Difference between revisions of "Land warfare"

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{{version|Pre-release}}
+
{{Version|2.7}}
{{expand}}
+
{{Warfarenav}}
'''Armies''' are ground forces for invading and defending [[planets]].
+
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.
  
== Recruitment ==
+
== Combat ==
An Empire can recruit armies of any [[species]] that is present within it's borders, as long as there are members of that species living on the planet which the army is built on.  
+
{{SVersion|2.7}}
 +
[[File:Evt ground combat.png|330px|right|thumb|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, particularly at lower levels, may die during the fighting.
 +
 
 +
Each army has a morale value, and once morale drops low enough the army will be negatively affected with the following modifiers:
 +
{| class="mildtable" style="text-align: center;
 +
! Morale
 +
! Penalty
 +
|-
 +
| 50%
 +
| {{red|-25%}} {{iconify|Army Damage}}
 +
|-
 +
| 0%
 +
| {{red|-75%}} {{iconify|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 ===
 +
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 {{iconify|Housing}}, {{iconify|Amenities}}, {{iconify|Trade Value}}, {{icon|pop resource output}} Resources from Jobs, {{iconify|Upkeep}} from Jobs, {{iconify|Growth Speed}} and {{icon|migration attraction}} 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.
  
Each overseer of a [[Despotic Hegemony]] can also build one elite assault army in their lifetime.
+
{| class="mildtable" style="text-align: center;
 +
! {{iconify|Devastation}}
 +
! {{iconify|Damage}} to armies
 +
! {{icon|undesirable}} Kills pops
 +
! [[File:FTL magnet.png|24px]] FTL inhibitors functional
 +
! [[File:d_huge_tree.png|30px]] Tree of Life alive
 +
|-
 +
| 0%
 +
| 50%
 +
| {{icon|no}}
 +
| {{icon|yes}}
 +
| {{icon|yes}}
 +
|-
 +
| 25%
 +
| 100%
 +
| {{icon|yes}}
 +
| {{icon|yes}}
 +
| {{icon|yes}}
 +
|-
 +
| 50%
 +
| 100%
 +
| {{icon|yes}}
 +
| {{icon|no}}
 +
| {{icon|no}}
 +
|-
 +
| 75%
 +
| 200%
 +
| {{icon|yes}}
 +
| {{icon|no}}
 +
| {{icon|no}}
 +
|}
  
Once built each army has a monthly {{iconify|energy}} maintenance.
+
Planet Devastation is reduced monthly by 0.5% as long as the planet is no longer bombarded or invaded.
  
There are four currently known types of armies<ref name="New Screenshots on Steam Page">[https://forum.paradoxplaza.com/forum/index.php?threads/new-screenshots-on-steam-page.919992/]</ref><ref name="blorg_youtube_5">[https://www.youtube.com/watch?v=5PFXXrZC1yA All hail Blorg, Space Friends #05]</ref>:
+
== Defense armies ==
 +
{{SVersion|2.7}}
 +
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.
  
{| class="mildtable sortable"
+
{| class="wikitable"
 +
! Job
 +
! Defense Armies
 +
! Notes
 +
|-
 +
| Colonist
 +
| 1
 +
|
 +
|-
 +
| Enforcer
 +
| 2
 +
|
 +
|-
 +
| Soldier
 +
| 3
 +
|
 +
|-
 +
| Patrol Drone
 +
| 2
 +
|
 
|-
 
|-
!width="200px"|Army Type
+
| Warrior Drone
!width="75px"|Cost
+
| 3
!class="unsortable"|Description
+
|  
 
|-
 
|-
|Defense Army
+
| Slave Overseer
|{{icon|min}}30
+
| 2
|Defensive armies are used to garrison a single [[planet]], which they are locked to.
+
|  
 
|-
 
|-
|Assault Army
+
| Protector
|{{icon|min}}60
+
| 3
|Assault armies, in addition to garrisoning a [[planet]], can be used to invade hostile planets using transport ships that are automatically built alongside each army.
+
| Only available to organic Fallen Empires
 
|-
 
|-
|Robotic Army
+
| Xeno-Keeper
|{{icon|enc}}15{{icon|min}}100
+
| 2
|
+
| Only available to the Enigmatic Observers Fallen Empire
 
|-
 
|-
|Psionic Army
+
| Guardian
|{{icon|enc}}50{{icon|min}}250
+
| 3
|
+
| Only available to the Ancient Caretakers Fallen Empire
 
|}
 
|}
  
== Combat ==
+
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.
{{hatnote|This section is largely speculative and should be updated as soon as definite information is available.}}
 
Ground combat takes place between several assaulting armies and the planet's defending armies. The latter are composed of any standing armies present on the planet as well as several militia units which are drafted from the population at the start of the battle.
 
  
Each army has health and morale, as well as a range of possible damage against both these values. These values are then somehow applied to the hostile army group, probably once a day. The damage dealt by assualt armies is also multiplied by a modifier based on the planet's remaining defenses. Once all armies of one side have lost {{sup|?|either}} all their health or morale that side loses the battle.
+
{| class="wikitable"
 
+
|-
Invading [[planets]] is usually only feasible after [[orbital bombardment]], as the planet's defenses are too high otherwise and may cause the attacker extreme losses or even defeat.
+
!Army Type
 +
!Army Damage
 +
!Morale Damage
 +
!Health
 +
!Morale
 +
!Pop Species
 +
|-
 +
|[[File:Army defense.png]] Defense Army
 +
| 2.25 - 4.50
 +
| 2.25 - 4.50
 +
| 250
 +
| 250
 +
| Organic
 +
|-
 +
|[[File:Army defense m.png]] Robotic Defense Army
 +
| 1.50 - 3.00
 +
| 1.50 - 3.00
 +
| 250
 +
| immune
 +
| Robot
 +
|-
 +
|[[File:Army defense m.png]] Drone Grid
 +
| 1.65 - 3.30
 +
| 1.65 - 3.30
 +
| 220
 +
| immune
 +
| Machine Unit
 +
|-
 +
|[[File:Army defense m.png]] Sentinels
 +
| 6.00 - 12.00
 +
| 30.00 - 60.00
 +
| 1400
 +
| immune
 +
| Event
 +
|}
  
== Attachments ==
+
== Assault armies ==
Attachments are modules that enhance armies. They are unlocked by researching [[technology]] and bought and equipped individualy to single armies.. In order to outfit an army with modules, it must be landed on a planet.<ref name="blorg_twitch_4">[https://www.twitch.tv/paradoxinteractive/v/59117784 Extraterrestrial Thursday #4]</ref>
+
{{SVersion|2.7}}
 +
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.
  
=== Known attachments ===
+
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 {{iconify|Clone Army}}. Armies without species like {{iconify|Xenomorph Army}} is unlimited as well.
This list is based on incomplete information and may be inaccurate.
 
  
 
{| class="mildtable sortable"
 
{| class="mildtable sortable"
 
|-
 
|-
!width="200px"|Attachment
+
! Army
!width="35px"|Cost
+
! Cost
!class="unsortable" width="160px"|Required Technology
+
! Time
!class="unsortable" width="200px"|Effects
+
! Upkeep
!class="unsortable"|Description
+
! Damage
 +
! Morale Damage
 +
! Collateral Damage
 +
! Health
 +
! Morale
 +
! Requirements
 +
! Species
 +
|-
 +
|[[File:Army assault.png]] Assault Army
 +
|{{icon|min}} 100
 +
|{{icon|time}} 90
 +
|{{icon|energy}} 1
 +
|1.50 - 3.00
 +
|1.50 - 3.00
 +
|100%
 +
|200
 +
|200
 +
| {{green|Starter}}
 +
| {{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
 +
|-
 +
|[[File:Army slave.png]] Slave Army
 +
|{{icon|min}} 50
 +
|{{icon|time}} 60
 +
|{{icon|energy}} 0.5
 +
|1.50 - 3.00
 +
|1.12 - 2.25
 +
|150%
 +
|200
 +
|150
 +
|{{iconify|Neural Implants|24px}}
 +
| {{icon|yes}}{{icon|slave}} Pop Enslaved<br>{{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
 +
|-
 +
|[[File:Army clone.png]] Clone Army
 +
|{{icon|min}} 75
 +
|{{icon|time}} 30
 +
|{{icon|energy}} 0.75
 +
|1.50 - 3.00
 +
|1.50 - 3.00
 +
|125%
 +
|200
 +
|200
 +
|{{iconify|Gene Banks|24px}}
 +
| {{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
 +
|-
 +
|[[File:Army robotic.png]] Robotic Assault Army
 +
|{{icon|min}} 150
 +
|{{icon|time}} 90
 +
|{{icon|energy}} 1.5
 +
|1.50 - 3.00
 +
|1.50 - 3.00
 +
|150%
 +
|400
 +
|immune
 +
|{{iconify|Droids tech|24px}}<br>{{icon|policy}} Robotic Workers ''Allowed''
 +
| {{icon|yes}}{{icon|mechanical}} Mechanical
 +
|-
 +
|[[File:Army psionic.png]] Psionic Army
 +
|{{icon|min}} 250
 +
|{{icon|time}} 120
 +
|{{icon|energy}} 2.5
 +
|3.00 - 6.00
 +
|4.50 - 9.00
 +
|50%
 +
|350
 +
|500
 +
|{{iconify|Telepathy|24px}}
 +
| {{icon|yes}} One must be true:
 +
* {{icon|psionic}} Psionic
 +
* {{icon|psionic}} Latent Psionic
 +
* {{iconify|Utopia}} is NOT installed
 +
{{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
 +
|-
 +
|[[File:Army xenomorph.png]] Xenomorph Army
 +
|{{icon|min}} 200
 +
|{{icon|time}} 100
 +
|{{icon|energy}} 2
 +
|3.00 - 6.00
 +
|6.00 - 12.00
 +
|500%
 +
|400
 +
|immune
 +
|{{iconify|Morphogenetic Field Mastery|24px}}
 +
| no species
 +
|-
 +
|[[File:Army gene warrior.png]] Gene Warrior Army
 +
|{{icon|min}} 300
 +
|{{icon|time}} 150
 +
|{{icon|energy}} 3
 +
|3.00 - 6.00
 +
|3.00 - 6.00
 +
|75%
 +
|500
 +
|500
 +
|{{iconify|Gene Seed Purification|24px}}
 +
| {{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
 +
|-
 +
|[[File:Army assault m.png]] Hunter-Killer Army
 +
|{{icon|min}} 100
 +
|{{icon|time}} 90
 +
|{{icon|energy}} 1
 +
|1.50 - 3.00
 +
|1.50 - 3.00
 +
|200%
 +
|200
 +
|immune
 +
| {{iconify|Machine Intelligence}}<br/>{{green|Starter}}
 +
| {{icon|yes}}{{icon|Machine Intelligence}} Machine Unit
 +
|-
 +
|[[File:Army assault m.png]] Battle Frame Army
 +
|{{icon|min}} 200
 +
|{{icon|time}} 120
 +
|{{icon|energy}} 2
 +
|2.25 - 4.50
 +
|3.00 - 6.00
 +
|200%
 +
|500
 +
|immune
 +
| {{iconify|Machine Intelligence}}<br/>{{iconify|Adaptive Combat Algorithms|24px}}
 +
| {{icon|yes}}{{icon|Machine Intelligence}} Machine Unit
 +
|-
 +
|[[File:Army assault m.png]] Mega-Warform
 +
|{{icon|min}} 800
 +
|{{icon|time}} 500
 +
|{{icon|energy}} 8
 +
|6.00 - 12.00
 +
|9.00 - 18.00
 +
|400%
 +
|1200
 +
|immune
 +
|{{iconify|Machine Intelligence}}<br>{{iconify|Biomechanics|24px}}
 +
| no species
 +
|-
 +
|[[File:Army assault m.png]] Cybrex Warform
 +
|{{icon|alloys}} 250
 +
|{{icon|time}} 500
 +
|{{icon|energy}} 8
 +
|7.50 - 15.00
 +
|15.00 - 30.00
 +
|500%
 +
|1400
 +
|immune
 +
|[[File:R war forge.png|24px]] Cybrex War Forge relic<br>Can only be recruited on the capital
 +
| no species
 
