Console:Land warfare

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This article is for the console version of Stellaris only.

Wars are not decided only in space. In order to capture enemy planets, entire armies will be needed, along with the preparation and battlefield awareness to properly use them. However planets may only be invaded if the system's starbase has been occupied.

Combat[edit source]

Although secondary to space battles, ground warfare is a vital aspect of many wars.

Ground combat takes place between the planet owner's defense armies and the invader's assault armies. The number of armies that can be engaged in combat on either side is five plus one-fifth of the size of the planet. Armies not engaged in combat will be placed a row behind the fighting armies and replace any killed army.

Generals are leaders who command armies and give them bonuses. However Generals have a 5% chance to die whenever one of their armies is killed.

Each army has a morale value, and once morale drops low enough the army will be negatively affected with the following modifiers:

Morale Penalty
50% −25% Mod army damage mult.png Army damage
0% −75% Mod army damage mult.png Army damage

Armies gain experience from combat and can rank up. Higher rank armies are more effective in combat.

An attacker can always attempt to retreat. However there is a significant chance that each retreating army is destroyed while attempting to return to space, making retreat a risky endeavour and something to do only in very poorly chosen engagements.

Planet devastation[edit source]

Planet devastation is a measure of how much damage has been caused to the planet's population centers. It goes from 0 to 100% and the higher it is the more damage defensive armies take and the more likely pops are to be killed. Every 1% planetary devastation causes a 1% decrease in Housing.png Housing, Amenities.png Amenities, Trade value.png Trade Value, Mod pop resource output.png Resources from Jobs, Upkeep Upkeep from Jobs, Mod pop growth speed.png Growth Speed and Mod planet immigration pull mult.png Immigration Pull.

Planet devastation is caused by orbital bombardment and assault armies. Assault armies have a Collateral Damage modifier that determines how fast they cause planetary devastation. Defense armies do not cause any.

Devastation.png Devastation Damage Damage to armies Job purge.png Kills pops FTL magnet.png FTL inhibitors functional D huge tree.png Tree of Life alive
0% 50% No.png Yes.png Yes.png
25% 100% Yes.png Yes.png Yes.png
50% 100% Yes.png No.png No.png
75% 200% Yes.png No.png No.png

Planet Devastation recovers by 0.05% daily if planet is not being invaded or bombarded.

Defense armies[edit source]

Defense armies are automatically recruited by certain buildings from the species working them and can be robotic or organic. They are stationed on planets and used to defend against enemy armies. While they are stronger one-for-one than assault armies, their static nature means that investment is necessary to fend off a concentrated attack. Their combat ability is also improved by certain technologies.

Job Defense Armies Notes
Colonist 1
Enforcer 2
Soldier 3
Necromancer 3
Patrol Drone 2
Warrior Drone 3
Slave Overseer 2
Protector 3 Only available to organic Fallen Empires
Xeno-Keeper 2 Only available to the Enigmatic Observers Fallen Empire
Guardian 3 Only available to the Ancient Caretakers Fallen Empire

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 that creates their Job. Defense armies do not cause Collateral Damage.

Army Type Army Damage Morale Damage Health Morale Pop Species
Army defense.png Defense Army 2.25 - 4.50 2.25 - 4.50 250 250 Organic
Army defense m.png Robotic Defense Army 1.50 - 3.00 1.50 - 3.00 250 immune Robot
Army defense m.png Drone Grid 1.65 - 3.30 1.65 - 3.30 220 immune Machine Unit
Army defense m.png Sentinels 6.00 - 12.00 30.00 - 60.00 1400 immune Event

Assault armies[edit source]

An empire can recruit armies of any species that is present within its borders, as long as there are members of that species living on the planet which the army is recruited from. Unlike Defense Armies, they are based in space and each recruited army will board a transport ship. Transport ships are unarmed but automatically upgraded with the latest defense components.

The amount of armies from a species an empire can have at the same time is limited to the number of pops of that species living within the empire, except for Army clone.png Clone Army. Armies without species like Army xenomorph.png Xenomorph Army are unlimited as well.

Army Cost Time Upkeep Damage Morale Damage Collateral Damage Health Morale War Exhaustion Requirements Species
Army assault.png Assault Army Minerals.png 100 Time 90 Energy.png 1 1.50 - 3.00 1.50 - 3.00 100% 200 200 100% Biological
Army slave.png Slave Army Minerals.png 50 Time 60 Energy.png 0.5 1.50 - 3.00 1.12 - 2.25 150% 200 150 50% Building Slave Processing Facility Biological (enslaved)
Army clone.png Clone Army Minerals.png 75 Time 30 Energy.png 0.75 1.50 - 3.00 1.50 - 3.00 125% 200 200 50% Tech gene banks.png Gene Banks Biological
Army robotic.png Robotic Assault Army Minerals.png 150 Time 90 Energy.png 1.5 1.50 - 3.00 1.50 - 3.00 150% 400 immune 50% Droids Droids tech
Menu icon policies.png Robotic Workers Allowed
Army psionic.png Psionic Army Minerals.png 250 Time 120 Energy.png 2.5 3.00 - 6.00 4.50 - 9.00 50% 350 500 300% Tech telepathy.png Telepathy Biological (psionic if Utopia is installed)
Army xenomorph.png Xenomorph Army Minerals.png 200 Time 100 Energy.png 2 3.00 - 6.00 6.00 - 12.00 500% 400 immune 25% Tech morphogenetic field mastery.png Morphogenetic Field Mastery None
Army gene warrior.png Gene Warrior Army Minerals.png 300 Time 150 Energy.png 3 3.00 - 6.00 3.00 - 6.00 75% 500 500 300% Tech gene seed purification.png Gene Seed Purification Biological
Army undead.png Undead Army Energy.png 100 Time 60 Energy.png 0.75 1.50 - 3.00 2.40 - 4.80 125% 200 immune 50% Job necromancer.png Necromancer jobs Biological
Army assault m.png Hunter-Killer Army Minerals.png 100 Time 90 Energy.png 1 1.50 - 3.00 1.50 - 3.00 200% 200 immune 50% Auth machine intelligence.png Machine Intelligence Robot
Army assault m.png Battle Frame Army Minerals.png 200 Time 120 Energy.png 2 2.25 - 4.50 3.00 - 6.00 200% 500 immune 100% Auth machine intelligence.png Machine Intelligence
Tech adaptive combat algorithms.png Adaptive Combat Algorithms
Army assault m.png Mega-Warform Minerals.png 800 Time 500 Energy.png 8 6.00 - 12.00 9.00 - 18.00 400% 1200 immune 400% Auth machine intelligence.png Machine Intelligence
Tech biomechanics.png Biomechanics
Army assault m.png Cybrex Warform Alloys.png 250 Time 500 Energy.png 8 7.50 - 15.00 15.00 - 30.00 500% 1400 immune 400% R war forge.png Cybrex War Forge relic
Can only be recruited on the capital
Army xenomorph.png Titanic Beast Minerals.png 300 Time 90 Energy.png 1 4.50 - 9.00 9.00 - 18.00 300% 1000 600 200% Titanic Lifeforms event chain
Only 3 can be recruited
Army xenomorph.png Azizian Army Minerals.png 250
Energy.png 50
Time 90 Energy.png 1 4.50 - 9.00 9.00 - 18.00 100% 1000 400 100% Ice Alien event chain
Only 3 can be recruited
Army imperial legion.png Imperial Legion Minerals.png 300 Time 150 Energy.png 3 3.75 - 7.50 3.75 - 7.50 75% 600 600 300% GalacticEmpire mainButton.png Galactic Emperor
Resolution imperial institutions.png Imperial Legions resolution
Only 12 can be recruited
Army psionic.png Psionic Avatar event only none 7.50 - 15.00 15.00 - 30.00 100% 1400 immune 500% Utopia.png Shroud event None
Army assault m.png Nanite Warform event only none 15.00 - 30.00 90.00 - 180.00 500% 3600 immune 400% Distant Stars.png A Quiet Stroll event None

Army rank[edit source]

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.

Rank Exp Points Effects
Regular 0 - 100 None
Experienced 100 - 1000 Mod army damage mult.png +10% Damage
Mod army morale.png +10% Morale
Veteran 1000 - 10000 Mod army damage mult.png +20% Damage
Mod army morale.png +20% Morale
Mod army health.png +10% Health
Elite ≥ 10000 Mod army damage mult.png +40% Damage
Mod army morale.png +40% Morale
Mod army health.png +20% Health

Army starting experience can be increased by +100 by each of the following:

Orbital bombardment[edit source]

Orbital bombardment occurs when a fleet is in orbit around a hostile planet, and is generally a precursor to invasion. Genocidal empires can even opt to skip the invasion entirely and simply exterminate all life on the surface. Orbital bombardment causes damage to any defensive army but also Devastation.png Devastation. Effectiveness is based on the Fleet Size of the fleet in orbit, where maximum effectiveness is reached at 200 Fleet Size.

Stance Planet damage Army damage Pop kill chance Other effects Requirements
Bombardment light.png Selective 50% 100% 25%
  • Does not kill the last 21 Pops
  • Does not bomb planets with no armies on it
Bombardment limited.png Indiscriminate 100% 150% 50%
  • Does not kill the last 11 Pops
No.pngPacifist.pngFanatic Pacifist.png Pacifist
Bombardment armageddon.png Armageddon 150% 200% 100%
  • If the last pop is killed, the planet becomes a Planet nuked.png Tomb World

One must be true:

  • Civic fanatic purifiers.png Fanatic Purifiers
  • Civic machine terminator.png Determined Exterminator
  • Become the Crisis Become the Crisis
Bombardment full.png Javorian Pox 20% 150% 150%
  • Does not kill Trait mechanical.png Mechanical Pops
  • If the last pop is killed, the planet becomes a Planet nuked.png Tomb World
R pox sample.png Javorian Pox Sample relic activation
No.pngPacifist.pngFanatic Pacifist.png Pacifist
Raiding bombardment.png Raiding 100% 50% 100%
  • Abducts pops instead of killing them
  • Species with Displacement, Neutering or Extermination species rights will still be killed
  • Does not cause Terror Bombing opinion if successfully abducted
  • Does not kill or abduct the last Pop
One must be true:
  • Civic barbaric despoilers.png Barbaric Despoilers
  • Ap nihilistic acquisition.png Nihilistic Acquisition

Orbital Bombardment Damage dealt to enemy planets can be increased by the following:

Source Damage
Tradition supremacy overwhelming force.png Overwhelming Force tradition +20%
Ship part orbital trash dispersal.png Orbital Trash Disperser component +25%
Ship part aura bombardment.png Munitions Plant juggernaut aura +30%
Menace icon deathfromabove.png Death from above, lvl Crisis Lvl3 btn.png crisis stage +20%

Orbital Bombardment Damage taken from enemy fleets can be reduced by the following:

Source Damage
Building Planetary Shield Generator building −50%
Tradition adaptability survival fittest.png Survival of the Fittest tradition −25%
Job soldier.png Fortress World designation −10%
Spaceport 1.png Fortress Station designation −10%

References[edit source]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs