Navies in Vic/EU and HoI vs. Stellaris

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Ydrgn

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I saw some comments about the large (and easy to produce) masses of military ships used in Stellaris, sometimes called Doomstacks, which are often described as "faceless" or "generic".

A comparison with the other big Paradox brands gives me the impression that there are actually two different ideas about naval warfare in the works of the Paradox Development Team.

Firstly, Navies in Vic and EU are similar to Stellaris, they are easy to produce, come in large quantities, and must be updated quite often.
Some characteristics, weighed against each other after my opinion:

Pro:
- historic lifespan (Ships wouldn't survive 300 Years or the impact of the industrialization)
- historic and logical quantities (Hundreds/Thousands of ships for large colonial empires like Great Britain and France)
- little micromanagement

Contra:
- Little Roleplay, Ships seldomly leave an impression with the player, names become irrelevant in late gameplay
- Losses are easily reproducible, multiple waves of freshly produced ships in larger wars
- Little to no tactical gameplay, Doomstacks just fight each other
- Bases have no use, only an "Open Sea Doctrine", battling other doomstacks, is successful

Secondly, the Hearts of Iron way of simulating naval warfare focuses on individual ships and different tactics. Rather than just producing doomstacks, the player has to choose between different production goals and various tactics to control the sea, using either the control of naval bases to prevent the enemy from reaching its territory due to supply shortages, Air units to weaken fleets, concentrated large-ship fleets to destroy enemy squadrons, or smaller squadrons to control a larger territory, submarine anti-supply warfare, or coastal defense.
Few countries in the HoI timeline were able to outproduce all other countries, which makes the gameplay more challenging. Time is as important as industrial capability, as is technology and strategy.

Pro:
- Historic and logical as well, up to 200 - 300 ships
- high immersion, one can follow the killing count of ships and their names stay for most of the game
- Admirals make a difference and are recognizable
- Different successful tactics
- Different production goals
- Victories feel more rewarding
- limited fleet size (in total and in battle; no doomstacks)

Contra:
- more micromanagement
- easily frustrating if Ships need 1/5 of the games time to complete and are quickly destroyed afterwards
- Defeats are more painful

In my opinion, the approach used in HoI is much more fun. Navies aren't just numbers and statistics. The vessels have a history, which the player can follow, through killing statistics, as well as the higher importance and significance of individual ships. Strategies differ more, and multiple approaches can be equally successful. Tactical differences are highlighted through three major "Navy Policies", that either emphasize on battle ships/cruisers, carriers, or submarines.
The problem with Stellaris is, that no one knows how naval warfare will turn out if resources and production capability become nearly infinite. EU and Vic also represent much larger timeframes, with multiple technological breakthroughs, thus being more suitable to Stellaris' timeframe.
But I still think one could combine elements of both approaches, to make warfare in general more interesting. Here are some ideas on how to improve Stellaris Naval Warfare, in my humble opinion:

a) different sets of mutually exclusive fleet strategies and technologies
b) production concentration based on those strategies
c) highly fluctuation of smaller ships (every 15-30 years or so on average) combined with longer lifespans of cruisers and battle ships (up to 150 years), maybe based on policy
d) taking crew education (something like sailors in EU?) into account, so no complete rebuild in 1-2 years if the entire (!) fleet was annihilated
e) expand supply management by enhancing the importance of space bases
f) Kill Count for ships (e.g. "This Battle-Ship has destroyed 3 Blorg-Cruisers, 1 Zenon-Destroyer and 1 Space-Fox Naval Station)
e) Flagships with bonuses

What do you think?
 
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pieman

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i think it'd be fun to see different types of ships, like, maybe your shipd have crews that learn and get better in certain ways based on the biological aptitudes you picked, maybe building fleets on worlds with different species means they man the ships instead and have different abilities.

Maybe you dont have crews at all, maybe they're all AI-controlled, no crew training required, but limitations of AI.

The other cool thing this could bring in, is different ships within your fleet rebelling. like your AI fleets could fall to AI rebellion. Similarly, a certain species or planet that starts a war of independance might be more likely to sway ships crewed by that species, or crewed by pops from certain factions or ethos'.
 
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Actually EU4 has addressed the doomstack issue by limiting the number of ships that can engage at once. As a result, you can't win battles with sheer numbers, so quality has become a lot more important for naval warfare, and you have more of a protracted struggle for control rather than one doomstack simply wiping out the other doomstack. Also, light ships perform a fundamentally different role, primarily economic (trade protection, privateering, blockading); they can be used to fight, but they are very bad at it compared to heavies. There's no 'merchant navy' in Stellaris, which is a dimension I think is lacking.
 
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For me, Stellaris concept screamed for HoI-like fleet since day one. I really don't understand why they decide to use 4X approach at all.
HoI-like approach means:
1. Already well-known system, PDX worked with for years. So much less mistakes and bugs.
2. The whole different modifiers and parameters system used for military in HoI series is much more suited to emulate different approach races could take toward spaceship-building and designs. It also allow much easier balance, make concept of logistics, Space station easier to integrate. It also could help with dooms-stacks, PD and other problems we currently have in Stellaris.
3. With some creativity, based on HoI3 shipbuilding, f.e., Constructing ships with different components could still be an interesting process.
4. Abstracting the whole fleet in single entity would help the game performance tremendously while helping with current major bugs with distance calculation, missiles not re-targeting and the whole bunch of together problems that come with making a fleet as bunch of separate ships.

But we are stuck with current fleet implementation that really adds nothing to the game that could justify its presence.
 
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I dont know how to conciliate the control of limited sea zones approach in HoI with the more fluid and RTS like fleet movement in Stellaris. Honestly, I love HoI fleet dynamics, much more than Stellaris', however I don't see how this would work at all.
 
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I really don't understand why they decide to use 4X approach at all.

The big problem being, they kinda didn't. If they had gone all the way and allowed you the same sort of control as most 4X games do, a modest (or higher) number of the problems of the current system would have been significantly reduced. But instead, they went for a sort of poor middle ground between their usual Grand Strat abstraction and a 4X system which serves neither purpose well.
 
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TheDungen

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HoI4 has by far the best naval mechanic. It actually represents how vast oceans (and even more so space) is. Stellaris does a little better than the others in that it atleast does not have provinces where fleets immediately engage if they overlap.
If you want more focus on individual ships then I would simply recommend lower fleets sizes. If you only have a handful ships then even with indirect control they become entities that the doomstacks never are. I played a south africa campaign in HoI4 yesterday and since I never had more than ten subs at any one time (Not many naval shipyards) each of them felt important, sadly they quickly ended up with generic names which killed the whole keep an eye on which ship has done well thing.

Edit: Oh and ships can easily last for 300 years, if kept well. When I worked for the Swedish national maritime museum we used to sail with the museum barques which as I recall were almost that old.
But they of course wouldn't be much use in this century, that said there are uses for outdated boats, while a ship may not be a cutting edge ship of the line any more, it can be recommissioned for patrol duty, courier stuff, sold of as a civilian vessel (on the flip side of that civilian vessels can be refitted as wartime vessels when needed too). Sure not 300 years later but at least for some 50 years after they're taken out of main use.
They can be used as training vessels for even beyond that. Ships cost a lot to build and actually scuttling them is a very rare thing, and usually point to neglect rather than anything else. Funny story often ships which were scuttled were used filled with rocks when sunk and used as foundations for things like piers and breakwaters. Again because they are expensive to build even when discarded they were put to use.

I dont know how to conciliate the control of limited sea zones approach in HoI with the more fluid and RTS like fleet movement in Stellaris. Honestly, I love HoI fleet dynamics, much more than Stellaris', however I don't see how this would work at all.
I would suggest that you chose a number of star systems a navy operates from, and then from each of these drag out a circle, the circles all need to connect in order for the basing to be accepted, the area covered by these circles are then crunched against the size of your navy their speed and so on and shows how well you cover the area.
In a way it's a system similar to the sectors in the game already but a bit more malleable. The AI could simply use the sector system as is (because it doesn't work well with malleable stuff).
 
