(Okay, don't really fight me.)
So this discussion came up in a reddit thread where I was proposing some new mechanics for contested planets and ground combat. Her'es that, if you care to read it:
The idea came around that this would be Bad, because Stellaris is a game about space and should focus on space. I strongly disagree, and here's why:
One factor Stellaris is still missing for me is a sense of groundedness. Too much of it takes place in space, when that's not actually where pops are and things are happening. Since this is a grand strategy game, I want the lives of my pops down rockside to matter more. I want to feel more immersed in that part of the universe. Imagine if 80% of Victoria 2 took place at sea. It makes space feel big, empty, and lifeless. Planets are where stories happen. I mean, not all of them. But in typical sci-fi, that tends to be the case.
The sector system would keep it from getting too complex. You'd receive sector events for sectors, and the governor would presumably handle anything smaller than that. Your core worlds would be your story generators. Obviously, if a ground war happens in one of your sectors, you'd have the option of intervening. Especially if you lose a planet. Maybe it's time to send in the feds and replace that governor.
This is grand strategy. How do you disincentive "glass it and move on" warfare? Political and diplomatic ramifications. Cost of resources relative to what is gained. Collateral damage. If your ground armies can handle it, why would you send a battleship to blow up some rebels in the jungle? It's total overkill. You're paying upkeep to have that thing out of dock. And you're probably going to light some forests on fire and leave thousands of your own citizens displaced... who now want to join the rebels. And your egalitarian neighbor empire is asking questions about why exactly you're restricting the free expression of these noble guerillas with immediate obliteration from orbit.
Why didn't we nuke Vietnam? Because of the international ramifications. Why are you sending boots and not cruisers to deal with this brushfire rebellion on Cylat 3? Because of the interstellar ramifications. When you escalate a ground war to a stellar war, that's like firing off ICBMs - and at a target where some of your own people live, to boot. There will be domestic and international consequences.
Even if you ignore the strategic angle, look at it from a story generation angle. The sea, for the most part, is negative space. People don't really live there, unless they live on a ship. Most people live on land. Like in Stellaris, the vast majority live on planets (or orbital habitations in Banks, but you get my point). This is a grand strategy game. It's not a space war simulator. It's about lots of sentient aliens trying to live their lives while all these galactic upheavals and grand machinations are going on. I'd like to see it go in a more Victoria 2 direction, where those ground-level stories about the 99.9% who aren't in the navy or the science corps are more involved in story generation. It adds a roundedness and believably that's lacking in Stellaris compared to other PDS games. I want to feel immersed more in those pops' lives, not just the negative space around them.
Stellaris shines when it looks not at what space 4x has been or is, but what it can be. Otherwise, we might as well all go play GalCiv or NewMoO.
So this discussion came up in a reddit thread where I was proposing some new mechanics for contested planets and ground combat. Her'es that, if you care to read it:
- Each row of tiles is a “Continent”.
- Continents can be controlled independently, allowing two empires to coexist on the same planet.
- There can only be one capital structure per planet. The continent with this structure is the Capital Continent.
- The owner of the Capital Continet has exclusive spaceport rights. There can still be only one spaceport per planet.
- Pops from different empires on the same planet are much more likely to migrate if better conditions are available on another continent and their species is allowed in the destination empire.
- A faster-breeding species of one empire who has migration rights to another empire that controls continents on the same planet can and will "reproduce into" the foreign continent.
- Rebellious factions, subterraneans, etc. can potentially take control of continents and start new, planet-bound factions.
- Planets with primitives are likely to have multiple, distinct civilizations of the same species living on the same planet. Only one can eventually establish a planetary capital and become spacefaring, but the others will still exist unless conquered.
- When colonizing a planet with primitives, it is possible to land on an uninhabited continent and choose not to disrupt their society.
- Multiple empires can attempt to colonize the same planet on different continents. The first to establish a planetary capital “claims” it and blocks other empires from doing the same.
- Rebel factions can start Ground Wars, in addition to their current insurgencies, attempting to take control of continents. Government policies will determine to what degree bombardment can be used in these wars, since the chances of collateral damage against one’s own people (and potentially causing them to join the rebels) is high.
- Likewise, two empires that control territory on the same planet can declare a Ground War to sieze territory only on that planet. This can be escalated to a full war, but again, bombardment of a planet that contains your own pops and infrastructure is likely to result in collateral damage and unrest. For diplomatic purposes, the faction that escalates a Ground War to a Stellar War is seen as the aggressor, even if they didn’t start the Ground War.
- An empire who has filled every tile on their controlled continents with pops is likely to spawn events modeling the agitation between them and any primitives or other empires who control territory on that planet (especially if Xenophobe/Militarist) and may enact partisan violence without the government's approval that can spiral into war.
- Ground combat is now fought continent by continent. Troops are divided between defensive armies for each continent, and a single assault army per side. One side must defeat the other’s assault army before they can start conquering. While both sides have an active assault army, the war for the planet is in a “Skirmish” phase where no territory changes hands. Once one assault army is destroyed, the faction with the existing assault army becomes the “attacking force” and the battle enters the “Conquest” phase.
- In the Conquest phase, the attacking force will assault enemy garrisons on each continent, with a victory giving them control of that continent. Defeat will force them to wait for their assault army’s morale to recover, during which time the enemy may also recover or build more assault armies for a new skirmish phase.
- When one side controls the whole planet or a structured peace is negociated, the conflict ends (unless one side escalates it to a Stellar War.
The idea came around that this would be Bad, because Stellaris is a game about space and should focus on space. I strongly disagree, and here's why:
One factor Stellaris is still missing for me is a sense of groundedness. Too much of it takes place in space, when that's not actually where pops are and things are happening. Since this is a grand strategy game, I want the lives of my pops down rockside to matter more. I want to feel more immersed in that part of the universe. Imagine if 80% of Victoria 2 took place at sea. It makes space feel big, empty, and lifeless. Planets are where stories happen. I mean, not all of them. But in typical sci-fi, that tends to be the case.
The sector system would keep it from getting too complex. You'd receive sector events for sectors, and the governor would presumably handle anything smaller than that. Your core worlds would be your story generators. Obviously, if a ground war happens in one of your sectors, you'd have the option of intervening. Especially if you lose a planet. Maybe it's time to send in the feds and replace that governor.
This is grand strategy. How do you disincentive "glass it and move on" warfare? Political and diplomatic ramifications. Cost of resources relative to what is gained. Collateral damage. If your ground armies can handle it, why would you send a battleship to blow up some rebels in the jungle? It's total overkill. You're paying upkeep to have that thing out of dock. And you're probably going to light some forests on fire and leave thousands of your own citizens displaced... who now want to join the rebels. And your egalitarian neighbor empire is asking questions about why exactly you're restricting the free expression of these noble guerillas with immediate obliteration from orbit.
Why didn't we nuke Vietnam? Because of the international ramifications. Why are you sending boots and not cruisers to deal with this brushfire rebellion on Cylat 3? Because of the interstellar ramifications. When you escalate a ground war to a stellar war, that's like firing off ICBMs - and at a target where some of your own people live, to boot. There will be domestic and international consequences.
Even if you ignore the strategic angle, look at it from a story generation angle. The sea, for the most part, is negative space. People don't really live there, unless they live on a ship. Most people live on land. Like in Stellaris, the vast majority live on planets (or orbital habitations in Banks, but you get my point). This is a grand strategy game. It's not a space war simulator. It's about lots of sentient aliens trying to live their lives while all these galactic upheavals and grand machinations are going on. I'd like to see it go in a more Victoria 2 direction, where those ground-level stories about the 99.9% who aren't in the navy or the science corps are more involved in story generation. It adds a roundedness and believably that's lacking in Stellaris compared to other PDS games. I want to feel immersed more in those pops' lives, not just the negative space around them.
Stellaris shines when it looks not at what space 4x has been or is, but what it can be. Otherwise, we might as well all go play GalCiv or NewMoO.
Last edited: