Land warfare
Wars are not decided only in space. To capture enemy worlds, entire armies are needed, along with the preparation and battlefield awareness to properly use them. However, worlds may only be invaded if the system's starbase has been occupied.
Orbital bombardment[edit | edit source]
Orbital bombardment occurs when a fleet is in orbit around a hostile world, and causes damage to any armies but also kills pops, causes Devastation and has a chance to ruin districts or buildings. Effectiveness is based on the fleet size of the fleet in orbit, although it suffers diminishing returns after 100 and every 10 planet size halves damage from orbital bombardment. The more pops and buildings a world has, the more damage it receives from orbital bombardment. Assault armies take double damage from orbital bombardment.
If orbital bombardment destroys the last army, the world has a chance to surrender if the attacking empire has the Allowed Orbital Surrender Acceptance policy. Worlds from Gestalt Consciousness empires will never surrender.
While a hostile fleet is orbiting a world, defense armies cannot respawn and Devastation does not decrease.
Orbital bombardment damage dealt to enemy worlds can be increased by the following:
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+20% |
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+25% |
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+30% |
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+20% |
Orbital bombardment damage taken from enemy fleets can be reduced to a maximum of −90% by the following:
Combat[edit | edit source]
Ground combat takes place between the world owner's armies and the invader's armies. It takes 10 days for armies in orbit to land on a world. The number of armies that can be engaged in combat on either side is five plus one-fifth of the planet size. Excess armies are initially placed in a reserve area behind the frontline and replace any disengaged or destroyed armies as combat progresses.
Each day, each army engaged in combat deals its health and
morale damage to a randomly selected enemy army; armies with less than 50% health are twice as likely to be selected. Armies below 50% health may also disengage from battle; this moves them from the frontline area to the reserve area. Disengaged armies cannot return to the frontline but can still be attacked by enemy armies and destroyed. Disengaged armies are half as likely to be selected as the target of an enemy army.
Unless an army is immune to morale damage, when its morale drops below certain thresholds, the army is negatively affected by the following modifiers:
Morale perc. | Penalty |
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< 50% | ![]() |
0% | ![]() |
After 30 days, the attacker can choose to retreat at any time. However, there is a chance that each retreating army is destroyed while attempting to return to space, with the chance increasing as the army is more damaged. This makes retreating a risky endeavor and something to do only in very poorly chosen engagements.
As long as the ground combat is ongoing, it is possible for either side to land reinforcements, though typically this is only feasible for the attacker. The ground combat ends when the attacker retreats or all armies of either side are destroyed.
A small amount of war exhaustion is gained for each assault army that is destroyed. Some types of assault armies cause more or less war exhaustion.
Army rank[edit | edit source]
Rank | XP | Effects |
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Regular | 0 – 100 | None |
Experienced | 100 – 1000 | |
Veteran | 1000 – 10000 | |
Elite | ≥ 10 000 |
As armies fight battles, they will increase in rank, improving their stats based on their experience points. Armies get +2 experience points each time they deal damage and +1 when they take damage. Army starting experience can be increased by +100 by each of the following:
Strength of Legions civic
Private Military Companies civic
- Dread Encampment building
- Mercenary Liaison Office Corporate holding
- Pirate Free Haven corporate holding
Army stat modifiers[edit | edit source]
In addition to army rank, several technologies, civics, species and leader traits, and other sources affect army damage, health, and other stats. Additionally, Commanders provide
+5% army damage per level and plus other bonuses from traits. Modifiers from species traits affect armies recruited from that species, while
Commander and
Official traits affect armies led by that general or on world's in that governor's sector.
Defense armies[edit | edit source]
Defense armies are automatically recruited by certain jobs, based on the species working that job, and can be organic or robotic. Defense armies cannot be moved from the world they are recruited on and are used only to defend against enemy armies. While they are stronger one-for-one than assault armies, their loss does not cause War Exhaustion and they do not cause
Collateral Damage, their limited recruitment means that significant investment is necessary to fend off a concentrated attack.
The type of army recruited depends on the pop working the building that spawns them. Defense armies do not incur any upkeep beyond that of the building and pop which creates the army. The most powerful army available will always be recruited.
