Hi there !
I recently dived back into stellaris and it has been a blast living a lot of my space fantasy again. There is however one thing I feel to be strongly missing: meaningful ground warfare.
From Starship Trooper to Warhammer 40k, ground warfare is often depicted as a fight as epic as the space battles we all know and love.
Stellaris has been trying to make ground warfare interesting from v1.0 with different types of armies, bastions, planetary shield etc... However, even after 5 years and though the mechanic has not been shelved (as the recent developments on resurrected armies proves) the mechanic still feels mostly empty.
I would like to argue for 3 main reasons why ground warfare is currently not great and three ideas which I believe easy to implement gameplay wise (though not necessarily AI wise, I lack knowledge on that field) to address them.
I - A ground force is only as strong as its navy
Currently, it is only possible to launch an invasion of a world once the space station of the system has been captured. Moreover once the station has been captured, it can't be contested by ground forces. I means that having the strongest space marines in the world means nothing if you lost the first engagement. The enemy doesn't even need to keep any forces in the system to keep your indomitable forces at bay
In a nutshell: there is no reason (outside of RP) to ever develop your ground forces as it can easily been put out of play by fleets.
II - Battles are over before they start
While space battle in Stellaris are affected by fleet strength but also type of engagement, stellar terrain, reinforcements etc... There is only one meaningful type of ground battle : an overwhelming assault force lands on a world, dukes it out for a while and wins. Rare is the time where the situation offers possibility for the desperate defenders to get reinforcements and as only victory brings anything to the winner, there is often no reason to start an assault before the gathered forces vastly outnumber the defenders.
To make a long story short: there is very little decision involved as on how to use ground forces.
III - Battles don't feel like they have an impact
I would argue that, even in other the top 40k, ground battles in science fiction lack in scale. During WW1, to control the north of France, millions of soldiers, several percent of the population of involved countries, died on the field of battle. The destruction wistood still scars the countryside.
Stellaris includes Ecumenopolis with tens of not hundreds of billions of inhabitants. However you only need to spend a few thousand minerals (barely the value of 1 battleship) to recruit a force capable of invading such planet. There may be collateral damages inflicted by the assault but as it is never shown I can't tell if it is insignificant or simply hidden from me the player.
Massive planetary battles should feel like great endeavours. Now they are more a box to tick on your way to victory.
There are other issues with the current system but I want for the sake of this post to focus only on the issues which, I think, could be relatively easily addressed.
Here come three ideas for which I would love some feedback. They are not exactly addressing on a one by one basis the three issued but together could, I think, be an improvement
1 - Let me hit them with my sword !
The computer for the Colossus allows it, though it is a military unit to move freely when enemy ships are around. By giving this computer to transport ships, all of a sudden you can form your elite army and send it pass the superior enemy fleet, wistanding casualties but still landing on the enemy capital to hunt down those pesky fleet enthusiasts who can't put boot on the ground. Defensive armies should get a strong bonus while still controlling the starbase in their system (representing total air superiority) to avoid getting into the opposite situation where space warfare becomes meaningless.
Now developing the best ground army in the universe could be a valid choice rather than improving your fleet as you could really hurt your enemy in a way empires without your dedication can't.
2 - Orbital battery anyone ?
Currently a Corvette can bombard with impunity a world with an industrial output great enough to crank out one battleship a month...there is no risk in bombarding a world for years on end which, again, makes armies in a big way useless but also... is boring.
There are currently events (the Fleet Manoeuvre ones if I'm not mistaken) that causes random damages against a fleet.
Let's say that the Bastion and Fortress building now also include orbital defenses which, every X amount of time, has a chance to cause damage to all bombarding vessels.
Bombarding or not become an actuall strategic choice: do I want to risk damages so I can soften the defense or should I launch the invasion now instead ?
3 - Blood for the blood god
Currently ground battle are relatively short, making it hard to intervene in time once one starts. Moreover there are no action reports to help us weigh our losses, the enemies... And the collateral damage.
