead, we have added a requirement that planets cannot be invaded if there is a hostile Starbase in the system, so that transports cannot snipe worlds that are protected by defensive installations present in the same system. Orbital Bombardment, instead of being something you have to manage and wait for in every single planetary engagement, is now something you do to soften up a particularly well defended target, or simply to wreak havoc on the enemy's planet and drive up their War Exhaustion.

As a planet is bombarded, the fleet will deal Planetary Damage, ruining buildings and killing Pops. Bombarding fleets will also do damage to armies present on the planet (unless those armies are protected by a Fortress), and over a long enough time can decimate a defending force, though doing so will likely cause heavy damage to the planet and may delay the attacker long enough that the owner of the planet has time to build up their forces or inflict enough war exhaustion to force a peace. The rate at which the planet is damaged can also be slowed with the construction of buildings such as Planetary Defense Shield, further dragging out the process.

As part of these changes, we've consolidated the Bombardment Stances into the following:
  • Selective: Deals normal damage to armies/buildings and light damage to pops. Cannot kill the last 10 pops.
  • Indiscriminate: Deals heavy damage to armies, buildings and pops. Cannot kill the last 5 pops.
  • Armageddon: Deals massive damage to armies, buildings and pops. Can turn planets into depopulated Tomb Worlds with enough bombardment. Only available to certain empires such as Purifiers.

Attachments
Finally, on the topic of attachments, we have decided to cut them entirely from the game. We discussed a variety of ways to improve the way you assign them, but ultimately decided that we already have so many types of armies and not nearly enough combat mechanics to justify a significant investment of UI time that could go towards something like the Fleet Manager instead. The technologies that previously unlocked attachments will be changed to give other effects, such as direct buffs to certain army types.

That's all for today! As I said, we're now going on hiatus, so I'll see you again on January 11th with a dev diary about... well, that's a secret, actually. You'll just have to wait and see!
 
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Will the unrest level of a newly captured planet also reflect the manner it which it was taken? I.e. if a pacifist or egalitarian empire goes through great effort to minimize bombardment, collateral damage and civilian losses (through fleet stances, army unit choices and occupation policies), will the populace be less upset?

Given combat width - will attacker reserve armies take some morale damage (i.e. "Oh, God, they're sending us into a meatgrinder!") as the initial frontline crumbles, akin to how it works in EU4?
 
What about "special" Empire who don't have a reason to "combat" Unrest in a "soft" way - FP, Swarms, Assimilators, etc. They still have to deal with it in a "normal" way?
Based on how Machine Empires handle this- "drone patrols" and the like- I imagine that there may be special Edicts for Purifier-style empires that have increased Unrest-reducing potency.
 
So will there be no way to quickly reinforce a planet you're worried might be attacked soon and overrun? Can attack armies no longer contribute to defense? I understand the decision, but sadly it leaves out some fun RPG elements of that "last stand" or "All available hands to the defense of Alpha Centauri!!" kind of situations. Apart from that, love the rework.
 
So unless I've completely misunderstood the bit on assault armies, am I right to say that assault armies can no longer be used to defend worlds at all? That's an extremely strange decision to make IMO.

Other than that, the changes look fantastic, especially being able to created dedicated fortress worlds. There will be a lot of planets named 'Cadia' in Stellaris 2.0 games, I guarantee it.
 
Are there any more details on buildings besides Fortresses and Capitols that provide troops? (Clone Labs, Temples, etc)

Will there be civics that affect defensive troop numbers like Warrior Culture, Citizen Service or Imperial Cult?
 
Overall, these seem like good changes.

Would it be correct to assume assault armies can still be used to assist the defender's side during an invasion? And can assault armies "dock" on a planet, so they don't have to get out of the system when an attacker with superior naval power (but not ground army) arrives?
 
So unless I've completely misunderstood the bit on assault armies, am I right to say that assault armies can no longer be used to defend worlds at all? That's an extremely strange decision to make IMO.

Other than that, the changes look fantastic, especially being able to created dedicated fortress worlds. There will be a lot of planets named 'Cadia' in Stellaris 2.0 games, I guarantee it.

Yes. We realize this is a bit odd, but compare the amount of times you would actually use an assault army to defend a planet compared to the amount of times you have to click 'embark' after invading one...
 
Will there be any change in how you actually send the invasions? Will it be the same Army X land here. Then Army X go land here now that you're done. Or has the system been changed into something else?

One of the tedious things about invasions is that there's so much waiting to give orders, if we could mark planets for invasion instead and have our armies gradually go through this list landing and conquering these worlds that I've marked it would be a massive improvement to how it feels. That would make me more inclined to lock the enemy down and control their territory while my armies mop up the groundwork.
 
@Wiz Will all of this be available for modding?
Will we have some special triggers, like, 50% of defence armies killed? or If the army has 50% health? (I want to make slaves to rout) etc
Also, Planetary shielding - will we be able to mod its effect, to add few levels of shields?
 
It's still something we're potentially interested in doing but we settled on a lesser, more targeted rework for now.
Thanks for the answer. Still, Im exited for the proposed changes. Keep up the good work!
 
Can assault armies still garrison worlds captured during war? Otherwise you'd have no way to defend a world you've occupied from reconquest.
 
In your internal tests, how often do you find yourself building the new fort buildings? If you win the space wars, you never need to defend the ground, right? Also, do the fort buildings defend the troops generated by other buildings (ie the capital) from bombardment, too? Or only the troops it generates?
Also also, how much does planet size affect combat width? Can you give us a rough range of numbers? Is a planet twice the size giving twice the combat width?

I'm really loving all the changes. Thumbs up for 2.0!
 
Looks like some good stuff. Maybe I missed it, but will Fortress-buildings also protect the pop working them from bombardment? And will the presence of fortresses offer any protection to armies spawned from other buildings, or will those armies be unprotected even on well-fortified planets? Especially in the case of a mil academy, it seems odd that those troops would just chill in the open as the missiles rain down.
 
Awesome changes. The new bombardment mechanics and the idea of strategic fortress worlds might finally make it worth while to construct planetary shield generators. I look forward to a game where a crisis is cut off from me by one hyperlane and I have to go fill Cadia to keep it at bay.
 
Fortresses require a pop to work them, do not produce any other resources than a small amount of Unity
I'm very curious actually. If you can talk about it yet, are there any plans to introduce some kind of infinite unity sinks? Right now Empires that revolve around unity production (Servitors, Inwards Perfection, Hobbits) very quickly arrive at this weird, immersion-breaking point where once they're done with Traditions (which for a specialised empire is a matter of slightly over a century), all of their unity-producing infrastructure becomes a waste of space and upkeep and they're better off demolishing it and replacing with mines.
 
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we have decided to change Assault Armies to always be based in space. Whenever not directly engaged in an invasion, Assault Armies will now always automatically embark onto their transports, ready to be used to invade another world.

This seems to make assault armies very vulnerable, since they can't "hide" on a planet if an enemy fleet happens by. Which is probably a good thing.

Would you consider keeping the assault transports in space (and hence vulnerable) even when an invasion is underway? Like the main ships stay in orbit and an assault army without its home is basically toast. Otherwise it would be kind of weird to win an invasion and as a reward have your assault armies pop back up into space to get killed by the waiting enemy fleet.