If this is in the wrong place mods, I am more than willing to move it, but I think this is best served being in the main forum, not the suggestion forum, which no one seems to read at all.
Ground Combat in a Space Game. Unknown, unloved, and a micromanagement hell. Stellaris has been out for about eh, six months now and has seen four major patches and two major DLCs. There is an upcoming patch and DLC going through dev diaries now with an unknown release date ( I have money bet that it will come out late February-early March, please feel free to prove me wrong devs
) Even the lead dev, Wiz has said that ground combat needs a rework, and hell, if Sectors can cause ¼ of this forum to be filled with complaints about how the Sector AI sucks, then allow me to fill up 1/10 of that ¼ with this post.
Common complaints are that attachments are useless and too fiddley, there is no use in defending, ground combat isn’t engaging, there’s no limit on how many armies you can have and that the transport/invasion aspect is too micromanaging. So I will offer my assessments on these five complaints, mention two mods that seem to be going in the right direction and explain why I think they are going in the right direction.
*Allow the AI to control attachments then or remove attachments (no one uses them, too fiddly, not enough bang for buck)
Side note, it is possible for armies to have up to four attachments (have not tested with more) but said attachments are locked behind experience of an army (and does not seem to work, an veteran army still only has one attachment slot when it should have two [may need to tinker with the file a bit more])
The issue here is that no one really like attachments, they don’t offer enough of a noticeable difference to an army, cost too much for too little effort and is pretty much micromanagement hell. Also, why add an attachment to an army when you could get another army for just about double the price of an attachment? Offer more choice in attachments, allow us to pre-choose attachments when building an army, allow us to use more attachments for more experienced armies, and make attachments have a noticeable effect. The Expanded Army Attachment mod adds in several attachments which certainly makes the armies more noticeable in difference.
This leads to the second issue
*put a width limit on invasions, limit attackers to 12 armies perhaps (need to stop just spam 100 assault armies and be done)
Why bother using any army besides Assault Armies? Why bother even defending a planet to the maximum capacity if the AI or the player can just spam 100 cheap assault armies or slave armies and be done with it? There is a limit on how many units can defend a planet, why is there not a limit on how many armies can attack a planet? With a limit on how many units can attack, then it would be more viable for you to put EFFORT into defending a planet. Or copy from HOI3/HOI4 and introduce a frontage system where any army above a certain limit is heavily penalized in damage and in morale.
Side note, speaking of AI planet invasions, have anyone EVER seen the AI invade one of their planet? I’ve been playing for about 460 hours and have never seen the AI invade one of my planet. Not sure if lucky or if the AI has the same issue with invasion as it does in the four other Paradox titles.
*or, change the system so that bigger planets can stack more armies on defense and attack, one army per tile perhaps? (could lead to ground invasion micro game [that's an issue] )
This would once again, make bigger planets harder to take and smaller planets easier to take. This does lead to the issue of micromanaging, hell, all three subjects I have touched on increase the micromanaging needed, which is a big X against it. Back to this, a ten tile planet could allow for 10 armies to be stationed on it and 15 armies to attack it, a 25 tile planet would allow for 25 armies to be stationed on it and 40 armies to attack it. The numbers would have to be determined with balancing. This could also lead to clamoring for a microgame in which you could control the armies invading the planet. (I’m not for it, too much work tbh)
*find a way to limit armies’ numbers.
Here is where I’d call on the Victoria II model of the army. You needed 1,000 solider pops to support a 3,000 men. If you didn’t have the pops, no army brigade. Larger countries with more solider pops could have a larger army and it snowballed from there. Of course, there was no upper limit on how many people could live in a province. While on planets, there’s a lower bound of 8-9 and a upper bound of 25 pops at the most, and there is no such thing as a solider pop in Victoria II. My idea behind this is that every army except for three (four-five?) are bound by the pop restriction. If you have three pops of super strong Groot, you are only going to get three armies of super strong Groot soldiers. Now the three that aren’t bound by pop standards are
Clone Armies (you can clone them with no problems)
Robot Armies (build more robots)
Droid Armies (build more droids)
Now, this can be unfair, because this will allow bigger countries to snowball over the smaller countries, so I can agree with the idea that perhaps Defense armies should NOT be restricted by POP bounds. I think they should be restricted, but I can see how that could hurt smaller countries. Ethos could be factored in, Pacifism requiring two pops to make one army, but they get cheaper defense armies and Militarism allow half a pop to make one army. Not sure if government ethics or species ethics should be used for this. I’d say the species ethics should be used, but seeing that the 1.5 patch is only allowing one ethic per pop, might not work or probably will handicap this idea.