By increasing the durability of all armies while keeping damages as is, combats would last significantly longer, allowing you to possibility gather a relief force to save your home world, trying to go through the enemy fleet to deliver the crucial manpower needed on the ground. Moreover that would increase the amount of inflicted collateral damages. If you were to top that with a battle report stating the armies casualties on both sides but also civilian casualties and destroyed building, we would get a better feel of how damaging this fight actually was.
Let's imagine those three ideas (after refinement) are implemented.
Here are a few gameplay decisions that you can make:
- create a horde of Xenomorphs to send on the enemy's capital, avoiding fleets and ignoring starbases, more for causing destruction on the ground than for trying to conquer the world right now
- having your elite army escaping the enemy'rearguard blocade to rush to the rescue of your core world currently being invaded
- creating a forteress word that is not just a road bump but actually forces the enemy fleet to find another way or risk taking serious damages.
Bonus: two ideas which would require significant development
A - How many losses did you say ?
Considering the scale needed for a real planetary invasion, I wouldn't find it absurd that the amount of soldiers involved in such a campaign represent the equivalent of game POPs. By rebalancing armies so that, offensively and defensively, one army = one POP, we could have battles being even more meaningful by costing you a hard to replace ressources : POP rather than abundant minerals. Exceptions could exist like Clone Armies, Droid Armies and Xenomorphs, which would make those tech actually precious instead of mostly flavour.
B - Boarding party ready !
This one would be a massive change: make upgraded starbases into micro habitats with the current buildings replaced by pop using buildings (anchorage => soldiers employing building, Trade hub => Clerck employing jobs) massive (ideally -100%) maluses to pop growth which could thus be invaded and occupied.
Now when you reduce a starbase to 0 health it stays inactive while your fleet is around but if you don't subdue the crew, you will not be able to use its guns. Moreover, even if you took full control of the starbase by landing some armies, the enemy could take back control of their starbase by sending their own boarding parties.
Those five ideas are probably not detailed enough to make fully sense and too specific to actually be balanced with the rest of the game but what is your general feeling on trying to make ground warfare more engaging ? Would those ideas be a step in the right direction or are they too clumsy/hard to explain to the AI ? I'd love some feedback on those
I recently dived back into stellaris and it has been a blast living a lot of my space fantasy again. There is however one thing I feel to be strongly missing: meaningful ground warfare.
From Starship Trooper to Warhammer 40k, ground warfare is often depicted as a fight as epic as the space battles we all know and love.
Stellaris has been trying to make ground warfare interesting from v1.0 with different types of armies, bastions, planetary shield etc... However, even after 5 years and though the mechanic has not been shelved (as the recent developments on resurrected armies proves) the mechanic still feels mostly empty.
I would like to argue for 3 main reasons why ground warfare is currently not great and three ideas which I believe easy to implement gameplay wise (though not necessarily AI wise, I lack knowledge on that field) to address them.
I - A ground force is only as strong as its navy
Currently, it is only possible to launch an invasion of a world once the space station of the system has been captured. Moreover once the station has been captured, it can't be contested by ground forces. I means that having the strongest space marines in the world means nothing if you lost the first engagement. The enemy doesn't even need to keep any forces in the system to keep your indomitable forces at bay
In a nutshell: there is no reason (outside of RP) to ever develop your ground forces as it can easily been put out of play by fleets.
II - Battles are over before they start
While space battle in Stellaris are affected by fleet strength but also type of engagement, stellar terrain, reinforcements etc... There is only one meaningful type of ground battle : an overwhelming assault force lands on a world, dukes it out for a while and wins. Rare is the time where the situation offers possibility for the desperate defenders to get reinforcements and as only victory brings anything to the winner, there is often no reason to start an assault before the gathered forces vastly outnumber the defenders.
To make a long story short: there is very little decision involved as on how to use ground forces.
III - Battles don't feel like they have an impact
I would argue that, even in other the top 40k, ground battles in science fiction lack in scale. During WW1, to control the north of France, millions of soldiers, several percent of the population of involved countries, died on the field of battle. The destruction wistood still scars the countryside.
