Should attachments be removed or redesigned?

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melkor88

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I almost never bother to add them, as I find it not worth the hassle of going through them one by one adding them. I just click a couple more times to build more armies.
 

Angelic_Daemon

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Ultimately ground combat is ridiculous, you can drop an infinite amount of troops on a planet, but can only have so many defenders. Other than having your doom stack there is no viable way of defending your planets.

But the attachments normally come before the full army type.
 

Vasious

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Running with the design an army idea

Dare I say an army designer ala HOIVI

Each Army would have a number of slots for Front Line and Support Troops

Tech would unlock more template options So going from say 5 Main and 2 support to 7 main 3 support options for example

Assault, Garrison, Slave, Gene Warriors, and Clone troops would be race recruited Front line troops

If a Race is Psychic or Synthetic, it gives a bonus to the base Troop type it is made into.

Battle Droid unlock with Droids and just can be built as front line troops

Commissars, Clone commandoes, Hunter Killer Drones, Engineering Corp (Replacing Concrete), and Xeno-Horrors become Support Troops

Each Army then is built, with cost and time based on the make up of the army, and includes ONE Troop ship

Yes that means Garrison Armies could more from planet to planet

And you might end up with a few templates for different army types you may need.
A Slave army that is cheap, a rear line garrison for keeping unrest down, front line Garrison that is used to keep and hold occupied planets
An army that is heavy on Xeno-horror support for breaking enemy moral in their strong points
 

stumason

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Interesting idea but how does an Army gain Exp? Moving from planet to planet while you have a second Occupation force once the planet has been conquered? How do they get EXP? By just being on the ground?
.

They already gain experience.... You may not have noticed, as it is quite a small thing, but they do have ranks.
 

TandooriChicken

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...

Furthermore I don't want Stellaris to be a warfare simulator or a wargame. This is grand strategy in space, and as such I would not expect to micromanage armies in too deep details. On the military perspective, a unit level is too deep for me already, I'd rather see some more effort on logistic and supply chain instead.

I would also like to see a bit more consideration of logistics... but the surface combat could still be improved. I could definitely see a "space marines"-focused expansion in the future, but I think improving diplomacy and fleet combat are higher priorities.

With regard to the cost:benefit of adding chrome, I think that varies from gamer to gamer and I would love to see Paradox innovate here by making some of this design modular. For those of us who love min/max optimizations, we could play with those features fully enabled. For those who don't, there should be an option to abstract them.
 

Jamey

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It would be easier to just remove assault armies, let defense armies add Foritifications and flip the planet to "occupied" the moment the foritifcations are 0.
I'd prefer this. I've never played a space 4x where ground troops were a positive influence on my enjoyment of the game.

If armies are going to stay, I'd love if they gave me a way to bulk add/change the attachment. I start ignoring them entirely once I can sustain massive numbers of troops because the UI is terrible.
 

General Apocalypse

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Option C Improved

Planets can house tremendous defenses at least 10k strong even for a small planet. Once those are smashed the invasion should be trivial - also fighters & bombers should influence it big time. Once those defenses are crushed bombarding a planet to oblivion should be much faster.

To bring balance to this invasions should be a faster and much cheaper way to deal with planetary defenses. Especially when bunkers and planetary shields come into play.