How could warfare change in a Diplomacy update?

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Spaceception

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Basically what the title says.

Espionage mostly I think. Events for building a listening post near hostile systems (Or even nonhostile ones), You could also be able to cripple parts of the enemy economy, - which affects monthly income for a time, and have small event chains to steal technology, or slow their research. And other things you could think of.
Basically, I feel there could be more things and events to do during a war besides just intercepting fleets and getting your troops on planets. And to be honest, I think I'd actually be good with the current system (more or less) if there was that kind of stuff added to it.

Also, systems and strategies possible so inferior empires have a chance against you, and in turn, you have a chance against superior empires.

I don't know if that should be locked behind some pre-req for balance, or if even Equivalent empires could have that. I'm not a developer, so I'm not sure, but anywho.
When a war starts, and you have your war-goal set (Each war-goal could have their own tailored event chains), the events would start. These could include - stealing resources directly so you can build up fleets and they can't - slowing research when doing military tech - events to damage a handful of key buildings (foundries, civ industries, halo theaters ((since having lower amenities affects overall output)), that kind of thing) - triggering pirates for them, and affecting trade/distracting their fleets for a bit - removing shipyards/crew quarters with a cooldown before they can build it again - and so on.
Obviously, you'd be limited, and so would the AI in all this. But it could be enough to give you an edge. And both you and the AI could stop it from happening, with chances of failure/success/partial success.

What else do you think should be added?
 

wingren013

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Actual casus belli.

Victorious great powers being able to align minor nations.

People joining wars in progress.
 

InvisibleBison

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I would like to see a system where, when multiple empires are joined together to fight a war, one of them is in charge of the war effort. The war leader would be able to give instructions to their allies, such as "Capture this system" or "Support this fleet" or "Don't fight this enemy force".
 

Spaceception

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War exhaustion that actually exhausts the country
I like this, do you mean lower resource output, decreased happiness, slower research, that kind of thing?
I would like to see a system where, when multiple empires are joined together to fight a war, one of them is in charge of the war effort. The war leader would be able to give instructions to their allies, such as "Capture this system" or "Support this fleet" or "Don't fight this enemy force".
That would make defensive pacts more interesting. And in the case of a smaller member (or member in general) being declared on, they could be in charge since they're the ones who are directly threatened.
 

Spaceception

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As a mechanic for warfare, I think War exhaustion should change, and a new casus belli be added.

War exhaustion should be able to go up and down depending on what happens in a war. Losing a planet increases it, taking it back/taking a new one decreases it, losing a ship or transport ship should scale based on the size. So losing a Corvette should increase exhaustion, but taking out a Cruiser should decrease it overall and so on. War motivation if you will. The higher it is, the less exhaustion you gain from small losses. So in order to whittle the enemy down, you need to take out fleets, conquer planets, and so on.

And as for a new casus belli, this could happen later in the war. If the war has been going on for a certain length of time, or War exhaustion is above something like 75% on both sides, a "Cold war" belli should appear (This mechanic would be deactivated for genocidal empires, fallen empires, and would only be active for awakened empires if you're equivalent in fleet at least). Either you or the enemy could offer it. Taking it ends the war in a stalemate, but keeps the respective territory hostile, and starts up event chains to infiltrate them, take technology, damage ships, etc. And things could escalate until either of you agree to declare peace, or a total war breaks out.

This could also be another way for Cold wars to happen, aside from what I proposed here: (https://forum.paradoxplaza.com/forum/index.php?threads/after-le-guin.1136777/)
 

M@ni@c

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War exhaustion able to go down leads to an inevitable total victory for the stronger player. The current system of war exhaustion inevitably going up coupled with the long travel time of fleets allows the weaker player to buy time and try to minimize territorial loss, or giving up some hard to defend territory and focus on capturing some systems on another front before war exhaustion reaches 100%.