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Personally I dont mind "doomstacks" in themselves because navies should travel in packs, and small empires never have enough ships to divide them into multiple fleets viably. A HOI 4 approach to navies would be awesome though.

However I think improving how armies work would offset naval doomstacks. Just because you have a giant space navy skulking around doesnt mean you are going to win a war. Better planetary invasions, and interplanetary trade would improve the roles of navies as star and glorified yet ultimately secondary units. The core of a military should be the army, but that would make the navy more valuable.
 
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Personally I dont mind "doomstacks" in themselves because navies should travel in packs, and small empires never have enough ships to divide them into multiple fleets viably. A HOI 4 approach to navies would be awesome though.

However I think improving how armies work would offset naval doomstacks. Just because you have a giant space navy skulking around doesnt mean you are going to win a war. Better planetary invasions, and interplanetary trade would improve the roles of navies as star and glorified yet ultimately secondary units. The core of a military should be the army, but that would make the navy more valuable.
Navies should travel in packs? No they shouldn't. In the vastness of the ocean or space travelling in packs means you don't cover anything.
In reality navies usually only gather in force for a short time when doing specific tasks, taking out an enemy navy that they knew where to find, blocking a certain strait, and so on.
 
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Navies should travel in packs? No they shouldn't. In the vastness of the ocean or space travelling in packs means you don't cover anything.
In reality navies usually only gather in force for a short time when doing specific tasks, taking out an enemy navy that they knew where to find, blocking a certain strait, and so on.
You arent going to spread your navy thin, unless you dont like having one. Real Life naval powers can spread out because they have LOTS of ships, with fleets larger than many nations entire navies. A massive galactic empire will split up, but not a more realistically sized empire with tough rivals. In that circumstance, strategic targets are key. Also, you could use the space equivilant of aircraft to watch wide areas of space...and then the navy reacts to the intel.

But even IRL ships of the largest navies cannot cover entire oceans, which is why aircraft, radar, and consequently carriers are important. It isnt like you should be able to blockade an entire arm without the use of proper intelligence.
 
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TheDungen

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You arent going to spread your navy thin, unless you dont like having one. Real Life naval powers can spread out because they have LOTS of ships, with fleets larger than many nations entire navies. A massive galactic empire will split up, but not a more realistically sized empire with tough rivals. In that circumstance, strategic targets are key. Also, you could use the space equivilant of aircraft to watch wide areas of space...and then the navy reacts to the intel.

But even IRL ships of the largest navies cannot cover entire oceans, which is why aircraft, radar, and consequently carriers are important. It isnt like you should be able to blockade an entire arm without the use of proper intelligence.
Actually no they don't have lots of ships. Usually even major powers had less than a dozen of their really large vessels. That's why you have smaller faster and cheaper vessels as part of you patrolling. And no you can't block an entire coast which is why EU4s navy mechanics for an example works so much worse than HoI4s (EU4 has by far the worsr naval mechanics of any paradox game, well maybee aside from vic which works with an older version of the same engine as I recall).

And outnumbered force spread out more trusting in stealth where force would not serve them. Hence why the english and dutch sent privateers against the spanish. why the germans used subs against the British. Clustering their force meant that the enemy would quickly use their superior numbers to find them and either destroy them or blockade them in some port.
Guerilla tactics on land or on sea, they are always the weapon of the weak against the strong.
 
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Actually no they don't have lots of ships. Usually even major powers had less than a dozen of their really large vessels. That's why you have smaller faster and cheaper vessels as part of you patrolling. And no you can't block an entire coast which is why EU4s navy mechanics for an example works so much worse than HoI4s (EU4 has by far the worsr naval mechanics of any paradox game, well maybee aside from vic which works with an older version of the same engine as I recall).

And outnumbered force spread out more trusting in stealth where force would not serve them. Hence why the english and dutch sent privateers against the spanish. why the germans used subs against the British. Clustering their force meant that the enemy would quickly use their superior numbers to find them and either destroy them or blockade them in some port.
Guerilla tactics on land or on sea, they are always the weapon of the weak against the strong.
I was including screens in my "lots of ships" statement. Compared to regional powers, major powers have a boat-load of ships, but nowhere near enough to cover an ocean without air or electrical recon and intelligence.

And most certainly not space either. A space empire should have massive gaping holes, and defense should be focused on star systems and even atmospheres, where strategic targets are, and not the midfle of nowhere in the gap of a galactic arm (unless you know hyperjump paths).

Fyi this post is agreeing with you.
 

TheDungen

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Well just because you can't keep a perfect watch on the space lanes is no reason not to patrol them.
 
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Kills counts and crew experience and training would be so awesome. Along with a button that can filter out untrained ships so that you can either husband you elite crews or use them in the fore of your battle plan.

Perhaps a super elite crew with levels of experience might add happiness as it tours the empire inspiring the nation for its military prowess :)
 
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quetzilla

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Also, light ships perform a fundamentally different role, primarily economic (trade protection, privateering, blockading); they can be used to fight, but they are very bad at it compared to heavies. There's no 'merchant navy' in Stellaris, which is a dimension I think is lacking.

This is such an important thing. Stellaris is *screaming* for some form of civilian interstellar trade. Right now every empire is basically communism with state controlled industry. Space trading (and trade routes, smugglers, merchant organizations) is such a huge trope of most space sci-fi worlds, and it's sorely needed in Stellaris. Doing so would open up the trade interdiction method of warfare, where it's very reasonable to send a bunch of small fleets to raid your enemies trade routes to sabotage their industry, and a Doomstack has to go chasing around all the fleets (and smaller fleets can escape to hyperspace a lot faster).

Seems like something that would be a good focus for an exapansion.
 
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Well, realistically any setting with actual FTL capability sets itself up with a problem as soon as you want deregulated access to that tech for corporations/pirates/civilians. Reason being, a ship with FTL is a WMD on a scale that makes planet cracking antimatter bombs look like a gnat's fart.

I guess a neat way to stimulate civilian trade would be for them to act as abstracted local internal system workforces, based from planets/stations and using non-FTL torch drives (basically nothing changes - this explanation fits perfectly well within the current mechanics).

The workforce is shuttled between systems by state owned FTL transit options. Actual trade could be conducted via massive government owned FTL super freighters, like Dune's headliners. Mechanically, you build the ship and set it on a looping course between your capitol and the target. The headcanon explanation being that private enterprises can simply rent space aboard the ship for their goods/personnel/whatever.
 

TheDungen

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Well, realistically any setting with actual FTL capability sets itself up with a problem as soon as you want deregulated access to that tech for corporations/pirates/civilians. Reason being, a ship with FTL is a WMD on a scale that makes planet cracking antimatter bombs look like a gnat's fart.

I guess a neat way to stimulate civilian trade would be for them to act as abstracted local internal system workforces, based from planets/stations and using non-FTL torch drives (basically nothing changes - this explanation fits perfectly well within the current mechanics).

The workforce is shuttled between systems by state owned FTL transit options. Actual trade could be conducted via massive government owned FTL super freighters, like Dune's headliners. Mechanically, you build the ship and set it on a looping course between your capitol and the target. The headcanon explanation being that private enterprises can simply rent space aboard the ship for their goods/personnel/whatever.
That's assuming that you actually travel at velocities greater than light which none of the methods of travel in the game does.
Truth is we have no idea how an object moving faster than light would behave. None has ever been observed, since you can't accelerate to the speed of light and a consistent universe require acceleration to be continuous any object traveling faster than light must always have traveled faster than light.
 
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what could prove useful is a experience system where ships can gain bonuses
its a system seen in countless games and one that has proven to improve immersion and value of specific units

i, for one, remember using a single mammoth or avatar in c&c3 for hours in the late game just having fun