*attach armies to ships and make it so that when a planet reaches 0 fortifcation, the ships take it over (then what could defense armies do?)
This would probably remove the transport ship requirement and heavily simplify the ground combat system to the point where armies would be removed and gone. Wiz has made it clear that armies will not be removed, but this is a potential option.
I am going to mention two mods that I use that I find make the ground combat game a bit more fun and less ‘lol attacker spams 100 slave armies and wins, btfo’ Bolded parts are the parts that I think are done right and make the ground game more enjoyable to me.
Ground Combat Evolved by shuulleech
- Orbital bombardment takes much longer and has severe effect on infrastructure. Light bombardment is now mostly precise strikes against military targets and will not damage infrastructure. Full bombardment will cause collateral damage and you can wipe planet with it, but it will take some time.
FINALLY, I CAN KILL THE XENO SCUM
- To kill any POP fortification must be reduced below 1%. For building to be destroyed fortification must be reduced below 50%.
But I have to bombard the HELL out of them.
- Ground combat now takes much longer and there are less Win-Or-Loose situations, sometimes you will need multiple attacks to take the planet.
Still doesn’t solve the spam 100 slave armies issue but it’s a start.
- All armies are now rebalanced with increased cost and maintenance, but they are more powerful. Less armies needed so less micro. Damaged armies regen slowly and have 3x maintnance cost during regen to make planet assault a bit more impactfull to attacker economy.
Yes, make it more expensive to maintain armies, which require a decent economy to support your army.
- Garrisons now make sense.
The spawnable POP garrisions, they’re okay, but they only take on the trait of your founder species. Bit sad to see Human garrisons on a planet full of super strong space horses.
- Max armies on planet is now 10 - less micro. Z
I disagree with a low limit, I’d put the limit at 30 seeing that size of a planet makes no difference at the moment
- Opinion mauluses for using Limited and Full bombardment for Xenophile and Pacifist empires as bombardment is quite powerful now (Pacifists really dont like bombs now!).
Can’t argue against this. Cheese eating surrender birds don’t like me to purge the world clean in hell fire.
SD's Ground Combat Evolved Tweaks by SalsaDoom
- Makes planetary bombardment quicker in most cases so AI can actually attack usually
Haven’t really noticed this much, /shrug
- Planetary shield generator MASSIVELY buffed +300% fortifications so you can make a "fortress world"
Makes sense. A 50% buff is just weak.
- Defensive armies are MORE powerful than most assault armies
I absolutely agree with this. If I can’t transport my defense armies, they better be a lot stronger than my assault armies. And this ties back into trying to counter the ‘spam 100 slave armies and win lol’
- *No limit* on number of armies on a planet now
Disagree here; you end up seeing in the 2300s a planet with like 30-40 armies on it. Bit too over powered for my tastes.
- Fortification bonus's increased, and defenders suffer no penalty for no fortifications
YES YES YES. At 0 fortification the defenders should be on level playing ground with me, at 100% fortification, I should be really regretting a decision to assault or I better have a numerical advantage over the defender.
I’d also like to give a shot out to Enhanced Army Attachment by Raumfahrer Spiff which added in more army attachments and tech to go along with it. It is compatible with 1.4.1 and works well with GCE and SD’s tweaks
Another shout out to Prepare for Ground Assault by Ventessel who inspired Ground Combat Evolved and was perhaps the first modder for the ground combat aspect of Stellaris
And a final annoying shout out to Starfoth The Burgundy Silk Rug for his Tougher Primitives mod which is sadly outdated but made it much fun to invade those damned primitives
In short, I like this game, I want to like the ground combat system, but there are issues with it that need to be solved. While most of these proposals are unfeasible in the current version, I believe that Paradox needs to consider looking at how the modders on the Steam Workshop and in the Forum Modding section are trying to solve or balance ground combat before they consider radical changes or no changes to the current system.
-Cody
Feel free to comment on this and to quote this post out of context.
tl;dr, I spent 50 minutes typing this up, you go back and read this.
Ground Combat in a Space Game. Unknown, unloved, and a micromanagement hell. Stellaris has been out for about eh, six months now and has seen four major patches and two major DLCs. There is an upcoming patch and DLC going through dev diaries now with an unknown release date ( I have money bet that it will come out late February-early March, please feel free to prove me wrong devs
Common complaints are that attachments are useless and too fiddley, there is no use in defending, ground combat isn’t engaging, there’s no limit on how many armies you can have and that the transport/invasion aspect is too micromanaging. So I will offer my assessments on these five complaints, mention two mods that seem to be going in the right direction and explain why I think they are going in the right direction.
*Allow the AI to control attachments then or remove attachments (no one uses them, too fiddly, not enough bang for buck)
Side note, it is possible for armies to have up to four attachments (have not tested with more) but said attachments are locked behind experience of an army (and does not seem to work, an veteran army still only has one attachment slot when it should have two [may need to tinker with the file a bit more])
The issue here is that no one really like attachments, they don’t offer enough of a noticeable difference to an army, cost too much for too little effort and is pretty much micromanagement hell. Also, why add an attachment to an army when you could get another army for just about double the price of an attachment? Offer more choice in attachments, allow us to pre-choose attachments when building an army, allow us to use more attachments for more experienced armies, and make attachments have a noticeable effect. The Expanded Army Attachment mod adds in several attachments which certainly makes the armies more noticeable in difference.
This leads to the second issue
*put a width limit on invasions, limit attackers to 12 armies perhaps (need to stop just spam 100 assault armies and be done)
Why bother using any army besides Assault Armies? Why bother even defending a planet to the maximum capacity if the AI or the player can just spam 100 cheap assault armies or slave armies and be done with it? There is a limit on how many units can defend a planet, why is there not a limit on how many armies can attack a planet? With a limit on how many units can attack, then it would be more viable for you to put EFFORT into defending a planet. Or copy from HOI3/HOI4 and introduce a frontage system where any army above a certain limit is heavily penalized in damage and in morale.
Side note, speaking of AI planet invasions, have anyone EVER seen the AI invade one of their planet? I’ve been playing for about 460 hours and have never seen the AI invade one of my planet. Not sure if lucky or if the AI has the same issue with invasion as it does in the four other Paradox titles.
*or, change the system so that bigger planets can stack more armies on defense and attack, one army per tile perhaps? (could lead to ground invasion micro game [that's an issue] )
This would once again, make bigger planets harder to take and smaller planets easier to take. This does lead to the issue of micromanaging, hell, all three subjects I have touched on increase the micromanaging needed, which is a big X against it. Back to this, a ten tile planet could allow for 10 armies to be stationed on it and 15 armies to attack it, a 25 tile planet would allow for 25 armies to be stationed on it and 40 armies to attack it. The numbers would have to be determined with balancing. This could also lead to clamoring for a microgame in which you could control the armies invading the planet. (I’m not for it, too much work tbh)
*find a way to limit armies’ numbers.
Here is where I’d call on the Victoria II model of the army. You needed 1,000 solider pops to support a 3,000 men. If you didn’t have the pops, no army brigade. Larger countries with more solider pops could have a larger army and it snowballed from there. Of course, there was no upper limit on how many people could live in a province. While on planets, there’s a lower bound of 8-9 and a upper bound of 25 pops at the most, and there is no such thing as a solider pop in Victoria II. My idea behind this is that every army except for three (four-five?) are bound by the pop restriction. If you have three pops of super strong Groot, you are only going to get three armies of super strong Groot soldiers. Now the three that aren’t bound by pop standards are
Clone Armies (you can clone them with no problems)
Robot Armies (build more robots)
Droid Armies (build more droids)
Now, this can be unfair, because this will allow bigger countries to snowball over the smaller countries, so I can agree with the idea that perhaps Defense armies should NOT be restricted by POP bounds. I think they should be restricted, but I can see how that could hurt smaller countries. Ethos could be factored in, Pacifism requiring two pops to make one army, but they get cheaper defense armies and Militarism allow half a pop to make one army. Not sure if government ethics or species ethics should be used for this. I’d say the species ethics should be used, but seeing that the 1.5 patch is only allowing one ethic per pop, might not work or probably will handicap this idea.
*attach armies to ships and make it so that when a planet reaches 0 fortifcation, the ships take it over (then what could defense armies do?)
This would probably remove the transport ship requirement and heavily simplify the ground combat system to the point where armies would be removed and gone. Wiz has made it clear that armies will not be removed, but this is a potential option.
I am going to mention two mods that I use that I find make the ground combat game a bit more fun and less ‘lol attacker spams 100 slave armies and wins, btfo’ Bolded parts are the parts that I think are done right and make the ground game more enjoyable to me.
Ground Combat Evolved by shuulleech
- Orbital bombardment takes much longer and has severe effect on infrastructure. Light bombardment is now mostly precise strikes against military targets and will not damage infrastructure. Full bombardment will cause collateral damage and you can wipe planet with it, but it will take some time.
FINALLY, I CAN KILL THE XENO SCUM
- To kill any POP fortification must be reduced below 1%. For building to be destroyed fortification must be reduced below 50%.
But I have to bombard the HELL out of them.
- Ground combat now takes much longer and there are less Win-Or-Loose situations, sometimes you will need multiple attacks to take the planet.
Still doesn’t solve the spam 100 slave armies issue but it’s a start.
- All armies are now rebalanced with increased cost and maintenance, but they are more powerful. Less armies needed so less micro. Damaged armies regen slowly and have 3x maintnance cost during regen to make planet assault a bit more impactfull to attacker economy.
Yes, make it more expensive to maintain armies, which require a decent economy to support your army.
- Garrisons now make sense.
The spawnable POP garrisions, they’re okay, but they only take on the trait of your founder species. Bit sad to see Human garrisons on a planet full of super strong space horses.
- Max armies on planet is now 10 - less micro. Z
I disagree with a low limit, I’d put the limit at 30 seeing that size of a planet makes no difference at the moment
- Opinion mauluses for using Limited and Full bombardment for Xenophile and Pacifist empires as bombardment is quite powerful now (Pacifists really dont like bombs now!).
Can’t argue against this. Cheese eating surrender birds don’t like me to purge the world clean in hell fire.
SD's Ground Combat Evolved Tweaks by SalsaDoom
- Makes planetary bombardment quicker in most cases so AI can actually attack usually
Haven’t really noticed this much, /shrug
- Planetary shield generator MASSIVELY buffed +300% fortifications so you can make a "fortress world"
Makes sense. A 50% buff is just weak.
- Defensive armies are MORE powerful than most assault armies
I absolutely agree with this. If I can’t transport my defense armies, they better be a lot stronger than my assault armies. And this ties back into trying to counter the ‘spam 100 slave armies and win lol’
- *No limit* on number of armies on a planet now
Disagree here; you end up seeing in the 2300s a planet with like 30-40 armies on it. Bit too over powered for my tastes.
- Fortification bonus's increased, and defenders suffer no penalty for no fortifications
YES YES YES. At 0 fortification the defenders should be on level playing ground with me, at 100% fortification, I should be really regretting a decision to assault or I better have a numerical advantage over the defender.
I’d also like to give a shot out to Enhanced Army Attachment by Raumfahrer Spiff which added in more army attachments and tech to go along with it. It is compatible with 1.4.1 and works well with GCE and SD’s tweaks
Another shout out to Prepare for Ground Assault by Ventessel who inspired Ground Combat Evolved and was perhaps the first modder for the ground combat aspect of Stellaris
And a final annoying shout out to Starfoth The Burgundy Silk Rug for his Tougher Primitives mod which is sadly outdated but made it much fun to invade those damned primitives
In short, I like this game, I want to like the ground combat system, but there are issues with it that need to be solved. While most of these proposals are unfeasible in the current version, I believe that Paradox needs to consider looking at how the modders on the Steam Workshop and in the Forum Modding section are trying to solve or balance ground combat before they consider radical changes or no changes to the current system.
-Cody
Feel free to comment on this and to quote this post out of context.
tl;dr, I spent 50 minutes typing this up, you go back and read this.
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