[Suggestion] The doom of doomstacks - Supply Lines

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EmperorZelos

Major
65 Badges
Nov 28, 2014
708
1.079
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Necroids
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
We launch our first vessle into space at 2200, fission reactor and ion propulsion and now after 100 years in space, never returning to planet and after countless battles it still has missles, ammunition, food, fuel nad everything, 200 years down the road, still the same.

Does this seem reasonable to anyone?

Of course not, it's absurd! Ships must have supplies, food, water, fuel ammunition and much else! We have all also complained about the doomstack play causing issues so I am going to suggest a system here that makes doomstacks less favourable.

Supply lines
In war supply lines are important, it's one of the reasons why russia has always been difficult to invade as the supply lines gets so enormously long and easy targets. My suggestion is that civil and military ships both have a supply value to them. With this comes a ship component where one can have supplies, supply bay or something of that effect. The idea is that when you're moving about you get supplies from the nearest planet at a fixed rate. This rate will be depended on several factors.
  • The total production of the planet, food, minerals and energy credits
  • Excess production of planet
  • If it has a spaceport or not
  • How upgraded the spaceport is
  • Distance from said planet
We might even throw in a spaceport module that increases supply rate. If your stack is too massive the supply rate will not be enough compared to what you're using and it starts decreasing. Once it hits 0 your ship is running on bare minimum, slower movement, slower FTL, no weapons or severely reduced damage. Can even have it scale by how much supply the armada has.

Let's illustrate it, let's say the nearest populated planet has a supply rate of 5 and my armada has a supply demand of 4 and storage of 50, no problems as nothing happens, there is 1 supply rate excess. However if I change it so it's demand spikes to 6 then there is a loss of 1, so after 50 months it's out of supplies and penalties starts striking.

This will also change the nature of warfare as when you go into enemy space your supply is decreasing due to distance so you got to either bring supply ships (another form that could be added, a cargo ship that you simply cram supply bays on and send off) or constantly run back to resupply. I would also say if you have direct access to an ally in a war, neighbours or whatnot, then any of their nearest planets would be counting rather than your nearest.

The supply rate is also what I would say is the maintance. Basically if your ships are out of reach, they get no supplies hence it doesn't cost your empire anythign as you aren't sending them anything. However when they come back and start resupplying, then the maintance spikes trying to refill them and all until they are full at which it flattens out to their steady supply rate and steady maintance.

My idea is also that how this supply rate distance penalty would be FTL sensitive, warp civilizations gets a penalty for distance while hyperdrives get penalty per jump they must make and similarly for wormhole. You might think it's unfair for wormholes as they will have a significant advantage over hyperdrives then! Yes if the same penalty was applied, I'd say wormhole civilization gets a much higher penalty per jump than hyperdrive civilizations.

Another thing to discourage doomstacks is that larger fleets consume the supply faster. As they must work, coordinate, talk and much between them their supply will deplete faster than several smaller fleets.
 
  • 62
  • 34
  • 1
Reactions:

grandadmiralbob

Grand General
95 Badges
Dec 11, 2012
1.708
1.161
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Sword of the Stars II
  • Crusader Kings II
  • Semper Fi
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Distant Stars
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Common Sense
  • Age of Wonders III
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Stellaris
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Prison Architect
  • Hearts of Iron IV: Together for Victory
  • Imperator: Rome Deluxe Edition
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Parklife
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Premium edition
  • 500k Club
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall Deluxe edition
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Victoria 2
  • Victoria 2: A House Divided
Honestly I read the first part and I think that this is a great idea to add more depth to the game. Doomstacks are great, but you should have to work to be able to support them. I'm in favor of adding more depth to the game and the suggestions seem reasonable. Sorry about the lack of input, but I'm exhausted........ will read tomorrow and reply, and read the rest, with more input.
 
  • 1
Reactions:

redeemer216

First Lieutenant
13 Badges
Mar 11, 2014
259
92
  • Crusader Kings II
  • Europa Universalis IV
  • Sword of the Stars II
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
+1 to this idea. Much better than giving admirals a max fleet size. I still think that accuracy and evasion should be decreased when a fleet is missing an admiral though.
 
