Hey,
I'm following the (fantastic) Blorg stream from the beginning. I'm also playing Paradox games for a decade. Thank you guys for that, it's really a pleasure to watch. I look forward to the release.
I see that Stellaris, like most sci-fi 4X games, has a fleet stack issue -- the so called Stack of Doom issue.
We can see it with the Blorg videos too. They basically constantly build and manage 1-2 large fleets (stacks) and party through the galaxy. It was mentioned in a video recently that a solution to Stack of Doom is supposed to be the size of your empire, so the bigger your empire, the less the Stack of Doom matters -- an argument that somehow survives for over 10 years now, in all kind of games with Stack of Doom tactic issues. It is, of course, a bit wrong, like it was in old CIV and all kind of 4X games. I broke all kind of 4X games with this strategy before, Endless Space too, so I wonder if Stellaris will be the same.
In EU4, CK2, HOI3, VIC2 etc. you are often, although it depends on the game, punished for too big fleet, army or air fleet formations, for a good reason. So far it seems that you can break the game by basically use a Stack-of-Doom-tactic and kill all fleets until you start to bombard/conquer the planets; so you have your Stack-of-Doom as hunter and the rest is bomarding/conquering. In the videos I've seen formations of more than 100 ships. Could it be that the Stellaris game designer is a fan of Kantai Kessen, 艦隊決戦, or Decisive Battle Doctrine? It's like an invasion of France with a single decisive battle and hunter/siege formations after that. There is a good reason why the mentioned games try to prevent such boring game mechanics.
So, I wonder, will there be a max_stack penalty of any kind? Leader skill? Attrition? I'm not even referring to real-life historic fleet issues (D-Day 1944, French Invasion of Russia 1812 or Spanish Armada 1588; the logistical preps for D-Day were insane and still many things went wrong (it would be probably the attrition or penalty mechanic in many Paradox games), although it was a success in the end due to the size) that did show that huge land and naval battles are sometimes lost or endangered due to communication and logistic issues.
I'm following the (fantastic) Blorg stream from the beginning. I'm also playing Paradox games for a decade. Thank you guys for that, it's really a pleasure to watch. I look forward to the release.
I see that Stellaris, like most sci-fi 4X games, has a fleet stack issue -- the so called Stack of Doom issue.
We can see it with the Blorg videos too. They basically constantly build and manage 1-2 large fleets (stacks) and party through the galaxy. It was mentioned in a video recently that a solution to Stack of Doom is supposed to be the size of your empire, so the bigger your empire, the less the Stack of Doom matters -- an argument that somehow survives for over 10 years now, in all kind of games with Stack of Doom tactic issues. It is, of course, a bit wrong, like it was in old CIV and all kind of 4X games. I broke all kind of 4X games with this strategy before, Endless Space too, so I wonder if Stellaris will be the same.
In EU4, CK2, HOI3, VIC2 etc. you are often, although it depends on the game, punished for too big fleet, army or air fleet formations, for a good reason. So far it seems that you can break the game by basically use a Stack-of-Doom-tactic and kill all fleets until you start to bombard/conquer the planets; so you have your Stack-of-Doom as hunter and the rest is bomarding/conquering. In the videos I've seen formations of more than 100 ships. Could it be that the Stellaris game designer is a fan of Kantai Kessen, 艦隊決戦, or Decisive Battle Doctrine? It's like an invasion of France with a single decisive battle and hunter/siege formations after that. There is a good reason why the mentioned games try to prevent such boring game mechanics.
So, I wonder, will there be a max_stack penalty of any kind? Leader skill? Attrition? I'm not even referring to real-life historic fleet issues (D-Day 1944, French Invasion of Russia 1812 or Spanish Armada 1588; the logistical preps for D-Day were insane and still many things went wrong (it would be probably the attrition or penalty mechanic in many Paradox games), although it was a success in the end due to the size) that did show that huge land and naval battles are sometimes lost or endangered due to communication and logistic issues.
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