Stellaris includes Ecumenopolis with tens of not hundreds of billions of inhabitants. However you only need to spend a few thousand minerals (barely the value of 1 battleship) to recruit a force capable of invading such planet. There may be collateral damages inflicted by the assault but as it is never shown I can't tell if it is insignificant or simply hidden from me the player.
Massive planetary battles should feel like great endeavours. Now they are more a box to tick on your way to victory.
There are other issues with the current system but I want for the sake of this post to focus only on the issues which, I think, could be relatively easily addressed.
Here come three ideas for which I would love some feedback. They are not exactly addressing on a one by one basis the three issued but together could, I think, be an improvement
1 - Let me hit them with my sword !
The computer for the Colossus allows it, though it is a military unit to move freely when enemy ships are around. By giving this computer to transport ships, all of a sudden you can form your elite army and send it pass the superior enemy fleet, wistanding casualties but still landing on the enemy capital to hunt down those pesky fleet enthusiasts who can't put boot on the ground. Defensive armies should get a strong bonus while still controlling the starbase in their system (representing total air superiority) to avoid getting into the opposite situation where space warfare becomes meaningless.
Now developing the best ground army in the universe could be a valid choice rather than improving your fleet as you could really hurt your enemy in a way empires without your dedication can't.
2 - Orbital battery anyone ?
Currently a Corvette can bombard with impunity a world with an industrial output great enough to crank out one battleship a month...there is no risk in bombarding a world for years on end which, again, makes armies in a big way useless but also... is boring.
There are currently events (the Fleet Manoeuvre ones if I'm not mistaken) that causes random damages against a fleet.
Let's say that the Bastion and Fortress building now also include orbital defenses which, every X amount of time, has a chance to cause damage to all bombarding vessels.
Bombarding or not become an actuall strategic choice: do I want to risk damages so I can soften the defense or should I launch the invasion now instead ?
3 - Blood for the blood god
Currently ground battle are relatively short, making it hard to intervene in time once one starts. Moreover there are no action reports to help us weigh our losses, the enemies... And the collateral damage.
By increasing the durability of all armies while keeping damages as is, combats would last significantly longer, allowing you to possibility gather a relief force to save your home world, trying to go through the enemy fleet to deliver the crucial manpower needed on the ground. Moreover that would increase the amount of inflicted collateral damages. If you were to top that with a battle report stating the armies casualties on both sides but also civilian casualties and destroyed building, we would get a better feel of how damaging this fight actually was.
Let's imagine those three ideas (after refinement) are implemented.
Here are a few gameplay decisions that you can make:
- create a horde of Xenomorphs to send on the enemy's capital, avoiding fleets and ignoring starbases, more for causing destruction on the ground than for trying to conquer the world right now
- having your elite army escaping the enemy'rearguard blocade to rush to the rescue of your core world currently being invaded
- creating a forteress word that is not just a road bump but actually forces the enemy fleet to find another way or risk taking serious damages.
Bonus: two ideas which would require significant development
A - How many losses did you say ?
Considering the scale needed for a real planetary invasion, I wouldn't find it absurd that the amount of soldiers involved in such a campaign represent the equivalent of game POPs. By rebalancing armies so that, offensively and defensively, one army = one POP, we could have battles being even more meaningful by costing you a hard to replace ressources : POP rather than abundant minerals. Exceptions could exist like Clone Armies, Droid Armies and Xenomorphs, which would make those tech actually precious instead of mostly flavour.
B - Boarding party ready !
This one would be a massive change: make upgraded starbases into micro habitats with the current buildings replaced by pop using buildings (anchorage => soldiers employing building, Trade hub => Clerck employing jobs) massive (ideally -100%) maluses to pop growth which could thus be invaded and occupied.
Now when you reduce a starbase to 0 health it stays inactive while your fleet is around but if you don't subdue the crew, you will not be able to use its guns. Moreover, even if you took full control of the starbase by landing some armies, the enemy could take back control of their starbase by sending their own boarding parties.
Those five ideas are probably not detailed enough to make fully sense and too specific to actually be balanced with the rest of the game but what is your general feeling on trying to make ground warfare more engaging ? Would those ideas be a step in the right direction or are they too clumsy/hard to explain to the AI ? I'd love some feedback on those
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