We need desaster and planetary defense improvements

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Jorora

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Hello everyone,

i finally singed up in the Forum and came with some newe ideas, which may improve the game overall or just be some useless ideas.

First let us talk about the first topic : Desaster (not talking about endgame crisis)

While playing Stellaris with my mate in MP, we were seeking for a deeper insight into the galaxy, maybe for RP-reasons. But after a while, we found out there not so many desasters, which bring a lil bit of fun in the Game, where ur reactions matter. (we just remember the wonderflower event, which gives boni in first place, but in the end u burn all plants via orbital bombardement.)
But we never get confronted with minicrisis like a global virus, nature forces, cities destroyed , pops killed from hostile creatures/ volcanic activity ... or maybe some diplomatic activities to increase trust (f.E on another planet POPs suffering under a diseas or food got reduced by a harsch weather, oppurtunities to spend energy, minerals, influence and getting happines or changed ethos as a reward). Or if u have a watchpost on a pre-sentinent species u can get events to change their ethos more to yours, while helping them or reinforce one of their countries in a world war. for example as Spiritualist u could shown up as a celestial being turn some pops into spiritualist too.

The second Topic i want to talk about is : Planetary Defense
There are not so many defense structures as expected in the game and the trait resilent seems quite useless.
While looking at the RARE Tech planetary shield, i researched it the first time but it was such a waste of a tile.
I brought up with 3 Ideas to create new or improve existing buildings, tell me what are u thinking about.

I. Planetary Battery: (Comes with the shield tech) A massive anti-space cannon, which improves greatly a Planets defense vs a bombardement. This building is Planet unique and forbid the creation of the Planetery Shield on the same Planet. Every 3-5 Days while under bombardement, it launches a devastating shot, which deals 100%/75%/50%/25% to a Corvette/Destroyer/Cruiser/Battleship (Ignores Shield and 75% armor penetration) or a huge ammount (stronger in early game, weaker in late game when strong shields and armor comes up). When the fortification of a Planet is reduced to 0, the Battery will be 100% destroyed and have to be repaired, theres also a chance of 33% the tile workin POP is killed in process.

II. Planetary Vault: A system of tunnels under the surface of the planet, with anti detection technology, which helps with the transporty of weapons, troops and gear. The Planetary Vault gives u 15% Fortification which cant be reduced, via bombardement, improving ur groundfighters a lot and will tune up with resilent to 30%.

III. Planetray Shield Generator protects now the POPs and under bombardement allow them to work safely, make a planet even usefull under blockade till fortification is at 0% and gives ur fleet time enough to arrive and break the blockade. After fortification reaches 0 or the invasion have sucess, the generator is destroyed too.
While under bombardement the first time a special event is triggered which will ask u to set planetary energy income to 0 or reduce it with 75% penality to improve greatly ur fortification, while the generator is active
 
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Adamsrealm

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I don't think having guns that damage orbital fleets is a good idea to be honest, planet based guns that have the effect of reducing bombardment effectiveness by a percentage would be ok.

The main problem is that all ship can bombard planets, there is no special components required for them to be able to. If you required special weapons to be mounted that were no good in space combat then this would add another layer of strategy where you have a space battle fleet and a bombardment fleet. Defensive war would be a lot easier as you wouldn't require a bombardment fleet just a pure space defence fleet which in a way would solve doomstacking attackers on one front as they wouldn't be able to fully commit to offensive space combat requiring bombardment fleets to be successful, which is where the occupation warescore need fixing, it should be a ticking warescore and give more warscore than blockading giving an incentive to bombard and occupy a planet.
 

TerrBear

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I think a planetary battery would be cool so long as it hard a very high maintenance (something like 20-30 energy credits a month) as it would give defensive and 'pacifist' ethos (maybe make it pacifist specific tech) a chance in a war with a larger empire and would make the game a lot more strategic for example deciding if it is worth attacking a small empire and risk losing significant ships or instead just isolate them from expansion rather than how the game works now of just mopping up yet another tiny empire that can't do any damage to you. Also for it to work as Adamsrealm has mentioned occupation needs a ticking warscore (so long as it only allows you to demand the planets you hold in the peace treaty) and the already implemented ticking warscore for 'war length' needs to rise quicker to give defenders something more realistic to work towards.
 

grommile

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But we never get confronted with minicrisis like a global virus, nature forces, cities destroyed , pops killed from hostile creatures/ volcanic activity ... or maybe some diplomatic activities to increase trust (f.E on another planet POPs suffering under a diseas or food got reduced by a harsch weather, oppurtunities to spend energy, minerals, influence and getting happines or changed ethos as a reward).
There are events that can cause things in this vein, but having more would be neat.
Or if u have a watchpost on a pre-sentinent species u can get events to change their ethos more to yours, while helping them or reinforce one of their countries in a world war. for example as Spiritualist u could shown up as a celestial being turn some pops into spiritualist too.
There are a bunch of events related to observation posts, as it happens.
 
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fifthpint

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I don't think having guns that damage orbital fleets is a good idea to be honest, planet based guns that have the effect of reducing bombardment effectiveness by a percentage would be ok.

I think it would be fine. The bombardment policy could consider the defense to be a military target and it could be balanced against an arbitrarily small bombardment. Something for after doomstacks are solved and "ninja siege all the things simultaneously" becomes the new strategy. I'm optimistic that such depth could be eventually reached. Sins of a Solar Empire has pretty good combat dynamics in this regard.
 

grommile

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Something for after doomstacks are solved and "ninja siege all the things simultaneously" becomes the new strategy.
One man's "doomstacks are solved" is another's "warfare is now whack-a-mole".
 
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The Founder

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i finally singed up in the Forum and came with some newe ideas, which may improve the game overall or just be some useless ideas.
You know there is a sugestion Forum for this kind of stuff. Just need to register your game (so propably your steam account) with Paradox.

While playing Stellaris with my mate in MP, we were seeking for a deeper insight into the galaxy, maybe for RP-reasons. But after a while, we found out there not so many desasters, which bring a lil bit of fun in the Game, where ur reactions matter. (we just remember the wonderflower event, which gives boni in first place, but in the end u burn all plants via orbital bombardement.)
But we never get confronted with minicrisis like a global virus, nature forces, cities destroyed , pops killed from hostile creatures/ volcanic activity ... or maybe some diplomatic activities to increase trust (f.E on another planet POPs suffering under a diseas or food got reduced by a harsch weather, oppurtunities to spend energy, minerals, influence and getting happines or changed ethos as a reward). Or if u have a watchpost on a pre-sentinent species u can get events to change their ethos more to yours, while helping them or reinforce one of their countries in a world war. for example as Spiritualist u could shown up as a celestial being turn some pops into spiritualist too.
Leviathan is supposed to have added a lot of events. However the main problem with events is, they should be inversly common to warfare (in wich you are affected). They are there to provide a challenge for stable empires that do not wage wars.

Virus:
There is a bunch of Plague related buildings. Just never seen that event pop up.

Volcano:
I think solving those issues are part of "removing the tileblocker".

Pops being killed:
A pop is a undetermined large group of people. Could be around 0.5-1 billion for humans. Killing that much is not quite as easy as it sounds. Only AI rebellion Terrorism and Orbital Bombard can do that much.

Diplomatic Events:
Fallen Empires have some. And Leviathan/1.4 has added a few too.

The second Topic i want to talk about is : Planetary Defense
There are not so many defense structures as expected in the game and the trait resilent seems quite useless.
While looking at the RARE Tech planetary shield, i researched it the first time but it was such a waste of a tile.
I brought up with 3 Ideas to create new or improve existing buildings, tell me what are u thinking about.
Ground combat never plays a big role in 4x-ish games. Even when they are turnbased where you can afford stopping the space simulation (stellaris does not have that advantage). Easily half the games out there do not have ground troops at all.
So I would think they might actually reduce the level of detail/depth here, rather then waste complexity/development time on it. And I have a decent 2/3 track records with such predictions.

View Groundtroops not as valiant defenders, but as roadblocks. Buying you time to rebuild your fleet (that kind of does make them Valiant defenders of the empire)
Also note that garissions purpose is to HP-tank for the real armies. Wich is supported by them despawning between attacks.
So Resilients +100% HP actually makes them a lot more capable at thier job. Just the job itself might not be as important and glorius.