  • 9
  • 6
Reactions:

H. von Tresckow

Recruit
53 Badges
Dec 5, 2009
5
14
  • Crusader Kings II: Charlemagne
  • Pillars of Eternity
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Age of Wonders: Planetfall
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: La Resistance
  • Crusader Kings Complete
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
To me this is the ideal solution. I'm not sure that Paradox will be inclined to add something that would involve such a major rework of the combat system, but they definitely should consider it, as the current system lacks much strategic depth. This isn't just a gameplay concern either, a lot of the storytelling potential of the game is lost when wars are resolved by who has the strongest doomstack - valiant comebacks by inferior species are unlikely. It would also give the defender a tactical advantage, something mostly lacking right now.

Your way of working the supply system is a fairly elegant one too, as it won't significantly increase micromanagement, something that's presumably been a concern for them with this kind of thing.
 
  • 3
Reactions:

EmperorZelos

Major
65 Badges
Nov 28, 2014
708
1.079
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Necroids
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
To me this is the ideal solution. I'm not sure that Paradox will be inclined to add something that would involve such a major rework of the combat system, but they definitely should consider it, as the current system lacks much strategic depth. This isn't just a gameplay concern either, a lot of the storytelling potential of the game is lost when wars are resolved by who has the strongest doomstack - valiant comebacks by inferior species are unlikely. It would also give the defender a tactical advantage, something mostly lacking right now.
Exactly, much more strategy, you could even have stations that cuts off supply lines so you can't just run off into the depth of your enemy but now also have to strike the nearest first to open up supply lines, after all getting 2 in supply is better than 0 no matter how much you're losing each month.
 
  • 5
  • 2
Reactions:

MasterOfGrey

Lt. General
97 Badges
Jun 16, 2011
1.261
755
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Majesty 2 Collection
  • Age of Wonders III
  • Crusader Kings II: Reapers Due
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • PDXCON 2017 Standard Ticket holder
  • Age of Wonders: Planetfall
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • PDXCON 2018 "The Emperor"
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Age of Wonders: Planetfall Season pass
  • Victoria 3 Sign Up
  • PDXCon 2019 "King"
  • Europa Universalis IV: Golden Century
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall Sign Up
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Age of Wonders: Planetfall Premium edition
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Age of Wonders: Planetfall Deluxe edition
I think the more effective solution would be for all planets to provide an amount based on size etc. to a global supply pool.

Your fleet consumes at a standard rate when in your space, at a lower rate when in dock, and at the standard rate reduces its reserves in enemy space.

Returning it to your space will allow supply to recover at the difference between your total rate and it's consumption, and putting it briefly in dock restores as much supply as possible in a lump sum from your global stores.
 
  • 3
Reactions:

-Marauder-

Field Marshal
24 Badges
May 1, 2016
2.710
7.082
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Magicka
I can understand what you guys are trying to do here with limiting doomstacks but simply trying to take WW II logistics and applying them to a game where a fleet of ships can travel across the entire universe in a matter of days, isn't really going to work out that way. We're not talking about trucks driving back and forth between those ships and some planet. Even nowadays wet water fleets can operate for a very long time without any kind of resupply due to food expiration and such being nowhere near as much a problem as they used to be.

An actual fleet of highly advanced ships, wouldn't need someone to come by every few days and refill their tanks aswell as bring over fresh food. And while it might add "complexity" the question here is would it be the good kind of complexity or basically just another "tax" similar to how energy already functions. Because we do already have upkeep and supply in the way of energy, limiting the fleet an Empire can supply much less field.
 
  • 32
  • 2
Reactions:

Amightypie

Major
87 Badges
Mar 20, 2014
797
1.917
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
  • Island Bound
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Surviving Mars
  • Age of Wonders III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Holy Fury
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Distant Stars Pre-Order
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Steel Division: Normandy 44
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
you trying to apply ye olde methods that limit armies into the space age where these issues are non-existant is we can build a huge badass battleshipe im pretty sure we can keep it supplied. Its a good effort but its a pointless method trying to disperse doom stacks

also again all it does is allow the palyer to work around it by having several smaller fleets roam together as 1 giant doom stack thus not solving the problem
 
  • 16
  • 1
Reactions:

-Marauder-

Field Marshal
24 Badges
May 1, 2016
2.710
7.082
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Magicka
@Amightypie that's something I also noticed. A lot of people seem to want to turn it into CK II/EU in space. With all the same mechanics and reasons for doing so based on the same logic. I really wish people could recognize Stellaris as a game on its own and try to work based on that. Aswell as that supply lines and similar things aren't anywhere near as much an issue nowadays as they were even 40-50 years ago. Progress marches on and with it all the things it entails.
 
  • 7
  • 1
Reactions:

Nirmara

Philosopher & Programmer
90 Badges
Apr 12, 2009
1.518
1.637
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Stellaris
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Federations
  • Surviving Mars
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: Dharma
  • Europa Universalis IV
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Lithoids
An HOI style supply line system might not be the most appropriated due to the possible performances issues it could cause.

Rather, I would go for a system based on maximum fleet size per system that can be increased by admirals, infrastructure (defense station, modules, etc) and tech. Going over the fleet size would reduce the overall efficiency of all fleets in the same system (possibly even causing friendly fire).
 
  • 1
Reactions:

EmperorZelos

Major
65 Badges
Nov 28, 2014
708
1.079
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Necroids
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
you trying to apply ye olde methods that limit armies into the space age where these issues are non-existant is we can build a huge badass battleshipe im pretty sure we can keep it supplied. Its a good effort but its a pointless method trying to disperse doom stacks

also again all it does is allow the palyer to work around it by having several smaller fleets roam together as 1 giant doom stack thus not solving the problem
Could you really? It takes quite sometime to move about from systems and much else.
 
  • 2
Reactions:

Amightypie

Major
87 Badges
Mar 20, 2014
797
1.917
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
  • Island Bound
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Surviving Mars
  • Age of Wonders III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Holy Fury
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Distant Stars Pre-Order
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Steel Division: Normandy 44
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
@-Marauder- its not so much that as it is there is no possible solution to the problem because the counter point will always be to split and stay as one stack. The game has to have a need to split stacks and one of those would be when in a multi-front war where one stack wont do. Other than that there are few options to force the player into a split fleet


Could you really? It takes quite sometime to move about from systems and much else.

yes you could with both hyperlanes and warp , wh you just stack, move as one blob, arrive, split up again.
 
  • 1
Reactions:

-Marauder-

Field Marshal
24 Badges
May 1, 2016
2.710
7.082
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Magicka
Oh I don't disagree. But that's a general issue the game currently has. You have for example ZERO need to defend as it doesn't gain your warscore. You're not "losing" your planets, at worst they're occupied. Space stations are cheap and easily build and there's not much else the enemy can destroy. So the best way for both sides is to basically bunch up all their assets into a death ball and go wreck the other sides planets in an attempt to be quicker about gaining warscore. Because warscore really is the only thing that matters.

It's more an issue about how all of this is set up, with war demands, war score and so on which leads to this situation. Aswell as that the player isn't truly controlling the fleets once the engagement has begun. Thus all they can do to assure victory is to bring the bigger stick and watch as the two AI's hit each other on the head deciding whoms fleet is winning.
 
  • 1
Reactions:

minami26

Sergeant
5 Badges
May 6, 2016
94
128
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Shadowrun Returns
Have you ever seen Space Battleship Yamato?
The crew never needed any resupply because the ship is state of the art and everything is recycled and reused (its like don't think that your eating your own re-processed poop.)

Fuel isn't needed ships are running on highly efficient (insert energy type here) cores which really shouldn't deplete cuz were FTL'ing through the star systems.
Ammunition isn't resupplied due to laser using energy and kinetic propellant mechanics using energy, although missiles are a bit iffy.

You know what could counter doomstacks?
using actual Population usage per ship as in "Ship Crew", now that would screw a war mongering empire once you ensue guerilla tactics to their gaia worlds that create pops.
 
  • 8
Reactions:
V

Velg

Guest
Supply? Food?

I do not know, how you do estimate population to POP ratio. I, however, tend to go with '1 billion' figure: and, given the prognosis for Earth, that does not seem so far removed from reality.

Now, however, that would mean that one may have e.g. a food surplus for a few billion people. I have not bothered as to how much crew do those ships have, but I suppose late game battleships would have up to tens of thousands of crew manning them...

Now, what I want to tell is that your fleet scale is most probably completely neglible compared to scale of the planet. Supply lines may have had sense when e.g. resting soldiers would constitute significant fraction of local population. This, however, clearly is not an issue with space (and I doubt energy is any different).

Sure, you may want to have a 'mandatory return to homeworld' routine - yet I somehow doubt it should do anything to limit size of the fleet... (and it would serve more as just another micromanagement thing you would have to keep track of...)
 
  • 1
Reactions:

Amightypie

Major
87 Badges
Mar 20, 2014
797
1.917
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
  • Island Bound
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Surviving Mars
  • Age of Wonders III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Holy Fury
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Distant Stars Pre-Order
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Steel Division: Normandy 44
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
Have you ever seen Space Battleship Yamato?
The crew never needed any resupply because the ship is state of the art and everything is recycled and reused (its like don't think that your eating your own re-processed poop.)

Fuel isn't needed ships are running on highly efficient (insert energy type here) cores which really shouldn't deplete cuz were FTL'ing through the star systems.
Ammunition isn't resupplied due to laser using energy and kinetic propellant mechanics using energy, although missiles are a bit iffy.

You know what could counter doomstacks?
using actual Population usage per ship as in "Ship Crew", now that would screw a war mongering empire once you ensue guerilla tactics to their gaia worlds that create pops.
but if youre assuming each pop represents say a billion people then this can also be ignored
 

minami26

Sergeant
5 Badges
May 6, 2016
94
128
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Shadowrun Returns
but if youre assuming each pop represents say a billion people then this can also be ignored
I was thinking along the lines of getting a pop from a planet and assign them to a fleet lets say a 10 corvette needs 1 pop/ a colony ship needs 1 pop. Just using the game mechanics.
If that would be configured and become scalable would become immersive as f^$#* would make you feel like your fleet lives matter, kinda like Enders game. :)
 
  • 1
Reactions:

Amightypie

Major
87 Badges
Mar 20, 2014
797
1.917
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
  • Island Bound
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Surviving Mars
  • Age of Wonders III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Holy Fury
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Distant Stars Pre-Order
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Steel Division: Normandy 44
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
I was thinking along the lines of getting a pop from a planet and assign them to a fleet lets say a 10 corvette needs 1 pop/ a colony ship needs 1 pop. Just using the game mechanics.
If that would be configured and become scalable would become immersive as f^$#* would make you feel like your fleet lives matter, kinda like Enders game. :)
hmm i guess that could work have it scale to pops instead of to spaceports but wouldnt that allow for a huge fleet at the start?
 

HeshieokFasla

Heretic
48 Badges
Jul 23, 2011
38
35
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Victoria: Revolutions
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Charlemagne
  • Cities in Motion 2
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Darkest Hour
  • Europa Universalis III
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Crusader Kings II: Way of Life
  • 500k Club
  • War of the Roses
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Sengoku
Supply lines of some description seem a logical addition to the general combat formula.

What seems reasonable would be that any given ship would have a capacity for supplies, with modules that can add significantly more supplies. Depending on the specific components of a ship and their size, they'd likely need some level of monthly supply usage to maintain themselves. As OP mentioned ships in your space should be able to be resupplied directly from worlds near them, with perhaps some sort of rate of efficiency of supply, so as a fleet moves away from your planets, your ability to efficiently supply your ships decreases. If the rate of resupply exceeds their needs, they'd eat into their reserves.
What could be a useful addition would be some sort of measure of a ships crew, and in battle crew can be lost, and they can only be recovered when at a spaceport. Low supply could cause crew attrition, and the % of your preferred normal crew you have could act as a modifier on the abilities of the ship itself, so a starved ship with half its needed crew would be significantly less potent than a ship that's been freshly resupplied.

Ships would presumably use significantly more supplies during battle, so as you push into enemy space, you'd need to either withdraw periodically to resupply, perhaps have some sort of specialized stations or empire doctrines to improve your ability to supply when out of your home territory, or, what I think could be more interesting, techniques to forage for supplies on unclaimed (or worlds of non-space civilizations) or to actively pillage enemy planets/spaceports for resources, instead of just bombing them into dust. Likewise, a planetary siege would likely need a reasonable level of resupply to ensure they'd have the ordinance required to maintain a bombing campaign of that degree. The supply module I mentioned could work like that, maybe with dedicated resupply fleets or supply ships in a given fleet whose main purpose is to carry large amounts of supplies instead of actively fighting themselves.

Really, all in all the combat, space and land, could do for some improvements to add more depth. Something like this would likely still not help overly much without other additions to compliment it.
 
  • 2
  • 1
Reactions:

minami26

Sergeant
5 Badges
May 6, 2016
94
128
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Shadowrun Returns
hmm i guess that could work have it scale to pops instead of to spaceports but wouldnt that allow for a huge fleet at the start?

The game will still have the Fleet size and Energy Maintenance + added pops for Ship Crew needed, like a red flag [CREW NEEDED] otherwise you'll become overburdened with a lot of ships needing maintenance, having too many ships creates penalties, and you won't have enough pops for economic growth at start.
Just a simple addition to this awesome game. Now that would be a nice suggestion wouldn't it? :D