Type | ![]() |
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Requirements | Description |
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2.25 - 4.50 | 2.25 - 4.50 | 250 | 250 | Biological pops | Defense armies are powerful, but cannot be transported from the planet.
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1.50 - 3.00 | 1.50 - 3.00 | 250 | Immune | ![]() |
Cold and heartless killing-machines designed only for war. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units.
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1.65 - 3.30 | 1.65 - 3.30 | 220 | Immune | ![]() |
These autonomous sentinel drones will incessantly patrol their assigned sectors. Though lightly armed and not very intelligent, they are legion.
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2.25 - 4.50 | 3.93 - 7.87 | 350 | Immune | ![]() ![]() |
Undead soldiers lifted from the grave by necromancers, brought back to life to protect our planets from all that might threaten them!
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2.62 - 5.25 | 3.41 - 6.82 | 400 | Immune | ![]() ![]() |
Under the direct supervision of the local Offspring, the armies are both deadlier and more challenging to kill than anything a regular hive-mind could produce.
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4.50 - 9.00 | 4.50 - 9.00 | 500 | 500 | Individualist Sovereign Guardianship | Stoic defenders of our homeland, these unshakeable soldiers are most effective when protecting those with whom they share a close relationship.
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3.30 - 6.60 | 6.60 - 13.20 | 440 | Immune | Gestalt Sovereign Guardianship | These highly lethal protective drones are most effective kept in close proximity to all other strategic nodes.
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6.00 - 12.00 | 30.00 - 60.00 | 1400 | Immune | ![]() |
Living statues with a mechanical core, bodies humming and skin glowing, radiation pulsating from their cores, ready to rain destruction on their enemies!
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3.00 - 6.00 | 6.00 - 12.00 | 1000 | 600 | Titanic Lifeforms event chain | While less aggressive than the Titanic Beast, the Titanic Guardian is still a powerful defensive fighter.
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Pre-FTL armies[edit | edit source]
Pre-FTL armies are only used by primitive civilizations. They are weaker than any army and even the strongest Pre-FTL army can easily be defeated by an equal number of any regular army.
Assault armies[edit | edit source]
An empire can recruit assault armies from a world based on the species living there. The species must not have Exempt Military Service rights to recruit an army from that species. An empire cannot recruit more assault armies from a species than the total number of pops of that species living in the empire, with the exception of
Clone Armies and
Undead Armies. Armies not tied to a species, such as the
Xenomorph Army, are unlimited unless otherwise specified.
Unlike defense armies, assault armies are based primarily in space and each recruited army boards a transport ship. Transport ships are unarmed but automatically upgraded with the latest defense and utility components, including cloaking devices. Assault armies can also be ordered to land on any owned or allied world to provide additional defense.
Assault armies have a chance to cause Collateral Damage, which will increase planet
Devastation and have a chance to kill pops, buildings or districts. The chance to kill pops scales with the number of pops on the planet. The last 300 pops cannot be killed by
Collateral Damage. Assault armies that are defending a planet cause 75% less
Collateral Damage.
Machine armies[edit | edit source]
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Available only with the The Machine Age or Synthetic Dawn DLC enabled. |
The following armies can only be recruited by empires with a Machine founder species and only from robot species. If the empire has
Machine Intelligence authority the armies will also be immune to Morale damage.
Non-buildable armies[edit | edit source]
The following armies cannot be recruited and can only be obtained from events.
Devastation[edit | edit source]
Devastation is a measure of damage inflicted on a world's infrastructure. Values range from 0 to 100%. Every 1% Devastation causes a 1% decrease in housing,
amenities,
trade value,
resources from jobs,
upkeep from jobs and
pop growth speed. Pops will not automatically resettle to a world that has greater than or equal to 10% Devastation.
Devastation is primarily caused by orbital bombardment and, to a lesser degree, by Collateral Damage. Assault armies have a
Collateral Damage modifier that quantifies how quickly they cause devastation.
Devastation decreases by 0.05% daily if the world is not being invaded or orbited by a hostile fleet.
References[edit | edit source]
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations |
Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
Technology | Technology • Physics research • Society research • Engineering research |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |