My Wishlist, Dream, Suggestion whatever for the Fabled Ground War Rework we hopefully get one day ^^

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
This would also fix the issue of terrible pop traits that no one should use. For some reason the devs love to include army damage bonus traits even though everyone agrees these are never worth using. Nothing is gained from having bonuses that are so bad they are a trap to unsuspecting players. Then they could remove all the army damage bonuses and replace it with useful bonuses in all cases.

Well. Making Planetary Invasions into an actually meaningful thing. Would also fix that Problem. Because these Traits might then actually start being worthwhile.

At the same time it would also fix another Problem in Stellaris. Which is the Ultra Quick Expansion of Aggressive Empires.
In my System with Armies being Limited and Planetary Invasions being an actually pretty big Undertaking. Conquering Planets would become much more Difficult.
And while taking Empty Territory would still be as easy as before. Taking over Planets would take longer.
Especially in the Early Game. Taking over the Capital of another Empire would be rather Difficult as your Capacity for Invasion Forces would not be that Big that you can efficiently Invade Heavily Defended Planets.

At the same time. If you want to be an Aggressive Empire that takes Wars. Early. You would actually need to use Army Traits for your Pops and thus Forego some Economic Advantages. As otherwise you wont be able to Invade Bigger Planets properly with the limited Forces.
 
The current army mechanics are just annoying and boring. Any changes should be targeted to reduce annoying micromanagement. I find the idea of a full planetary invasion to be pretty silly when the attacker could just use whatever rocks the star system has to bombard the planet until the planet submits.
Make sure you show the attacking fleet travelling to the system's asteroid belt to simulate the collection of rocks to drop on the planet...

The current army mechanics are annoying and boring because... they're annoying and boring, not because they're army mechanics. They could be done better, absolutely, but planetary invasions are one of the major tenets of science-fiction writing, so they shouldn't simply be thrown out.

There are a few issues with armies and planetary invasions that I would look at first:
  1. Invasions are portrayed as an "oh, yeah, that too" function of warfare, both on attack and planetary defense. There needs to be emphasis ADDED to planetary invasions, not removed. Certain megastructures notwithstanding, planets are the end-all, be-all of interstellar warfare. Taking a planet should be meaningful, and the process of doing so should be, as well.
  2. Planets right now are defenseless against fleets without fleets of their own in vanilla. There are no surface-to-orbit weapons, no massive launches of SC, and certainly not in the numbers that an entire PLANET should be able to bring to bear. Part of this has to do with the false balancing of resource value between space projects (including fleets) and planetary projects. Individual warships are most likely infinitesimal compared to even the smallest planets, and the only advantage they have over the defenses of a planet is all of their weapons can bear on one target on a planet, while any given direct-fire weapons on a planet are limited by their firing arcs (SC and GW have far fewer restrictions).
  3. Defensive armies, as a factor of planetary populations, would be colossal, and assault armies would have to be comparable. Not only for the personnel involved, but all of their weapons, equipment, vehicles, planet-side fortifications, supplies, ammunition, etc. It should require a big clunky fleet to bring them across planetary systems, and it should require escorting and baby-sitting to make sure they get to their target relatively unscathed and prepared for invasion. If the escorting/baby-sitting is too much for the normal ship-to-ship main battle fleet, add escorts to the transport fleet and/or configure them to be able to defend themselves.
  4. Armies/transports need to be as easy to configure, build, upgrade, and replace as regular pure-warship fleets (assuming you can get the Fleet Manager to cooperate). You need to be able to determine species, training, equipment, and transport systems quickly and easily.
  5. Planets would not just sit there peaceably after being invaded - troops and blockading ships would need to be left behind to ensure compliance. Lightly- or unarmed transports would be sitting ducks for counter-raiding by the owning empire's warship fleets, even in small numbers. Rules would have to be in place for what happens to armies when their transports that are chased away or destroyed (e.g., does a transport have to wait for its army to "die" before it can be "re-armied"?).
There are plenty more issues to cover, but I'll leave by saying: keep armies and invasions, treat them as the important things that they are, have them make sense and be natural (but not overly simplistic) to work with.

Happy holidays to everyone!
 
  • 8Like
  • 3
Reactions:
Problem #1 with any ground combat system that is too complex and requires planning: the AI would never manage to invade a single world. It even struggles with the current system.
 
  • 4
  • 1Like
Reactions:
Problem #1 with any ground combat system that is too complex and requires planning: the AI would never manage to invade a single world. It even struggles with the current system.

Funny enough. I think my System would make it far easier for the AI to run Invasions.
After all. The AI does manage to do Excavations right now. So if Invasions are Handled like Excavations. And Armies are handled like Fleets.
The AI would be able to use two Systems which it is already perfectly capable of using.

Right now the biggest Problem the AI has. Is that Armies are Single Entities. So it has to build them. Drag them together somewhere and then send them to a Planet in adequate numbers to Run an Invasion. While at the same time however preventing them from being a Doomstack which is easily Intercepted by the Player or which can only attack a Single Planet etc.
Thanks to that the AI usually flies around with Small stacks of Landing Forces which if they hit any Fortified Planet are generally just not cutting it for an Invasion.
Thus instead resulting in the AI Fleet extensively Bombarding the System till its small Armies can take it.
Which however is a mess because it means the AI has to Coordinate multiple independent Units for a Common Target. Which is just not something easily done without extensive AI Programming.

Funny enough. It is exactly this stuff that also causes this to be Annoying and Boring for the Player. Because its tedious and boring Buerocracy Work basicly.
The Players usually circumvent this Problem by just using a Giant Doomstack of 100 or more Assault Armies that will effectively just Steamroll any Planets regardless of Fortifications by Sheer Numbers and thus not require Bombardment etc.


However.
In the System I used as an example above. Armies would work like Fleets. And thus the AI would simply build up to the respective Army Fleets Limit and then Send it out to Conquer Planets.
It would become far easier for the AI to control this because its an Preset System for the AI.
It only needs to Build up to the Army Limit. Put a General into the Army. And then Send it out into already Partially Occupied Systems.
Once the Fleet is there. It can do a Simple Power Check to see if an Invasion is Viable. And then either move the Army Fleet onto the Planet for Bombardment and Pacification of Planetary Defenses. Or immediately Land Troops on the Planet.

This means the AI always only has 1 Unit it needs to Coordinate per Target. Which can be done via simple Priority Programming.
Effectively each Planet of the Enemy is just a Target with a certain Priority and Power level in the List.
And the AI can then just work down the list. Sending 1 Army of High enough Power level to a Target thus removing it from the List and then repeat that process till it has no more Units available. After which it can wait for the Results.
If you want to add an Extra layer you can put in a mechanism that if a Planetary Invasion is going badly. This Planet is added to the list again with a high Priority and a lower Required Power level due to already present Forces. So that the AI will try to Reinforce badly going Invasions if there is any free Army Fleets available.


This also allows for another Dynamic.
Because right now the AI will effectively never Invade unless it is Guaranteed to Win.
But with this System Invasions would not be Guaranteed to Succeed just by having a slightly more powerful Army due to Events possibly causing your Army to fare Badly in Combat.
And the Army Limit will make sure you cant just Doomstack a Planet easily as you got a Limited Number of Armies and each Army only has a limited number of Troops.

For the AI this also means you can make AI a bit more Roleplaying here and not set the Threshold for the AI so high that it will only Attack Planets if its basicly overwhelmingly strong. Thus allowing for instances where the Player can actually Defend a Planet against Invasion Succesfully.
 
  • 2
Reactions:
I dislike how so many civics, and other buffs, add Army damage (and health), but that's one of the things I care the least about. It doesn't help your economy in peace time, and it barely reduces how many armies you have to train for wars. I like ground combat as a concept, but the simple implementation of it that we have really undermines the value of Army-related buffs. Maybe if Army upkeep was more impactful, and if you had to constantly use armies to pacify occupied (or otherwise unstable/revolting territory), I'd see more value in these buffs.
 
Last edited:
  • 1
Reactions:
The most important thing is that it should not be possible to simply dump dozens of armies on a planet for a guranteed capture or at least make such swarm tactics highly inefficient and costly (and have assault armies cost alloys except for actual swarms as that is the only ressource that matters).
Why was the fortifications bonus for defense armies removed anyway?

Maybe instead of fortifications have several layers of planetary defenses which gets destroyed by bombardment top to bottom, starting with orbital defenses which shoots down ships bombarding the planet (or transports before they can even start landing troops), think Klendathu from Starship Troopers, a aerospace layer which will shoot down and completely destroy landing armies and then the ground layer as usual.
 
Last edited:
I dislike how so many civics, and other buffs, add Army damage (and health), but that's one of the things I care the least about. It doesn't help your economy in peace time, and it barely reduces how many armies you have to train for wars. I like ground combat as a concept, but the simple implementation of it that we have really undermines the value of Army-related buffs. Maybe Army upkeep was more impactful, and if you had to constantly use armies to pacify occupied (or otherwise unstable/revolting territory), I'd see more value in these buffs.

Which is only a Problem due to the currently completely dumbed down and boring way in which Armies are handled.

If Armies were handled like my System for example. The Army Civics would Apply to an Entire Army. For example granting additional Command Points for the Army Fleet or an Definitive Buff to their Speed and Efficiency in Conquering Planets. Thus being much more valuable as they actually give a meaningful Buff :)



As for the Pacification.
Frankly I actually wonder why its not possible to Station Troops on Planets to raise Stability by Suppression.
Its one of the things I often find perplexing.
Because Planets basicly run for a Rebellion. But even if you about it Years in advance. You cant Suppress it by sending Troops there.

In Reality what would happen would be that the Empire which is threatened by such a Rebellion would Send Armies there to keep the Peace and make sure that any attempts at Rebellion are Crushed before they can really come to fruitition.
But in the Game Assault Armies have no Bearing whatsoever on Stability.

Which is especially strange on Conquered Planets joining your Empire. As you would expect that these would actually require an Active Occupation Force for Years.
But you cant. Your Troops make no Difference to it. You can only manage to Pacify the People on the Planet or you Resettle them to Stable Planets.
Otherwise they stay unstable and even if you send an Overwhelming Force of Troops there which would easily suffocate any Rebellion in Reality. They wont do anything.
 
  • 2
Reactions:
Which is only a Problem due to the currently completely dumbed down and boring way in which Armies are handled.

If Armies were handled like my System for example. The Army Civics would Apply to an Entire Army. For example granting additional Command Points for the Army Fleet or an Definitive Buff to their Speed and Efficiency in Conquering Planets. Thus being much more valuable as they actually give a meaningful Buff :)



As for the Pacification.
Frankly I actually wonder why its not possible to Station Troops on Planets to raise Stability by Suppression.
Its one of the things I often find perplexing.
Because Planets basicly run for a Rebellion. But even if you about it Years in advance. You cant Suppress it by sending Troops there.

In Reality what would happen would be that the Empire which is threatened by such a Rebellion would Send Armies there to keep the Peace and make sure that any attempts at Rebellion are Crushed before they can really come to fruitition.
But in the Game Assault Armies have no Bearing whatsoever on Stability.

Which is especially strange on Conquered Planets joining your Empire. As you would expect that these would actually require an Active Occupation Force for Years.
But you cant. Your Troops make no Difference to it. You can only manage to Pacify the People on the Planet or you Resettle them to Stable Planets.
Otherwise they stay unstable and even if you send an Overwhelming Force of Troops there which would easily suffocate any Rebellion in Reality. They wont do anything.
That was done so you can't simply ignore stability (more than you can do it now) by putting a few (dozen) of cheap, unlimited armies on each planet.
Maybe if armies only raising stability if martial law is active, but even then as long as armies are so cheap and available as they are now them having a positive effect on stability without serious downside is a bad idea.
 
Bombarding planets should damage the ships doing the bombardment. It makes very little sense to me that there is no capacity to fire back. Capital buildings and fortresses should be the sources of this counter-bombardment damage.

(We could also carve out a clearer niche for cruisers if, for some reason, they were particularly good at or resistant to damage from bombardment.)

If the efficiency of your armies is directly tied to your ability to keep your navy alive, they suddenly become quite important without changing their mechanics.
 
  • 7
  • 2
Reactions:
While I don't agree exactly with every OP's suggestions, I agree with the general notion that a ground combat rework would do wonders for the game, rather than its removal, which would leave the game flavorless, the races more similar between them, and would deprive the game of one major sci-fi trope.

As to how to make ground combat relevant, one does not need to reinvent the wheel to achieve it, there have been many good suggestions in this thread already. Tie-ing transports to pops (perhaps to soldier jobs, perhaps with population loss, even), heavily limiting invading ground troops per planet (thus making troop quality a thing), making transports part of the regular ship modules (thus interlocking these two parts of warfare), and making planets able to counter-attack would already do wonders for it. Hell, any of these would, even if not all of them would be implemented.

The siege mechanic might be too much detail (especially if you play on bigger maps with multiple battlefronts at once), but even without it, making loss ground battles a major blowback would be enough to add depth to it (and to the game at large!).
 
  • 6
  • 2
  • 1Love
Reactions:
While I don't agree exactly with every OP's suggestions, I agree with the general notion that a ground combat rework would do wonders for the game, rather than its removal, which would leave the game flavorless, the races more similar between them, and would deprive the game of one major sci-fi trope.

As to how to make ground combat relevant, one does not need to reinvent the wheel to achieve it, there have been many good suggestions in this thread already. Tie-ing transports to pops (perhaps to soldier jobs, perhaps with population loss, even), heavily limiting invading ground troops per planet (thus making troop quality a thing), making transports part of the regular ship modules (thus interlocking these two parts of warfare), and making planets able to counter-attack would already do wonders for it. Hell, any of these would, even if not all of them would be implemented.

The siege mechanic might be too much detail (especially if you play on bigger maps with multiple battlefronts at once), but even without it, making loss ground battles a major blowback would be enough to add depth to it (and to the game at large!).

Well the Idea behind it. Actually is to make Battlefronts Smaller. Effectively preventing the current Snowballing effect of Expanding Empires where effectively an Empire of 5 Planets can take over another Empire that has 5 Planets very easily and without any real effort by just winning the Space War and then land troops that cost nothing and take each Planet within a few Months.

That being said. My Suggestion is one of many. And I do agree that alot of easy things could be done to improve this. Even if I personally would like to see an actual big rework or even an DLC focused on this. Because Yes. I would be more than ready to Pay for this.
 
  • 3
  • 1Like
Reactions:
I dont know, but the idea of having armies of billions of each side fighting apocalyptic land battles is so cool, perhaps make the land FTL disruption easier to be done and ability to armies damage fleets will make land warfare far more relevant.

To me, they cold make defensive armies trainable and the soldier jobs should offer defensive bonus for armies on planets the way to go, and prevent so many armie types, maybe just make gene warriors, psionic and battle frame automatic upgrades rather than armies.

Another good idea to make things even more simple is not make armies from individual species in a empire. Everytime you train a armie, it will be from the species that offer the best stats and other species only comes when you hit the limit of armies based on that species population that you can recruit. Species that are in the same level of stats for armies may not even be identifiable for simplicity.
 
  • 3
  • 1Like
Reactions:
The land warfare in Stellaris is going to be annoying long as the transport ships need babysitting. Even with the recent improvements to the transport ship behaviour (most notably that they remember the aggressive setting after each invasion) there is always chance that the transport fleet goes to follow the wrong fleet, jumps to the next system before the warships and gets destroyed etc.

While my earlier example about "just throw more rocks" was glib, I am not outright against a system which would turn planetary invasions to a more compelling mechanic. I don't like idea of heavily restricting number of armies or speed they can be built without also changing how they are moved to the enemy planets as like I said currently the transport fleets require way too much babysitting during any larger war.

Conquered planets turn into productive planets way too quickly. Invading a planet with hostile people is hard, but actually occupying the planet and turning it into a something productive should be far harder. I don't have any realistic ideas for the current game, and the few ideas I have would probably hamstrung the AI very badly.

Personally I am not expecting many, if any, changes to the land warfare until Stellaris 2. The fronts in Victoria 3 seem interesting and I could see a similar system working in Stellaris, too, as the planetary warfare over a single planet should not be a very big focus in Stellaris much like warfare and single armies etc. are not the focus in Victoria 3. Maybe the front could include the entire solar system or even multiple systems so you would have to provide troops, military ships to guard them and make orbital strikes, escorts and transports for the new supplies and reinforcements etc.

I dont know, but the idea of having armies of billions of each side fighting apocalyptic land battles is so cool, perhaps make the land FTL disruption easier to be done and ability to armies damage fleets will make land warfare far more relevant.

At the same time the planets would need some heavy duty protection, too. Without a friendly fleet to defend the planet the attacker could send constant barrage of kinetic weaponry (including asteroids etc) against the planet well outside of range of most weapons though obviously scifi and space magic could solve this. Planets have really bad dodge-%. Unsurprisingly David Weber had a fairly compelling example ("Dahak" series) planetary based weapons what could be used to defend a single planet in that specific universe - they had a long range standoff weapons but they could be launched only in a vacuum if I remember right.
 
  • 2Like
  • 2
  • 1Love
  • 1
Reactions:
Sorry to reply again, but the transport ship problem i dont see why is so hard to fix, its just allow them to merge with regular fleet of warships (costing no command points for transport ships, so you can put as many armie ships as you want in any type of normal fleets) and setting the behavior of transports to stay at carrier range (or create a "support range", staying far behind as possible) and give the lowest weapon priority possible to them, so any type of ship will be targeted before transports (so they will be no shield for other ships)

That way you have the armie ships in the same fleet as your regular warships.... no problem with fleet sniping, fleet going to the wrong direction or any type of stupidity that happens whey they are separeted and not manualy followed by real fleets. You can even add the option for fleets that have armie trasports to "land".

Being sincere, to me is a very simple problem to fix. Sorry for my bad english.
 
  • 3
Reactions:
Yes, remove the whole ground combat mini game (if you can even call it that) and replace it with orbital bombardment. Simple, easy, AI can handle it, done. Endless Space had a really amazing way of handling it. You could outfit your ships with extra crew/soldier components which would make the bombardment/invasion happen faster. It was all automatic and a really well thought out system. Ground combat in Stellaris is annoying micro and the AI has enough problems using it.
 
  • 7
  • 2
Reactions:
The land warfare in Stellaris is going to be annoying long as the transport ships need babysitting. Even with the recent improvements to the transport ship behaviour (most notably that they remember the aggressive setting after each invasion) there is always chance that the transport fleet goes to follow the wrong fleet, jumps to the next system before the warships and gets destroyed etc.

While my earlier example about "just throw more rocks" was glib, I am not outright against a system which would turn planetary invasions to a more compelling mechanic. I don't like idea of heavily restricting number of armies or speed they can be built without also changing how they are moved to the enemy planets as like I said currently the transport fleets require way too much babysitting during any larger war.

Conquered planets turn into productive planets way too quickly. Invading a planet with hostile people is hard, but actually occupying the planet and turning it into a something productive should be far harder. I don't have any realistic ideas for the current game, and the few ideas I have would probably hamstrung the AI very badly.

Personally I am not expecting many, if any, changes to the land warfare until Stellaris 2. The fronts in Victoria 3 seem interesting and I could see a similar system working in Stellaris, too, as the planetary warfare over a single planet should not be a very big focus in Stellaris much like warfare and single armies etc. are not the focus in Victoria 3. Maybe the front could include the entire solar system or even multiple systems so you would have to provide troops, military ships to guard them and make orbital strikes, escorts and transports for the new supplies and reinforcements etc.



At the same time the planets would need some heavy duty protection, too. Without a friendly fleet to defend the planet the attacker could send constant barrage of kinetic weaponry (including asteroids etc) against the planet well outside of range of most weapons though obviously scifi and space magic could solve this. Planets have really bad dodge-%. Unsurprisingly David Weber had a fairly compelling example ("Dahak" series) planetary based weapons what could be used to defend a single planet in that specific universe - they had a long range standoff weapons but they could be launched only in a vacuum if I remember right.

1.
Hence my Suggestion to make Armies into their own Fleets which then will be able to carry out Bombardments and Smaller Scale Battles themselves. Thus not requiring much Babysitting.
At the same time. As you got Set Armies with their own Units that can be Replenished the same as Fleets. You also no longer have to constantly manage small Units and sort them into the actual Armies.

2.
I Agree that Planets should take far longer to become Productive. And Frankly should Require Pacification and Occupation for Years.

Currently. This mechanics was mostly dropped because it was easy to just Build some Cheap Armies and put them everywhere to increase Stability.
But this Problem would actually be solved by my Suggestion Automaticly.
After all. If you only got a Limited Number of Armies. You can give each Army a Suppression Value similar to the Anti Piracy Value on Space Fleets.
And then can use these Armies to Suppress and Occupy Conquered Planets. Or to Pacify your own Planets with Stability Problems.
But always only for a few Planets as you only got a few Armies.

You could even make that Effect be similar to Piracy and have a somewhat lasting effect so that you can have your Armies Patrol a few Systems.

3.
Problem with this once more is that David Weber assumes Inequal Technology or Technology were Planets are unable to Sense and or Affect far into their System.
But given Stellaris Lore so far. Planets can actually Locate and Track Enemy Fleets even several Systems Accross.
Especially Kinetic Attacks are going to be fairly Irrelevant as well. Because on a Range where the Fleet is outside the Planets Attack Range. The Planet also would have alot of time to Intercept and Destroy any Incoming Attacks.

Thats the thing. In Stellaris. FTL Travel only works outside the Gravity Well of the Star.
Inside the System everyone has to rely on the Sublight Engines.
The Planet is generally at a Disadvantage because his own Gravity Well will Slow down Projectiles Fired by it and Speed up Projectiles Incoming.
But this effect is Neglectable for the Speeds and Ranges which Kinetic Weapons are Fired in this Game.

But more Importand is. This Advantage only counts for Large Objects.
In Fact. For smaller Objects the Planet actually has a Large Advantage. Because the Attacking Fleet has to use fairly Big Projectiles to avoid their Attacks just being Destroyed by the Planets Atmosphere and thus not causing any Damage. This becomes even more true when the Planet has Shields or Fortifications that wont be Impressed with a nearly Molten Projectile thats just gonna Splash on its Heat Shields be they Physical or Energy in Nature.
The Reason is that the Atmosphere will destroy Objects without Sufficient Mass even if they Hit it with almost Light Speed. (This is why smaller pieces of Rock hitting Earth at insane Speeds wont cause Large Craters due to their Immense Energy (their mass x their speed) which would cause Giant Crater if hitting a Planet without Atmosphere. Are generally not doing much beyond producing a bit of a light show for us at Earth)
But the Fleet has no Atmosphere. So the Planet can actually Lunch Super Small Projectiles that are very difficult to detect and Intercept at Insane Speeds which upon Impacting the Fleet would cause Tremendous Damage.

