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The Founder

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Mar 13, 2013
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Ground Combat. A old discussion.
I still think it would be best if we removed them entirely, but it seems Paradox still sees some way to use them*. As a result, there is several changes to them in the Patchnotes.

*Just let planets flip on 0 Fortification. And with Unrest, just let defense armies add Fortifications.


The big change of course is that Armies now Negate Unrest. But there is more:
* The maximum number of armies garrisoned on a planet now depends on planet size, with 1 garrison slot per planet size
Obviously this change makes sense in the context of Unrest. As unrest would scale with population, so needs armysize to scale.
Note that really high levels of Unrest (like every pop at 0% happiness) might not be sustainable even with a planet filled "to the cap" with armies.

* The amount of non-defensive armies you can build from a species is now limited to the number of Pops of that species that are in your empire
At first glance only affects how many troops you can recruit from your "Very Strong Battle Thrall" species. But what about the early game? You might have issues even having 20 pops that early. But a defender can actually have (and might need) thier homeplanet full of defense Armies.
It is now not quite as easy to "just build more armies".

Defense Armies are buffed as they now do not count agaisnt the limit and are cheaper.

Also it should allow you to recruit more then 3 Titan armies in the game. As a tracking of allowed armies/empire is now needed anyway. And the event can now modify the empire cap.

Moreover it could be that the Occupier now has to station armies to supress unrest, or risk loosing the planet to a rebellion. So your ability to hold planets might also suffer.


We have to see if Army strenght modifiers will still be as irrelevant after these changes.