|-
 
|-
|Assault Landers<ref name="blorg_twitch_4" /><ref name="blorg_youtube_1">[https://www.youtube.com/watch?v=shoiYDp7EEA All hail Blorg, Space Friends #01]</ref>
+
|[[File:Army xenomorph.png]] Titanic Beast
|{{icon|min}}50
+
|{{icon|min}} 300
|Interplanetary Expeditional Forces
+
|{{icon|time}} 90
|
+
|{{icon|energy}} 1
* Landing Time: {{green|-25.0%}}
+
|4.50 - 9.00
|''These massive dropships are used to transport armies and their heavy equipment to a planet's surface under battle conditions and without the benefit of docking facilities.''
+
|9.00 - 18.00
 +
|300%
 +
|1000
 +
|600
 +
|Titanic Lifeforms event chain<br>Only 3 can be recruited
 +
| no species
 +
|-
 +
|[[File:Army xenomorph.png]] Azizian Army
 +
|{{icon|min}} 250<br>{{icon|enc}} 50
 +
|{{icon|time}} 90
 +
|{{icon|energy}} 1
 +
|4.50 - 9.00
 +
|9.00 - 18.00
 +
|100%
 +
|1000
 +
|400
 +
|Ice Alien event chain<br>Only 3 can be recruited
 +
| no species
 
|-
 
|-
|Battle Strider Column<ref name="blorg_youtube_3">[https://www.youtube.com/watch?v=xk_eeTNNjBQ All hail Blorg, Space Friends #03]</ref>
+
|[[File:Army psionic.png]] Psionic Avatar
|
+
| colspan=2 style="text-align: center;" | event only
|Robotic Workers
+
|none
|
+
|7.50 - 15.00
|
+
|15.00 - 30.00
 +
|100%
 +
|1400
 +
|immune
 +
|{{icon|utp}} Shroud event
 +
| no species
 
|-
 
|-
|Chemical Stimulants<ref name="blorg_twitch_4" />
+
|[[File:Army assault m.png]] Nanite Warform
|{{icon|min}}25
+
| colspan=2 style="text-align: center;" | event only
|
+
|none
|
+
|15.00 - 30.00
* Army Damage: {{green|+40.0%}}
+
|90.00 - 180.00
|''Potent cocktail of chemicals designed to increase the combat awareness and reflexes of a soldier. Field performance increases temporarily, but continued use may result in anxiety, depression, seizures, nausea, hallucinations, narcolepsy, and uncontrollable bowel movement.''
+
|500%
 +
|3600
 +
|immune
 +
|{{icon|dst}} A Quiet Stroll event
 +
| no species
 +
|}
 +
 
 +
== Army rank ==
 +
As armies fight battles they will increase in rank, improving their stats based on their experience points. Armies get {{green|+2}} experience points each time they deal damage and {{green|+1}} when they take damage.
 +
 
 +
{| class="mildtable"
 +
! Rank
 +
! Exp Points
 +
! Effects
 +
|- id="Army Exp Regular"
 +
| Regular
 +
| 0 - 100
 +
| None
 +
|- id="Army Exp Experienced"
 +
| Experienced
 +
| 100 - 1000
 +
| {{icon|army damage}} {{green|+10%}} Damage<br>{{icon|army morale}} {{green|+10%}} Morale
 +
|- id="Army Exp Veteran"
 +
| Veteran
 +
| 1000 - 10000
 +
| {{icon|army damage}} {{green|+20%}} Damage<br>{{icon|army morale}} {{green|+20%}} Morale<br>{{icon|army health}} {{green|+10%}} Health
 +
|- id="Army Exp Elite"
 +
| Elite
 +
| ≥ 10000
 +
| {{icon|army damage}} {{green|+40%}} Damage<br>{{icon|army morale}} {{green|+40%}} Morale<br>{{icon|army health}} {{green|+20%}} Health
 +
|}
 +
 
 +
Army starting experience can be increased by {{green|+100}} by each of the following:
 +
* {{icon|building}} [[Military Academy]] planet building
 +
* {{iconify|Strength of Legions}} civic
 +
* {{iconify|Private Military Companies}}
 +
* {{icon|building}} [[Mercenary Liaison Office]] branch office building
 +
 
 +
== Orbital bombardment ==
 +
{{SVersion|2.7}}
 +
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 Planetary Devastation. Effectiveness is based on the Fleet Size of the fleet in orbit, where maximum effectiveness is reached at 200 Fleet Size.
 +
 
 +
{| class="mildtable"
 
|-
 
|-
|Commissar Squads<ref name="blorg_twitch_5">https://www.twitch.tv/paradoxinteractive/v/60538040</ref>
+
! Stance
|{{icon|enc}}10<br />{{icon|min}}10
+
! Planet damage
|Artificial Moral Codes
+
! Army damage
|
+
! Pop kill chance
* Army Damage: {{green|+15.0%}}
+
! Other effects
* Army Morale: {{green|+15.0%}}
+
! Requirements
|''Enforcing discipline in an army of slaves is monumental task, but these squads of hardened commissars have turned it into an art. Decimation and other harsh disciplinary actions are used to ensure the slaves fear the ire of the commissars more than the enemy.''
 
 
|-
 
|-
|Cyborg Infiltration Unit<ref name="blorg_twitch_4" />
+
| [[File:Bombardment light.png]] Selective
|{{icon|min}}40
+
| 50%
|
+
| 100%
|
+
| 25%
* Morale Damage: {{green|+5.0%}}
+
|  
|''The metal endoskeleton of these mechanical killers is highly transformable, enabling them to assume the appearance of any species after an appropriate layer of flesh (usually acquired from enemy prisoners) is grafted onto their frame. They then infiltrate enemy lines and spread chaos.''
+
* Does not kill the last 21 Pops
 +
* Does not bomb planets with no armies on it
 +
| None
 
|-
 
|-
|Hover Tank Battle Group<ref name="blorg_twitch_4" />
+
| [[File:Bombardment limited.png]] Indiscriminate
|{{icon|min}}50
+
| 100%
|
+
| 150%
|
+
| 50%
* Army Health: {{green|+25.0%}}
+
|  
* Army Damage: {{green|+10.0%}}
+
* Does not kill the last 11 Pops
|''Powerful yet fast-moving armor that uses repulsor lifts to hover slightly above the ground. Although this limits their weight somewhat, their speed and agility make up for it when compared to conventional tracked vehicles.''
+
| {{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 
|-
 
|-
|Hunter-Killer Drone Swarms<ref name="johan_tweet_apr4">[https://twitter.com/producerjohan/status/716999350820478976 Tweet by Johan (April 4)]</ref>
+
| [[File:Bombardment armageddon.png]] Armageddon
|{{icon|min}}30
+
| 150%
 +
| 200%
 +
| 100%
 
|
 
|
 +
* If the last pop is killed, the planet becomes a {{iconify|Tomb World}}
 
|
 
|
* Army Damage: {{green|+20.0%}}
+
One must be true:
|''Massive swarms of these relatively simply unmanned aerial vehicles are unleashed on enemy positions in the hope of overwhelming them. Although a single drone may not be a significant threat to a trained soldier, several dozen are.''
+
* {{iconify|Fanatic Purifiers}}
 +
* {{iconify|Determined Exterminator}}
 
|-
 
|-
|Hypnotic Training Regimen<ref name="blorg_twitch_5" />
+
| [[File:Bombardment full.png]] Javorian Pox
|{{icon|min}}30
+
| 20%
|Synthetic Thought Patterns
+
| 150%
|
+
| 150%
* Army Morale: {{green|+20.0%}}
+
|  
|''The clone soldiers have been put through an extensive regimen of hypnotic training, beyond their normal conditioning. this further improves combat efficieny, although units that far exceed their battlefield lifetime expectancy are somewhat prone to psychotic breakdowns.''
+
* Does not kill {{iconify|Mechanical}} Pops
 +
| [[File:R pox sample.png|24px]] Javorian Pox Sample relic activation<br/>{{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 
|-
 
|-
|Military Police Corps<ref name="blorg_twitch_4" />
+
| [[File:Raiding bombardment.png]] Raiding
|{{icon|enc}}10
+
| 100%
|
+
| 50%
|
+
| 100%
* Army Morale {{green|+5.0%}}
+
|
|''A large detachment of military police. They are of limited use on the front-lines, but their presence can improve unit discipline.''
+
* 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 succesfully abducted
 +
* Does not kill or abduct the last 2 Pops
 +
| One must be true:
 +
* {{iconify|Barbaric Despoilers}}
 +
* {{iconify|Nihilistic Acquisition}}
 +
|}
 +
 
 +
=== Bombardment Damage Modifiers ===
 +
Orbital Bombardment Damage dealt to enemy planets can be increased by the following:
 +
{| class="mildtable"
 +
! Source
 +
! Damage
 
|-
 
|-
|Mobile Shield Generators<ref name="blorg_youtube_4">[https://www.youtube.com/watch?v=uZ6J_Of_FJI All hail Blorg, Space Friends #04]</ref><ref name="blorg_twitch_4" />
+
| [[File:Tradition_supremacy_overwhelming_force.png|24px|link=Tradition#Supremacy]] Overwhelming Force tradition
|{{icon|min}}25
+
| {{green|+20%}}
|Improved Deflectors
 
|
 
* Army Health: {{green|+15.0%}}
 
|''Generators carried on large tracked vehicles which generate a protective force field over a portion of the battlefield. When functional they provide excellent defense against artillery and orbital bombardment.''
 
 
|-
 
|-
|Neo-Concrete Fortifications<ref name="blorg_youtube_2">[https://www.youtube.com/watch?v=MI-KCEqWNSE All hail Blorg, Space Friends #02]</ref>
+
| [[File:Ship part orbital trash dispersal.png|24px]] Orbital Trash Disperser component
|{{icon|min}}50
+
| {{green|+25%}}
|Nanocomposite Materials
+
|}
|
+
 
* Army Health: {{green|+10.0%}}
+
Orbital Bombardment Damage taken from enemy fleets can be reduced by the following:
* Army Upkeep: {{green|-10.0%}}
+
{| class="mildtable"
|''Extensive layers of neo-concrete ground fortifications and bunker networks that offer increased protection against orbital bombardment. This restricts the mobility of the army, but can be a deciding factor in defensive actions.''
+
! Source
 +
! Damage
 
|-
 
|-
|Orbital Drop Pods<ref name="blorg_twitch_4" />
+
| {{icon|building}} Planetary Shield Generator building
|{{icon|min}}35
+
| {{green|-50%}}
|
 
|
 
* Landing Time: {{green|-50.0%}}
 
|''Single use drop pods that are launched onto a planet's surface from a ship in orbit. While heavier equipment still needs to be brought in with assault landers, these pods significantly decrease the time spent between orbit and planetfall during planetary invasions.''
 
 
|-
 
|-
|Power Armor<ref name="blorg_youtube_1" /><ref name="blorg_twitch_4" />
+
| [[File:Tradition adaptability survival fittest.png|24px|link=Tradition#Tree_Swap:_Adaptability]] Survival of the Fittest tradition
|{{icon|min}}35
+
| {{green|-25%}}
|Powered Exoskeleton
 
|
 
* Army Damage {{green|+15.0%}}
 
* Army Health {{green|+15.0%}}
 
* Army Upkeep {{red|+10.0%}}
 
|''Suits of powered armor that augment the natural abilities of soldiers, increasing both their strength and endurance. The armor allows them to carry heavier ordnance, while also providing better protection against radiation as well as chemical and biological agents.''
 
 
|-
 
|-
|Self-Replicating Mine Fields<ref name="blorg_twitch_4" />
+
| {{icon|soldier}} Fortress World designation
|{{icon|min}}45
+
| {{green|-10%}}
|
 
|
 
* Army Health: {{green|+20.0%}}
 
* Army Damage: {{green|+15.0%}}
 
|''Burrowing and semi-mobile mines that continually replicate copies of themselves to maintain their numbers. Clearing these self-replicating mine fields can be exceptionally difficult, especially during combat.''
 
 
|-
 
|-
|Special Forces Group<ref name="blorg_twitch_4" />
+
| {{icon|starbase}} Fortress Station designation
|{{icon|min}}15
+
| {{green|-10%}}
|
 
|
 
* Morale Damage: {{green|+5.0%}}
 
|''Highly trained operatives that engage in unconventional operations, usually clandestinely behind enemy lines. Disruption of enemy communication and logistics are prioritized, along with the elimination of any high-value targets of opportunity.''
 
 
|}
 
|}
  
== References ==
+
Actual damage dealt by each Ship in the bombarding fleet is:
 +
* {{icon|fleet size}} Naval Capacity usage;
 +
* Multiplied by (1 + attacker's Bombardment Damage bonus)
 +
* Multiplied by (1 + defender's Bombardment Damage prevention)
 +
 
 +
For example, if the bombarding empire has the [[File:Tradition_supremacy_overwhelming_force.png|24px|link=Tradition#Supremacy]] Overwhelming Force tradition and the defender has the [[File:Tradition adaptability survival fittest.png|24px|link=Tradition#Tree_Swap:_Adaptability]] Survival of the Fittest tradition and no other factors affecting the bombardment damage, the final damage each day is fleet size * {{red|0.9}}, rather than fleet size * 0.95 like many other situations where modifiers stack.
 +
 
 +
The Bombardment Damage prevention has a cap of {{green|-98%}}, which cannot be reached without modding.
 +
 
 +
 
 +
{{ConceptsNavbox}}
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]
 +
[[Category:Warfare]]

Latest revision as of 08:26, 13 July 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.

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]

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, particularly at lower levels, may die during the fighting.

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]

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 req.png Growth Speed and Mod planet migration all pull.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 is reduced monthly by 0.5% as long as the planet is no longer bombarded or invaded.

Defense armies[edit]

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
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]

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 is unlimited as well.

Army Cost Time Upkeep Damage Morale Damage Collateral Damage Health Morale Requirements Species
Army assault.png Assault Army Minerals.png 100 Time 90 Energy Credits.png 1 1.50 - 3.00 1.50 - 3.00 100% 200 200 Starter No.pngTrait mechanical.pngAuth machine intelligence.png
Army slave.png Slave Army Minerals.png 50 Time 60 Energy Credits.png 0.5 1.50 - 3.00 1.12 - 2.25 150% 200 150 Tech neural implants.png Neural Implants Yes.pngSlave Pop Enslaved
No.pngTrait mechanical.pngAuth machine intelligence.png
Army clone.png Clone Army Minerals.png 75 Time 30 Energy Credits.png 0.75 1.50 - 3.00 1.50 - 3.00 125% 200 200 Tech gene banks.png Gene Banks No.pngTrait mechanical.pngAuth machine intelligence.png
Army robotic.png Robotic Assault Army Minerals.png 150 Time 90 Energy Credits.png 1.5 1.50 - 3.00 1.50 - 3.00 150% 400 immune Tech droid workers.png Droids tech
Menu icon policies.png Robotic Workers Allowed
Yes.pngTrait mechanical.png Mechanical
Army psionic.png Psionic Army Minerals.png 250 Time 120 Energy Credits.png 2.5 3.00 - 6.00 4.50 - 9.00 50% 350 500 Tech telepathy.png Telepathy Yes.png One must be true:
  • Trait psionic species.png Psionic
  • Trait psionic species.png Latent Psionic
  • Utopia.png Utopia is NOT installed

No.pngTrait mechanical.pngAuth machine intelligence.png

Army xenomorph.png Xenomorph Army Minerals.png 200 Time 100 Energy Credits.png 2 3.00 - 6.00 6.00 - 12.00 500% 400 immune Tech morphogenetic field mastery.png Morphogenetic Field Mastery no species
Army gene warrior.png Gene Warrior Army Minerals.png 300 Time 150 Energy Credits.png 3 3.00 - 6.00 3.00 - 6.00 75% 500 500 Tech gene seed purification.png Gene Seed Purification No.pngTrait mechanical.pngAuth machine intelligence.png
Army assault m.png Hunter-Killer Army Minerals.png 100 Time 90 Energy Credits.png 1 1.50 - 3.00 1.50 - 3.00 200% 200 immune Auth machine intelligence.png Machine Intelligence
Starter
Yes.pngAuth machine intelligence.png Machine Unit
Army assault m.png Battle Frame Army Minerals.png 200 Time 120 Energy Credits.png 2 2.25 - 4.50 3.00 - 6.00 200% 500 immune Auth machine intelligence.png Machine Intelligence
Tech adaptive combat algorithms.png Adaptive Combat Algorithms
Yes.pngAuth machine intelligence.png Machine Unit
Army assault m.png Mega-Warform Minerals.png 800 Time 500 Energy Credits.png 8 6.00 - 12.00 9.00 - 18.00 400% 1200 immune Auth machine intelligence.png Machine Intelligence
Tech biomechanics.png Biomechanics
no species
Army assault m.png Cybrex Warform Alloys.png 250 Time 500 Energy Credits.png 8 7.50 - 15.00 15.00 - 30.00 500% 1400 immune R war forge.png Cybrex War Forge relic
Can only be recruited on the capital
no species
Army xenomorph.png Titanic Beast Minerals.png 300 Time 90 Energy Credits.png 1 4.50 - 9.00 9.00 - 18.00 300% 1000 600 Titanic Lifeforms event chain
Only 3 can be recruited
no species
Army xenomorph.png Azizian Army Minerals.png 250
Energy Credits.png 50
Time 90 Energy Credits.png 1 4.50 - 9.00 9.00 - 18.00 100% 1000 400 Ice Alien event chain
Only 3 can be recruited
no species
Army psionic.png Psionic Avatar event only none 7.50 - 15.00 15.00 - 30.00 100% 1400 immune Utopia.png Shroud event no species
Army assault m.png Nanite Warform event only none 15.00 - 30.00 90.00 - 180.00 500% 3600 immune Distant Stars.png A Quiet Stroll event no species

Army rank[edit]

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]

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 Planetary 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
None
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 Trait pc nuked preference.png Tomb World

One must be true:

  • Civic fanatic purifiers.png Fanatic Purifiers
  • Civic machine terminator.png Determined Exterminator
Bombardment full.png Javorian Pox 20% 150% 150%
  • Does not kill Trait mechanical.png Mechanical Pops
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 succesfully abducted
  • Does not kill or abduct the last 2 Pops
One must be true:
  • Civic barbaric despoilers.png Barbaric Despoilers
  • Ap nihilistic acquisition.png Nihilistic Acquisition

Bombardment Damage Modifiers[edit]

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%

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%

Actual damage dealt by each Ship in the bombarding fleet is:

  • Fleet Size.png Naval Capacity usage;
  • Multiplied by (1 + attacker's Bombardment Damage bonus)
  • Multiplied by (1 + defender's Bombardment Damage prevention)

For example, if the bombarding empire has the Tradition supremacy overwhelming force.png Overwhelming Force tradition and the defender has the Tradition adaptability survival fittest.png Survival of the Fittest tradition and no other factors affecting the bombardment damage, the final damage each day is fleet size * 0.9, rather than fleet size * 0.95 like many other situations where modifiers stack.

The Bombardment Damage prevention has a cap of -98%, which cannot be reached without modding.


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