But thats a different story really.
Almost any configuration can be explained by a proper Scify Scenario really.

Thing is.
In Stellaris. Planets right now are effectivley totally underrated given their actual Power.
Planets are the Giant Backbone of the Production an Empire has. Yet in Wars they are a total Backseat which have almost no Defensive Power and almost no direct Strategic Value.

Because the Ressource Stockpiles are generally offmap or in Space Stations. And all actual War effort takes place in Space.
Planets should be way more Importand and way harder fought for.
Frankly. A Planet is so Importand that a War between two Empires in the Early Game. Should often all be about Conquering a Single Planet from the Enemy.


Stellaris has recently become way too small.
With the Galaxy being more of a backyard rather than the massive Place its supposed to be.



Yes, remove the whole ground combat mini game (if you can even call it that) and replace it with orbital bombardment. Simple, easy, AI can handle it, done. Endless Space had a really amazing way of handling it. You could outfit your ships with extra crew/soldier components which would make the bombardment/invasion happen faster. It was all automatic and a really well thought out system. Ground combat in Stellaris is annoying micro and the AI has enough problems using it.

If you want to Play Space Wargames go Play Sins of Solar Empire or Homeworld or something.
This is Stellaris. Its an 4X Game not an RTS Space Wargame.

As for the AI. I already addressed that. This is due to the Bad Implementation. Its got nothing to do with Ground Combat itself.
If we remove any Mechanic the AI has problems with instead of Improving them. You wont have much of a Game left.
 
  • 4
  • 1
Reactions:
I don't want to much. I want to be able to create a loadout for my troops. Think of it as war doctrines + investment in troops. For example, unrestricted ground warfare, + genetic research + investing in genetic warfare unit = Option to deploy bio weapons during invasion. -- Think of it this way, you are losing a fight, you click a button and release the toxins. -- Or hell, the ability to scorch your own world and save a % in underground bunkers for x number of years. (Unless you reclaim sector and use a research ship to dig them out).. Or the ability to use give nuclear weapons to your marines. ..

If they wanted to get fancy with it, allow for a perk to be invested for the more dangerous options. Like blowing up the planet to take out orbiting ships...

To make troops more valuable, you would have combat troops, specialist troops (attempt to counter negative actions), and generals. (Generals could focus on anything from improving ground units to acting as specialists)

To put it simply, add in buttons that allow us to engage with the invasion.
 
  • 1Like
Reactions:
Topics like ground combat is the reason why i hate the forum community of stellaris, because it clearly shows that the forum hive mind suffers something similar to a borderline mental disorder... downvote me because i dont care but the true fact is:

The hive mind wants (new) interesting and meaningful mechanics but on the other side hates any changes resulting in more clicks or more depth to certain areas of the game... the hive mind does not understand that more clicks are good as long as they are meaningful... the hive mind does not understand that you do not give more depth to stellaris by removing an entire important mechanic... the poor state of ground battles / invasions is the devs fault but instead of lunging with a battleaxe at the perpetrator he lunges at the victim, farts loud, inhales his fart and think it smells like roses...
 
  • 4
  • 1Like
Reactions:
Topics like ground combat is the reason why i hate the forum community of stellaris, because it clearly shows that the forum hive mind suffers something similar to a borderline mental disorder... downvote me because i dont care but the true fact is:

The hive mind wants (new) interesting and meaningful mechanics but on the other side hates any changes resulting in more clicks or more depth to certain areas of the game... the hive mind does not understand that more clicks are good as long as they are meaningful... the hive mind does not understand that you do not give more depth to stellaris by removing an entire important mechanic... the poor state of ground battles / invasions is the devs fault but instead of lunging with a battleaxe at the perpetrator he lunges at the victim, farts loud, inhales his fart and think it smells like roses...
Have you considered that maybe, there is no "borderline forum hive mind", it's just filled with many individuals with differing opinions and preferences?
 
  • 4
  • 1
Reactions: