An unobtrusive yet compelling Ground Invasion System

  • 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.

CastelloNova

Sergeant
28 Badges
Jun 17, 2015
96
30
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Mount & Blade: Warband
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
I've spent the past hour or so looking through the forums looking at several suggestions for ground combat and noticed a few trends that cause them to be denounced by the greater community and even the Wiz himself. Almost every suggestion seems to involve some sort of minigame or player interaction that takes up your micro time and bogs down multiplayer. So I felt the need to try my hand at keeping it automated but making it more complex then spaming assault armies. I hope I've struck a good balance.

The TL;DR is this: Consolidate all armies into two forms assault and defence, while using HOI4 Division editor to create your own custom force. These armies would battle it out on the planetary grid automatically in a similar fashion to the first StarDrive. Buildings would grant terrain modifiers and civilian causalities can happen.

Use Ctrl+F to jump to each subsection
-The Battlefield
-Army Editor
-Policies and Landfall
-Civilian Casualties
-Generals and Traits

The Battlefield
The first section of this post is in my eyes is the crux of my idea, it will either make or break this. Fighting on the planetary tiles is not a new idea, but everytime it is brought up it involves controlling your armies much like you do in HOI or EU4 or CK2 this would just bog down the game and make invasions even more of a chore then it currently is.

Instead Combat would remain largely automated as it is now, the main difference is the scale at which it happens. Each tile would be able to Garrison one army by default meaning larger worlds can have bigger garrisons but have more open ground that invaders can land in uncontested. Troop distribution would be fluid but would centre around the Planetary Admin before setting up in the nearest building or populated tile if no open buildings are ungarrisoned.

stardrive9.jpg


Much like Stardrive your units would fight across the planet tiles in realtime fighting only the enemy armies adjecent to it preventing a straight slugging match that currently makes up the current mechanics. Its a simple change but one that can lead to upsets and if it strikes your fancy one that would be more enjoyable to watch. I want that to be clear though you'd only be able to watch, once you commit your troops the only order you can issue is a retreat order.

Being able to only fight adjacent squares would allow for things like quality vs quantity to really shine as a army full of Gene-warrior divisions would gladly chomp through swarms of slave soldiers even when fully surrounded. Speaking of divisions we reach the next subsection:

Army Editor
6BajHh3.png

I think we can all agree that the current army selection is quite two dimensional, you either spam hundreds of assault armies and overwhelm even pure genewarrior garrisons or you spam genewarriors and roflstomp across the galaxy. Instead the current flavours of army should be converted into divisions that you build your army with. Each division you add increases manpower, attack, cost, recruitment time and maintenance.

Manpower: Essentially health, each division of the army adds a certain amount of manpower that will regenerate while not participating in an invasion with one exception. Divisions in an army that hit 0 manpower can only begin replenishment on a friendly world, meaning even if you take a planet by the skin of your teeth your armies will only be so strong to repel any counter invasions.

Armour: Every point of armour adds a 10% damage mitigation to incoming soft attack. Basic Tank divisions often have a rating of 4 and GeneWarriors have a rating of 3. Slaves actually have -1 taking more damage then normal.

Morale: How much fighting spirit the army has, when broken will retreat to planetary admin or to attackers beachhead before reentering the fight. Should they already be on the beachfront or the planetary admin be taken the unit will only break if they are under 50% manpower then they will entering orbit or fight like cornered rats losing half their attack value but gaining a point of armour.

Speed: How many days it takes for the army to move from one tile to an unoccupied tile. The more divisions in the army the longer this takes.

Soft Attack: Base Damage

Hard Attack: Ignores Armour Mitigation

Morale DMG: Damages Morale

Collateral: War is messy business, Collateral is the % chance to ruin the building the target army is on or if the building is already ruined or not present at all killing the pop on the opponents tile. Can be used as a messy and brutal purge option. Raised by divisions like Artillery, Xenophorm Armies, general traits and Rules of engagement policies.

Landing Priority: When assaulting a planet with multiple army templates it would be annoying and wasteful if your squishy artillery army was sent to secure a beach head instead of your crack genewarriors or expendable slave hordes. When giving an Land troops order your troops will land all the troops in order.

Support Line: Current attachments go here and apply to all the division in its row not all the divisions in the army.


Policies and Landfall
Landing your armies will be the most bloody and costly part of any invasion, AA guns, prepared defences and airsupport will do everything they can to ruin your day. New techs will unlock different strategies to assault a planet something that can be set much like fleet bombardment.

Once Troops hit the ground every pop without an army on it's tile will spawn a small Garrison Army of four Infantry Divisions.

Troopships: By default your armies will be ferried down to the surface one at at time at a rate of 15 days each. They will randomly select one of the border Tiles as the designated beach head and all armies will arrive in that tile. Each subsequent armies will attack in a new direction or move into an unoccupied tile. Should the beachhead be garrisoned by a defending army the 15 days spent travelling to the surface will be spent under AA fire but once you reach the surface your softened army will be immune to flank attacks for fear of friendly fire.

Drop Assault: In addition to the troopship coming down to deploy a beach head three additional armies will arrive after a day randomly across the planet to draw away defenders and grant an opportunity for a safe beachhead.

Will Breaker: Four Armies Drop directly onto the planetary admin building and destroy it, killing the pop there and debuffing enemy morale by 25% planet wide. they will then attack outwards leaving the beachhead behind them, additional armies then arrive as per normal. Surrounded on all sides but especially devastating with psionic support.


Policies also play a large part in forming your military doctrine and the flavour of your empire. Things like Recruitment Methods, Training Regime, Equipment Standards and Rule of Engagment all define how your troops will perform and treat the conquered populous.

-Recruitment Methods:
--Forced Conscription: 20% Increase to manpower, 30% decrease in Morale
--Citizen Militia (Default): 100% Garrison Manpower
--Volunteers: 15% decrease in manpower, 20% increase in Morale

-Training Regime
--Die less then them: Given a gun and pointed at the enemy, most don't even know how to use it.
50% Speed Penalty, 20% Soft Attack penalty, 50% Training Time Decrease
--Reservists (Default): Not really expected to leave world, they still know the basics and can be mustered quickly
30% speed penalty, 20% Training Time Decrease
--Regulars: Ready to explore new worlds, even if its over the natives smoking corpses
5% Soft Attack Increase
--Professional Soldiers: Disciplined, experienced and viscous. They'll get the job done right.
10% Soft and Hard Attack Increase, 25% Speed Increase, 40% Increase in Training Time

-Equipment Standards:
--Self Supplied: At best their weapons are venerated Heirlooms, more likely they have grandpa's old shotgun.
50% Maintenance decrease, 35% decrease in Hard Attack.
--Surplus: Found some extra uniforms from the last war, you can use those.
20% Maintenance Decrease, 15% decrease Hard Attack
--State Supplied: Logistics are important, knowing what are troops are using make logistics easier
No Bonuses/Maluses Default
--Experimental: Gravity Guns, Portal Grenades and power armour. Only the best.
25% Maintenance Increase, 15% Hard Attack Increase.

-Rules of Engagement:
--Fire when Fired Upon: This is Provi, NR;DS live that rule
-20% Collateral, 10% hard attack decrease, Diplomatic Bonus with Xenophiles and Pacifists.
--Armed Targets: If they have a weapon, they can have a bullet
no bonus/malus Default policy
--Weapons Free: Nullsec 101, if it ain't blue shoot it till its dead
+15% collateral, 5% hard/soft attack increase, Minor Diplo Malus with Xenophiles and Pacifists
--Extermination: Civilians? Don't you mean practice targets.
+25% Collateral, will continue to trigger collateral tests after taking the world, Major Diplo Malus with Xenophiles and Pacifists


Civilian Casualties
War is messy business and often times noncombatants get caught up in the crossfire. Whether this is intentional or an unfortunate accident is up to you. All armies have a collateral rating and at the end of every month that is the percent chance that the tiles being fought over have their buildings ruined and pops killed.

This Collateral rating is tied directly to your Rules of Engagement policies and what divisions make up the army. Things like artillery, Tank divisions and the undisciplined masses of slaves all drive this percent up. Much like killing pops from orbit doing so from the ground will also incur Diplomatic penalties with sympathetic empires.


Generals and Traits
With this rework new opportunities for traits open up for generals. Generals can specialize in different tactics, for example a Helldiver Veteran can land an additional army during a Drop Assault while an Adept Organizer can land an army every 10 days instead of 15 using troopships. Blitzes can establish a second beachhead while Butchers increase collateral at the cost of speed and moral. Recruiters can increase manpower while humane souls decrease collateral and soft attack.

Ranking your generals would give base bonuses to moral but also increase the effects of traits increasing the value of competent and skilled generals.

MOCKUP


Alright, I whipped up a visual series that best described what I imagined. Feel free to add in what you imagined differently or what could be changed.

The intent was to minimize the clutter and work really needed into building the system. Wiz has made it clear he doesn't like ground combat, and there's no need to overly complicate it. All that's needed is something a little more engaging without sacrificing automation. Essentially once you press land, your armies would assault the planet, automated as it is in vanilla, and fight their way through the tiles. Rather than a single musket line battle, your armies would do a similar battle but per tile.

All the player has to do:


    • Create an army composition or have the AI generate one like ship designs.
    • Build Army.
    • Click invade.
I believe this can achieve the following after more refinement:



    • Force players to split their fleet or keep their main fleet at bay as they try to secure larger planets.
    • If Planetary Shield Generators are changed to make planets secure from orbital bombardment it can allow defenders a chance to hold out, due to forcing the attacker to invade the ground to try and take control of the generator. This could be balanced making it expensive enough to only be worthwhile on a few planets, such as high cost and needed to sacrifice two building slots (One for the Shield itself and a generator that powers it.)
    • Make ground combat more engaging than its current from, where spamming assault armies does the trick.
    • Gives the players that want more customization/control the ability to do so for armies while not forcing those that don't.
A mock up of the defense/ground tab. Armies can be placed automatically by the AI when built or you can drag and drop.
index.php


Reference your earlier mockup from HoI4, basically you can build a composition that will be the "army" and name it like a ship design. The army, once built, is assigned a name. (Or you can change it) Armies are composed of up to a set number of actual types, I put three here.

index.php


Invasion screen. Landing zones are generated by either you or the AI? But armies land from there and it for you to have more troops on the ground, you need to gain more tiles. Amount of landing zones can be based on fleet size? Or another aspect. As noted in the image, my idea was that pops will generate garrison armies like they do now, but are replaced by real armies if there are enough.

index.php


Another mockup of the battle.

index.php

 
Last edited:

CastelloNova

Sergeant
28 Badges
Jun 17, 2015
96
30
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Mount & Blade: Warband
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
Fighting on planet tiles is silly both for realism and visual..An abstracted combat view like HOI4 would be suffice.

I personally wouldn't mind either way, this is just the way I thought of but the current 3 layered bar system is in need of a rework. Here's hoping it's adressed in the next update after banks.

Neat but no thanks. In the grand scheme of things is it really worth taking your attention off of the galaxy at large just so you can focus on the battle for ONE PLANET?!

I specifically mention that it's not a mingame, it's 100% AI controlled. You get to Design the Armies, Initiate the assault and call for a retreat. Nothing else to distract you from galactic affairs. It's at it's core the same system we have currently but fleshed out to a large degree.
 

Lady Lacroix

Colonel
36 Badges
Mar 9, 2015
825
1.516
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Dungeonland
  • Europa Universalis IV
  • Crusader Kings II
  • Pillars of Eternity
  • Age of Wonders III
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
I personally wouldn't mind either way, this is just the way I thought of but the current 3 layered bar system is in need of a rework. Here's hoping it's adressed in the next update after banks.



I specifically mention that it's not a mingame, it's 100% AI controlled. You get to Design the Armies, Initiate the assault and call for a retreat. Nothing else to distract you from galactic affairs. It's at it's core the same system we have currently but fleshed out to a large degree.

Why do we even need armies? Shouldn't the threat of endless bombardment until the planet is a lifeless husk be sufficient motivation to relinquish control to an occupying force?
 

CastelloNova

Sergeant
28 Badges
Jun 17, 2015
96
30
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Mount & Blade: Warband
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
Why do we even need armies? Shouldn't the threat of endless bombardment until the planet is a lifeless husk be sufficient motivation to relinquish control to an occupying force?

For some civilizations yes completely, I highly doubt pacifists would ever willingly fight to the death. But for Xenophobes and Militarists especially I don't see them ever surrendering without a fight and if they did the moment the fleet left system that they would immediately restart the fight again producing minerals for the war effort.

That's not even mentioning the cleanse planet wargoal. No planet would surrender when death is the garentueed result.
 
Last edited:

HisHemroids

Corporal
40 Badges
Apr 11, 2016
25
34
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Stellaris: Galaxy Edition
  • Sword of the Stars II
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Crusader Kings III: Royal Edition
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Tyranny - Bastards Wound
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Sword of the Stars
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
I am the leader of an empire.
A Formation of many worlds, housing a great many deal of people.

I am the one who says "go there! Do this!"

I am not the one who tells the dudes on site how to carry out my order. I expect these abject fcks to do their goddamned job while i do mine. My job is not tactical troop management. Thats what officers are for.

My job is Grand strategy.


I respectfully ask that anybody asking for more "involved" (aka micro management heavy) be shoved into a deep hole and be forgotten about.
 

Cruxador

Colonel
93 Badges
Jul 27, 2008
1.156
1.973
Gotta say, I like it. The bit about divisions especially, it lets you design your armies at considerable depth without it becoming a micro hell. And it's super extensible too, so you can have all kinds of surface military that's meaningful without it being a huge deal in terms of your direct mechanical investment. Fighting across the surface seems like a bit of a break from Paradox design decisions in general and I feel like a lot of people would complain about their armies making stupid decisions if there's not the opportunity to micro them, but I definitely like the conceptual aesthetic of your armies independently taking territory, and it makes the world feel a lot more real.
 

Lothmar

Major
11 Badges
Apr 5, 2016
524
283
  • Stellaris
  • Stellaris Sign-up
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
I like it, Heck maybe finally get a use out of the planetary shield generator by making a planet immune to 'will breaker' until its captured/destroyed and maybe restrict drop assaults from the whole planet, or if fortifications have been bombarded down then just from landing in its tile or adjacent tiles as they pull back and strengthen the field with its dedicated power sources.
 

Katsuki126

Captain
42 Badges
Aug 1, 2016
346
69
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Rights of Man
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Reapers Due
  • Mount & Blade: Warband
  • Victoria 2
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Sons of Abraham
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
Fighting on planet tiles is silly both for realism and visual..An abstracted combat view like HOI4 would be suffice.

I disagree, the tiles could be represented as a smaller grid in the armies interface.

Why do we even need armies? Shouldn't the threat of endless bombardment until the planet is a lifeless husk be sufficient motivation to relinquish control to an occupying force?

This argument has been made countless time on this forum, I will simply say that :
-Samurais and the battle of Shiroyama
-WWII Germany and the bombing of Dresde
-The Knights Hospitaller and the 1480 siege of Rhodes by the Ottomans


EDIT: I absolutely love that suggestion. The same amount of micro, but a deep and interesting system. It's great, simply great. But don't you think this should be posted in the suggestion sub-forum as well ? ;)
 

CastelloNova

Sergeant
28 Badges
Jun 17, 2015
96
30
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Mount & Blade: Warband
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
I am the leader of an empire.
A Formation of many worlds, housing a great many deal of people.

I am the one who says "go there! Do this!"

I am not the one who tells the dudes on site how to carry out my order. I expect these abject fcks to do their goddamned job while i do mine. My job is not tactical troop management. Thats what officers are for.

My job is Grand strategy.


I respectfully ask that anybody asking for more "involved" (aka micro management heavy) be shoved into a deep hole and be forgotten about.
Where is this increasing micro so much as to be called micro heavy? It's entirely automated outside of designing your own army and clicking on policies once or twice a game. I specifically set out to make it as hands off as possible without being dull and 2 dimensional.

Gotta say, I like it. The bit about divisions especially, it lets you design your armies at considerable depth without it becoming a micro hell. And it's super extensible too, so you can have all kinds of surface military that's meaningful without it being a huge deal in terms of your direct mechanical investment. Fighting across the surface seems like a bit of a break from Paradox design decisions in general and I feel like a lot of people would complain about their armies making stupid decisions if there's not the opportunity to micro them, but I definitely like the conceptual aesthetic of your armies independently taking territory.

Glad you like it! And really the fighting over tiles is something that I'm not entirely attached to so if anyone has a better idea, believe me I really want to hear it.
 

Emraldis

Colonel
41 Badges
May 23, 2016
1.101
111
  • Magicka
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
I think this is a cool system. If you could, in the army tab on planets, build fortifications that give defensive bonuses to your armies during combat, but could be damaged by orbital bombardment, I think it would be even better!
 

Emraldis

Colonel
41 Badges
May 23, 2016
1.101
111
  • Magicka
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
I am the leader of an empire.
A Formation of many worlds, housing a great many deal of people.

I am the one who says "go there! Do this!"

I am not the one who tells the dudes on site how to carry out my order. I expect these abject fcks to do their goddamned job while i do mine. My job is not tactical troop management. Thats what officers are for.

My job is Grand strategy.


I respectfully ask that anybody asking for more "involved" (aka micro management heavy) be shoved into a deep hole and be forgotten about.
Cool, so you'd like this system then, I take it?
 

Calvax

General
47 Badges
Jan 23, 2017
1.991
6.322
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria: Revolutions
  • Stellaris: Megacorp
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
I like this, it fleshes the system out without making it bogged down in micro or causing battles to take up too much attention. One point RE the beachhead: It might work better to have the player designate the beach head, it's no different to having to select the tile to colonise first when colonising a new world.
 

Lothmar

Major
11 Badges
Apr 5, 2016
524
283
  • Stellaris
  • Stellaris Sign-up
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
I think this is a cool system. If you could, in the army tab on planets, build fortifications that give defensive bonuses to your armies during combat, but could be damaged by orbital bombardment, I think it would be even better!
I mean, the game already has that in some sense. At least in the style that each tile would have a portion of the planetaries shielding cause of various emitters etc... But yeah, maybe some additional stuff that you could replace actual buildings with - ex: anti ship artillery compounds you could set to fire at approaching ships (but if they're out like this they'll get targeted by attacking ships with initial bombardment), or remain hidden and then return fire once landing begins so you have a chance to take out their armies before they ever reach you but once you start bombardment targets these for removal etc.

If a planet has the military academy they should get some kind of benefit probably.
 

Emraldis

Colonel
41 Badges
May 23, 2016
1.101
111
  • Magicka
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
I mean, the game already has that in some sense. At least in the style that each tile would have a portion of the planetaries shielding cause of various emitters etc... But yeah, maybe some additional stuff that you could replace actual buildings with - ex: anti ship artillery compounds you could set to fire at approaching ships (but if they're out like this they'll get targeted by attacking ships with initial bombardment), or remain hidden and then return fire once landing begins so you have a chance to take out their armies before they ever reach you but once you start bombardment targets these for removal etc.

If a planet has the military academy they should get some kind of benefit probably.
I was envisioning a separate grid on the armies tab in the planet window, that, much like the regular surface tab, would allow you to build structures. So, in a sense, you could have a military and a civilian structure on the same tile. (One tab would be for military structures and invasions, the other would be for civilian structures and population management).
 

CastelloNova

Sergeant
28 Badges
Jun 17, 2015
96
30
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Mount & Blade: Warband
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
EDIT: I absolutely love that suggestion. The same amount of micro, but a deep and interesting system. It's great, simply great. But don't you think this should be posted in the suggestion sub-forum as well ? ;)

Would you believe me if I told you I wasn't aware that we had a suggestion sub forum? :oops:
Added it there as well.
 
Dec 10, 2016
89
62
Neat but no thanks. In the grand scheme of things is it really worth taking your attention off of the galaxy at large just so you can focus on the battle for ONE PLANET?!

Bear in mind that in my 800 star Galaxy, their are only 140 planets. So the largest Galaxy, 1000 Stars, probably has an average of around 175 planets to inhabit. If you need to take over only 40% of the Galaxy to win the game, you will only ever interact with 70 planets on the largest sized Galaxy possible. A reasonably large Empire in most multiplayer games, perhaps some of the largest that I have seen only get to around 40 planets max. If I am a very large Empire, who owns a total of 40 planets, I would think that I would care about each and every one of them individually very very much. And if a large Empire cares about all 40 of their planets, then how important do you think each individual planet is to a small Empire? Which may only have 5-10?