• 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.

Admiral Adama

Sergeant
35 Badges
Oct 18, 2016
77
9
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Stellaris: Megacorp
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Discuss ideas and issues we all have to change or add to the Fleet, Army and Invasion mechanics of the game.

So first the Fleet.

I have mentioned before that I think that instead of building individual ships you actually build fleets. So on top of a ship designer you have a fleet designer. You decide how many corvettes, destroyers etc make up this fleet and you have to research logistics to increase the fleet size and when ships are destroyed in battle your spaceports automatically build replacements.

I would also like to see a fleet cap. That way instead of having 1 massive super fleet that uses up all 1000 naval points its broken up into say 10 fleets of 100.

Armies

In the new up date coming out a percentage of your minerals will go towards consumer goods. I like this idea but I think we should be able to determine how much of that percentage goes to consumer goods and how much towards a military expenditure. The higher the percentage towards consumer goods the happier the population of your empire, however your Armies, and navy?, will not be as well trained or well equipped and doing the opposite will improve your military but your populations happiness will suffer.
Ie: If your percentage towards your military is low then your troops will be nothing more than a militia band using whatever they have. The more you increase them, the better trained and equipped they become - uniforms, body armor, grenades, tanks, air support etc

Planetary Invasions

They are boring, so something needs to be done. Maybe when you invade you have to occupy until the war is over but Yeah its just not interesting in any sense.
 
  • 2
  • 1
Reactions:

Admiral Adama

Sergeant
35 Badges
Oct 18, 2016
77
9
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Stellaris: Megacorp
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Also as to the Fleet/Naval Cap. Whats to stop the ai/player from sending all fleets into the same system instead of 1 or 2 at a time.... maybe attrition should play a role here but I don't know if anyone else has a better idea.

Also I see someone disagrees with what I've posted. Thats ok, it is a discussion after all but do you disagree with all or just some of what I said? Do you have other ideas or are you happy with the way the game plays as it is?
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
Anecodtally, I find planetary invasion the most engaging part of a war because it requires the most attention. You have more options and potential tradeoffs invading a planet than you do on the fleet level.
 
  • 1
Reactions:

Admiral Adama

Sergeant
35 Badges
Oct 18, 2016
77
9
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Stellaris: Megacorp
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Anecodtally, I find planetary invasion the most engaging part of a war because it requires the most attention. You have more options and potential tradeoffs invading a planet than you do on the fleet level.

Ok, if your happy with how planetary invasions function then no problem. I personally find them a little mundane and I don't pay much attention to them. When ready I just send my transports and a few minutes later the planet is mine.

What about everything else I wrote. About Fleet caps and Army 'budgets' etc. ?
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
Ok, if your happy with how planetary invasions function then no problem. I personally find them a little mundane and I don't pay much attention to them. When ready I just send my transports and a few minutes later the planet is mine.

What about everything else I wrote. About Fleet caps and Army 'budgets' etc. ?
As far as reducing lag goes I've seen a lot of people mention the idea that instead of building individual ships, you could build "formations" instead, which would probably go well with your suggestion of a "fleet constructor" panel.

I'm generally of the opinion that doomstacks are boring and we need some sort of logistics system to prevent you clumping all your ships in one place.

Planetary invasions and army mechanics are a lot less opaque and "random" to me than fleet mechanics, so its possible for me to make a lot more "tactical" choices during an invasion; I play with a very small army so the exact composition of my forces and how many I have seems to matter a lot. "Set it and forget it" invasions are something I almost never do, only against the smallest planets- instead I retreat and heal up at opportune moments, use alternating waves of soldiers, etc...

Other than that I'm pretty neutral on most of your ideas.
 
  • 1
Reactions:

Adamsrealm

First Lieutenant
23 Badges
Dec 15, 2016
205
91
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Cities: Skylines
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
Discuss ideas and issues we all have to change or add to the Fleet, Army and Invasion mechanics of the game.

So first the Fleet.

I have mentioned before that I think that instead of building individual ships you actually build fleets. So on top of a ship designer you have a fleet designer. You decide how many corvettes, destroyers etc make up this fleet and you have to research logistics to increase the fleet size and when ships are destroyed in battle your spaceports automatically build replacements.

I would also like to see a fleet cap. That way instead of having 1 massive super fleet that uses up all 1000 naval points its broken up into say 10 fleets of 100.

Armies

In the new up date coming out a percentage of your minerals will go towards consumer goods. I like this idea but I think we should be able to determine how much of that percentage goes to consumer goods and how much towards a military expenditure. The higher the percentage towards consumer goods the happier the population of your empire, however your Armies, and navy?, will not be as well trained or well equipped and doing the opposite will improve your military but your populations happiness will suffer.
Ie: If your percentage towards your military is low then your troops will be nothing more than a militia band using whatever they have. The more you increase them, the better trained and equipped they become - uniforms, body armor, grenades, tanks, air support etc

Planetary Invasions

They are boring, so something needs to be done. Maybe when you invade you have to occupy until the war is over but Yeah its just not interesting in any sense.

Armies already have upkeep costs.
 

Admiral Adama

Sergeant
35 Badges
Oct 18, 2016
77
9
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Stellaris: Megacorp
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
As far as reducing lag goes I've seen a lot of people mention the idea that instead of building individual ships, you could build "formations" instead, which would probably go well with your suggestion of a "fleet constructor" panel.

I'm generally of the opinion that doomstacks are boring and we need some sort of logistics system to prevent you clumping all your ships in one place.

Planetary invasions and army mechanics are a lot less opaque and "random" to me than fleet mechanics, so its possible for me to make a lot more "tactical" choices during an invasion; I play with a very small army so the exact composition of my forces and how many I have seems to matter a lot. "Set it and forget it" invasions are something I almost never do, only against the smallest planets- instead I retreat and heal up at opportune moments, use alternating waves of soldiers, etc...

Other than that I'm pretty neutral on most of your ideas.

The logistics is something they could look at. I think I read somewhere a suggestion that having too large a fleet or too many on one place would have a negative impact on fire rate, movement, combat strength etc due to logistics. I like this idea.
 
  • 1
Reactions: