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Casus Belli and Wargoals: You cannot use the Stop Colossus CB if you have a Colossus yourself.
{{Version|2.13}}War {{Warfarenav}}As long as there is at least one empire present that is not {{iconify|Fanatic Pacifist}} empire, war is an almost inevitable aspect in any game and can be anything from a small border skirmish to a massive interstellar war of conquest. Wars are how mid-game and end-game borders are usually drawn.
== Casus Belli and Wargoals ==
{{SVersion|2.13}}To go In order for an empire to start a war, empires need it needs a Casus Belli – a reason for to declare war. Each Casus Belli grants access to at least one type of Wargoal, which represents the purpose of the war.
{| class="wikitable"
! Casus Belli
! Requirements
! Surrender Acceptance
! width=4020% | Surrender Effect! width=16% | Status Quo Effect
| Claim
| {{icon|war}} Conquer
| Existing system claims in enemy empire.on the target's systems
| {{red|−10}} per system<br>{{red|−100}} per colonized system
| All Loser cedes all systems with Claims are awarded to the victorwinner, even if not occupied. All Systems systems occupied by the surrendering empire loser are returned, regardless of Claims.| Each side keeps all systems they have occupied if they have claims. Generates 25% less threaton them.
| Subjugation
| {{icon|vassal}} Vassalize<br>{{icon|tributary}} Make Tributary| Adopted Domination tradition,<br>Empire declined demand to become subject{{icon|tributary}} Make Subsidiary| Demand Subject Status diplomatic action was refused
| {{red|−100}}
| Defeated empire Loser becomes a subject of the victorwinner, along with all its vassals (if any). If the empire is part of a Federation, it will leave it.| All systems fully occupied by the attacker will be turned into a subject of the attacker.
| Animosity
| {{iconify|Rivalry}}
| {{red|−50}}
| Defeated empire Loser loses all of its {{iconify|Influence}}, gains {{red|-33%}} {{iconifyicon|Influence}} gain Monthly Influence Gain and {{red|-10%}} {{iconify|happinessHappiness}} for 10 years. Winner gains 100 influence.| None
| Ideology
| {{icon|force ideology}} Impose Ideology
|"War Philosophy policy set to ''Liberation Wars" War Philosophy Policy,''<br>Neither empire is a {{iconify|Gestalt Consciousness}}
| {{red|−100}}
| Defeated empire Loser is forced to change shift ethics towards those of the winner and will leave a Federation if it's part of itone. Its leader is also forced to abdicate. In case of status quo a new breakaway empire with | All systems fully occupied by the attackers ethos attacker will be created from turned into an empire with the target empireattacker's planets, if at least one planet was occupied, but not claimed. All occupied systems, and planets, that aren't claimed are automatically given to the new empireethics.
| Subject
| {{icon|independence}} Independence
| Available towards overlordsto Subject empires against Overlords
| '''0'''
| Defeated empire is no longer If the overlordsubject wins it becomes independent but the former Overlord will gain Claims on the former subject's systems.| None
| DespoilationDespoliation
| {{icon|war}} Plunder
| {{iconify|Barbaric Despoilers}}civic
| {{red|−25}}
| Defeated empire Loser loses 500 {{iconify|Energy}} and 500 {{iconify|Minerals}} for every colony it has3 planets they own, rounded up, and capped at 60 planets, for a maximum of 10,000 {{iconify|Minerals}} and {{iconify|Energy}} gained. The Winner will then gain those resources even if the loser dondidn't have that manyenough. Loser gets {{red|-20%}} reduced {{icon|Energy}}{{icon|Minerals}} production for 10 years.| None|-| Expropriation| {{icon|commercial pact}} Expel Corporation| No Commercial Pact or Federation present<br>The Corporate empire has at least one Branch Office on the other's planets| {{red|−50}}| The Corporate empire closes all Branch Offices on the attacker's planets. Attacker gains 1000 {{iconify|Energy}} per Branch Office.| The Corporate empire closes all Branch Offices on the attacker's planets. Corporate empire gains 1000 {{iconify|Energy}} per Branch Office.|-| Hostile Takeover| {{icon|commercial pact}} Hostile Takeover| Both empires have {{iconify|Corporate}} authority<br>Target has at least one Branch Office| {{red|−75}}| All Branch Offices are transferred to the victor.If part of a Federation Branch Offices on other members' planets are kept.| None
| Colossus
| {{icon|Rival}} Colossus
| Attacker Declaring empire has a Colossus
| {{red|−1000 (Total War)}}
| Defeated empire is annexed. If the attacker's Colossus is destroyed by the defender before the war has ended, total war ends and the war reverts to a normal war.| None
| Stop Colossus
| {{icon|Rival}} Stop Colossus
| Declaring empire does not have a Colossus<br>Target empire has a Colossus
| {{red|−1000 (Total War)}}
| Defeated empire is annexed and its Colossus dismantled. If the defender's Colossus is destroyed before the empire's defeat, total war ends and the war reverts to a normal war.| None
| Purification
| {{icon|war}} Cleansing
| {{iconify|Fanatic Purifiers}} or {{iconify|Determined Exterminator}}civic
| rowspan=4 | {{red|−1000 (Total War)}}
| rowspan=4 | Defeated empire is annexed.{{icon|no}}| rowspan=4 | None
| Hunger
| {{icon|war}} Absorption
| {{iconify|Devouring Swarm}}civic
| Sublimation
| {{icon|war}} Assimilation
| {{iconify|Driven Assimilator}}civic
| Containment
| {{icon|war}} End Threat
| Target empire is {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}}{{icon|Driven Assimilator}} genocidal or an Awakened Empire
| Punishment
| Only available to Fallen Empires with low opinion<br>Either the Fallen Empire's demand was refused or they were rivaled
| '''0'''
| The refused demands are enforced. Defeated empire's ruler leaders will be executed if not immortal.Includes Animosity effects.| None|-| Claim the Galatron| {{icon|closed borders}} Take Galatron| Target empire has the Galatron Relic| {{red|−40}}| Winner keeps (or acquires) the Galatron Relic and gains 100 {{iconify|Influence}}. Includes Animosity effects.| None
| Event
| War in Heaven<br>Machine Uprising
| Available to Fallen Empires and AI Rebellions via a Special Event
| {{red|−1000 (Total War)}}
| Defeated empire is annexed.{{icon|no}}| None
Once a war is declared, the defender targeted empire has a year to choose its Wargoals. However, a few certain wargoals will enforce automatically cause the target to issue certain counter wargoals if chosen (As an example; The "Independence" wargoal will automatically cause the targeted empire to issue the "Remain overlord vs IndependenceOverlord" wargoal).
Casus Belli with {{red|−1000}} surrender acceptance lead to a '''Total War'''. Total Wars do not require claims and occupied systems automatically change ownership during a Total War. Their new owner will be the participant with the highest claim count on it or the occupier if none of his allies claim this system. If an empire loses all its colonized systems during a Total War all its Starbases in uncolonized systems are removed, making the territory neutral again.
== Claims ==
{{SVersion|2.13}}While Casus Belli and Wargoals represent the purpose of a war, '''claims''' represent territorial ambitions—the systems which will be controlled by the victor. Which systems can be claimed depends on an empire's War Philosophy [[policy]], with the Unrestricted Warfare philosophy allowing for the claiming of any system not owned by a fellow Federation member. It is possible to claim the same system multiple times to gain a stronger claim on it, which can outbid the competing claims of allies when going to war together. If multiple empires have equal-strength claims on a system the oldest claim is considered the strongest. In general, claims are expensive in the early game and become less so later on to allow for more decisive wars to be fought. Claims cannot be rescinded while at war.
Claims cost {{iconify|influence}}, the base cost being 50, modified by the following:
* {{green|–10%}} {{iconify|Interstellar Campaigns|21px}} technology
* {{green|–10%}} {{iconify|Galactic Campaigns|21px}} technology
* {{green|–10%}} {{iconify|XenophobeNationalistic Zeal}}civic* {{green|–20–10%}} {{iconify|Fanatic XenophobeMilitarist}}* {{green|–20%}} [[File:Tradition_supremacy_master_shipwrights.png{{iconify|21px]] Right of Conquest traditionFanatic Militarist}}
* {{green|–20%}} [[File:Ap_interstellar_dominion.png|21px]] Interstellar Dominion ascension perk
* {{green|–20%}} {{iconify|Rivalry}}
== War Exhaustion ==
War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. War Exhaustion goes up from suffering losses during Space and Ground Warfare, destruction of planets (either from Colossus weapons or {{iconify|Armageddon}} Bombardment), and a passive accumulation over time called Attrition. When a side's War Exhaustion hits 100% they can be forced into a Status Quo peace after 24 months. The speed at which War Exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims being pressed - an empire that is fighting to hold onto a handful of border systems will tire faster in a a costly conflict than one whose very independence is being threatened. War Exhaustion also means that an Empire that is losing a war can still fight to minimize their territorial losses by inflicting high War Exhaustion on the enemy.
'''War Exhaustion Exhaust Gain reductionscan be reduced by the following:'''* {{green|–10%}} class="mildtable"! Source! Reduction|-| {{iconify|MilitaristMedia Conglomerate}} Ethiccivic* | {{green|–20-5%}} |-| {{iconify|Fanatic MilitaristNationalistic Zeal}} Ethiccivic* | {{green|–10-10%}} |-| {{iconify|Nationalistic ZealInterstellar Campaigns|21px}} Civictechnology* | {{green|–10-10%}} |-| {{iconify|Interstellar Galactic Campaigns|21px}} technology* | {{green|–10-10%}} |-| {{iconify|Galactic CampaignsGestalt Consciousness}}| {{green|21px-20%}} technology|}
== Ending Wars ==
'''Surrender''' means that the victor's Wargoal is enforced, and any claims the winning side has on the losing side are automatically ceded regardless of occupation status. All wars except those of independence have a negative surrender acceptance, which are countered by factors such as Relative Navy Strength (up to +50), War Exhaustion (up to +100) and Occupation Percentage (up to +100). If an empire and all of its allies (if any) has lost control of all of its systems and/or planets during the war, then a surrender will occur automatically.
'''Status Quo''' means that the war has reached a point where neither side is able to score a decisive victory against the other or all wargoals have been achieved decisively before any major battles took place, and both sides agree to cease hostilities and settle for whatever gains or losses they have acquired/suffered. Under a Status Quo peace, all '''fully''' occupied systems claimed by a belligerent empire are ceded to the belligerent with the strongest Claim. In the case of a tie, whoever has the oldest claim on the system is considered the stronger claimant. Since AI won't surrender to a Total War, they can end only in Status Quoor the destruction of one empire. Status Quo can be enforced by any side as soon as 24 months passed since the opposing side reached 100% War Exhaustionand if both sides reach 100% War Exhaustion the Status Quo is enforced automatically after 24 months.
[[Category:Game concepts]]

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