Difference between revisions of "Land warfare"

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m (replaced: {{Version|1.8}} → {{version|1.9}})
(Assault armies)
 
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{{version|1.9}}
+
{{Version|2.7}}
[[File:Evt ground combat.png|380px|right|thumb|Although second to space battles, ground warfare is a vital aspect of many wars.]]
+
{{Warfarenav}}
'''Armies''' are ground forces for invading and defending [[planets]] as well as handling out of control rebellions.
+
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 ==
{{SVersion|1.8}}
+
{{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 built on. Transports are generated automatically as armies are embarked. New assault armies automatically embark in transports if the planet has reached maximum capacity. A planet can hold as many armies as its size.
+
[[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.
  
The amount of non-defensive armies an empire can build from a species is limited to the number of pops of that species living within the empire. Titanic beasts are limited to three per empire and lost armies cannot be replaced.
+
Generals are leaders who command armies and give them bonuses. However Generals, particularly at lower levels, may die during the fighting.
  
{| class="mildtable sortable"
+
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
 
|-
 
|-
!width="150px" | Army Type
+
| 50%
!Cost
+
| {{red|-25%}} {{iconify|Army Damage}}
!Time
 
!Army Damage
 
!Morale Damage
 
!Health
 
!Morale
 
!Maintenance
 
!Requirements
 
!width=40% | Description
 
 
|-
 
|-
|{{icon|army potential}} Militia
+
| 0%
|free
+
| {{red|-75%}} {{iconify|Army Damage}}
|free
+
|}
|0.75 - 1.50
+
 
|0.56 - 1.12
+
Armies gain experience from combat and can rank up. Higher rank armies are more effective in combat.
|150
+
 
|150
+
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.
|none
+
 
|{{green|Starter}}
+
=== Planet Devastation ===
| Each planet has a defending Militia, whose size depends on the number of Pops. Garrisons cannot be transported.
+
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.
 +
 
 +
{| 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
 
|-
 
|-
|{{iconify|Defense Army}}
+
| 0%
|{{icon|min}}30
+
| 50%
|{{icon|time}}60
+
| {{icon|no}}
|1.50 - 3.00
+
| {{icon|yes}}
|1.50 - 3.00
+
| {{icon|yes}}
|200
 
|200
 
|{{icon|enc}}0.15
 
|{{green|Starter}}
 
|Defensive armies are powerful, but cannot be transported from the planet.
 
 
|-
 
|-
|{{iconify|Assault Army}}
+
| 25%
|{{icon|min}}60
+
| 100%
|{{icon|time}}90
+
| {{icon|yes}}
|1.72 - 3.45
+
| {{icon|yes}}
|1.98 - 3.96
+
| {{icon|yes}}
|230
 
|230
 
|{{icon|enc}}0.33
 
|{{green|Starter}}
 
|Assault armies come with their own transports and can invade other planets.
 
 
|-
 
|-
|{{iconify|Elite Guard Army}}
+
| 50%
|
+
| 100%
{{icon|enc}}15<br/>{{icon|min}}115
+
| {{icon|yes}}
|{{icon|time}}115
+
| {{icon|no}}
|2.62 - 5.25
+
| {{icon|no}}
|4.59 - 9.18
 
|350
 
|350
 
|{{icon|enc}}0.50
 
|
 
* '''Despotic Hegemony''' or '''Illuminated Autocracy''' government
 
*Each ruler can only recruit one Elite Guard Army
 
|The ruler's personal elite guard force.
 
 
|-
 
|-
|{{iconify|Slave Army}}
+
| 75%
|{{icon|min}}20
+
| 200%
|{{icon|time}}60
+
| {{icon|yes}}
|1.73 - 3.45
+
| {{icon|no}}
|1.73 - 3.45
+
| {{icon|no}}
|230
+
|}
|200
+
 
|{{icon|enc}}0.25
+
Planet Devastation is reduced monthly by 0.5% as long as the planet is no longer bombarded or invaded.
|
+
 
*{{iconify|Neural Implants|21px}}
+
== Defense armies ==
*[[Slave Processing Facility]] on planet
+
{{SVersion|2.7}}
|Slave soldiers who serve their masters on the battlefield. Most are conscripted by force, but many slaves volunteer in a desperate attempt to increase their food rations or escape from grueling labor.
+
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="wikitable"
 +
! Job
 +
! Defense Armies
 +
! Notes
 
|-
 
|-
|{{iconify|Clone Army}}
+
| Colonist
|{{icon|min}}60
+
| 1
|{{icon|time}}30
+
|  
|1.88 - 3.75
 
|2.34 - 4.69
 
|250
 
|250
 
|{{icon|enc}}0.33
 
|
 
*{{iconify|Cloning|21px}}
 
*[[Clone Vats]] on planet
 
|Vat-grown clones that reach adulthood in a matter of months. With a natural lifespan of less than a decade, their lack of personal initiative is deemed an acceptable trade-off for their total obedience to officers.
 
 
|-
 
|-
|{{icon|Robotic Army}} Robotic Defense Army
+
| Enforcer
|{{icon|enc}}8<br>{{icon|min}}50
+
| 2
|{{icon|time}}60
+
|  
|1.50 - 3.00
 
|1.50 - 3.00
 
|340
 
|immune
 
|{{icon|enc}}0.23
 
|{{iconify|Droids tech|21px}}
 
|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.
 
 
|-
 
|-
|{{icon|Robotic Army}} Robotic Assault Army
+
| Soldier
|{{icon|enc}}15<br>{{icon|min}}100
+
| 3
|{{icon|time}}90
+
|  
|1.65 - 3.30
 
|1.65 - 3.30
 
|400
 
|immune
 
|{{icon|enc}}0.50
 
|{{iconify|Droids tech|21px}}
 
|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.
 
 
|-
 
|-
|{{icon|Android Army}} Android Defense Army
+
| Patrol Drone
|{{icon|enc}}10<br>{{icon|min}}75
+
| 2
|{{icon|time}}80
+
|  
|1.88 - 3.75
 
|2.34 - 4.69
 
|434
 
|immune
 
|{{icon|enc}}0.45
 
|{{iconify|Synthetics tech|21px}}
 
|Semi-autonomous cogs in a well-oiled war machine, android combatants are more resilient, aggressive, and responsive to changing battlefield conditions than their robotic predecessors.
 
 
|-
 
|-
|{{icon|Android Army}} Android Assault Army
+
| Warrior Drone
|{{icon|enc}}20<br>{{icon|min}}150
+
| 3
|{{icon|time}}120
+
|  
|3.00 - 6.00
 
|3.00 - 6.00
 
|500
 
|immune
 
|{{icon|enc}}1.00
 
|{{iconify|Synthetics tech|21px}}
 
|Semi-autonomous cogs in a well-oiled war machine, android combatants are more resilient, aggressive, and responsive to changing battlefield conditions than their robotic predecessors.
 
 
|-
 
|-
|{{iconify|Psionic Army}}
+
| Slave Overseer
|{{icon|enc}}50<br>{{icon|min}}250
+
| 2
|{{icon|time}}360
+
|  
|3.00 - 6.00
 
|7.89 - 15.75
 
|350
 
|600
 
|{{icon|enc}}1.00
 
|{{iconify|Telepathy|21px}}
 
|Soldiers gifted with psionic abilities. Their focus on destructive psionic powers has led to drastically different tactics and strategies on the battlefield – their first objective is always to remove the enemy's willingness to fight.
 
 
|-
 
|-
|{{iconify|Gene Warrior Army}}
+
| Protector
|{{icon|enc}}50<br>{{icon|min}}250
+
| 3
|{{icon|time}}360
+
| Only available to organic Fallen Empires
|3.00 - 6.00
 
|6.00 - 12.00
 
|400
 
|400
 
|{{icon|enc}}1.00
 
|{{iconify|Gene Seed Purification|21px}}
 
|Genetically enhanced super soldiers. Recruits are typically chosen from the elite of the conventional military forces. These then undergo extensive gene therapy, and are made larger, stronger, and faster than their peers.
 
 
|-
 
|-
|{{iconify|Xenomorph Army}}
+
| Xeno-Keeper
|{{icon|enc}}25<br>{{icon|min}}125
+
| 2
|{{icon|time}}360
+
| Only available to the Enigmatic Observers Fallen Empire
|3.75 - 7.50
 
|3.75 - 7.50
 
|400
 
|200
 
|{{icon|enc}}0.75
 
|{{iconify|Morphogenetic Field Mastery|21px}}
 
|Ravenous hordes of bio-engineered horrors made up of little more than teeth, claws, and an instinctive urge to kill. A cadre of scientists monitor and supervise the raging swarms as best they can from hardened bunkers behind the front.
 
 
|-
 
|-
|{{icon|Xenomorph army}} Titanic Beast
+
| Guardian
|{{icon|enc}}50<br>{{icon|min}}250
+
| 3
|{{icon|time}}90
+
| Only available to the Ancient Caretakers Fallen Empire
|4.50 - 9.00
 
|4.50 - 9.00
 
|1000
 
|400
 
|{{icon|enc}}0.80
 
|Titanic Lifeforms Planet [[Event]] Chain
 
|Research breakthroughs have enabled us to train Titanic Lifeforms into military units, but due to the rarity of suitable subjects we will be only field a limited number of these Armies at a time.
 
 
|}
 
|}
  
 +
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.
  
{{expansion|utp}}
+
{| class="wikitable"
{| class="mildtable sortable"
 
 
|-
 
|-
 
!Army Type
 
!Army Type
!Cost
 
!Time
 
 
!Army Damage
 
!Army Damage
 
!Morale Damage
 
!Morale Damage
 
!Health
 
!Health
 
!Morale
 
!Morale
!Maintenance
+
!Pop Species
!Requirements
+
|-
!Description
+
|[[File:Army defense.png]] Defense Army
 +
| 2.25 - 4.50
 +
| 2.25 - 4.50
 +
| 250
 +
| 250
 +
| Organic
 
|-
 
|-
|{{icon|Psionic army}} Avatar
+
|[[File:Army defense m.png]] Robotic Defense Army
|event
+
| 1.50 - 3.00
|event
+
| 1.50 - 3.00
|3.00 - 6.00
+
| 250
|9.00 - 18.00
+
| immune
|1400
+
| Robot
|800
+
|-
|none
+
|[[File:Army defense m.png]] Drone Grid
|gained from a Shroud event
+
| 1.65 - 3.30
|A colossal warrior from the Shroud that has been forged out of pure psionic energy.
+
| 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
 
|}
 
|}
  
 +
== Assault armies ==
 +
{{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.
 +
 +
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.
  
{{expansion|snd}}
 
{{iconify|Machine Intelligence|21px}} empires cannot build armies used by organic species, not even robotic or android armies. Instead they have their own set of armies. While their armies do have morale, it is far too high to ever be depleted.
 
 
{| class="mildtable sortable"
 
{| class="mildtable sortable"
 
|-
 
|-
!width="150px" | Army Type
+
! Army
!Cost
+
! Cost
!Time
+
! Time
!Army Damage
+
! Upkeep
!Morale Damage
+
! Damage
!Health
+
! Morale Damage
!Morale
+
! Collateral Damage
!Maintenance
+
! Health
!Requirements
+
! Morale
!width=40% | Description
+
! 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 defense m.png|24px]] Refitted Workbots
+
|[[File:Army slave.png]] Slave Army
|free
+
|{{icon|min}} 50
|free
+
|{{icon|time}} 60
|0.75 - 1.50
+
|{{icon|energy}} 0.5
|0.56 - 1.12
+
|1.50 - 3.00
 +
|1.12 - 2.25
 +
|150%
 +
|200
 
|150
 
|150
|2000
+
|{{iconify|Neural Implants|24px}}
|none
+
| {{icon|yes}}{{icon|slave}} Pop Enslaved<br>{{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
|{{green|Starter}}
 
| Industrial and service robots that have been hastily refitted with weapon systems to defend against invasion.
 
 
|-
 
|-
| [[File:Army defense m.png|24px]] Drone Grid
+
|[[File:Army clone.png]] Clone Army
|{{icon|min}}30
+
|{{icon|min}} 75
|{{icon|time}}60
+
|{{icon|time}} 30
 +
|{{icon|energy}} 0.75
 
|1.50 - 3.00
 
|1.50 - 3.00
 
|1.50 - 3.00
 
|1.50 - 3.00
 +
|125%
 
|200
 
|200
|2000
+
|200
|{{icon|enc}}0.15
+
|{{iconify|Gene Banks|24px}}
|{{green|Starter}}
+
| {{icon|no}}{{icon|mechanical}}{{icon|Machine Intelligence}}
|These autonomous sentinel drones will incessantly patrol their assigned sectors. Though lightly armed and not very intelligent, they are legion.
+
|-
 +
|[[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 assault m.png|24px]] Hunter-Killer Army
+
|[[File:Army xenomorph.png]] Xenomorph Army
|{{icon|min}}60
+
|{{icon|min}} 200
|{{icon|time}}90
+
|{{icon|time}} 100
|1.72 - 3.45
+
|{{icon|energy}} 2
|1.98 - 3.96
+
|3.00 - 6.00
|230
+
|6.00 - 12.00
|2000
+
|500%
|{{icon|enc}}0.33
+
|400
|{{green|Starter}}
+
|immune
|Mass-produced tracked war machines designed to seek out and destroy everything that has been designated as an enemy.
+
|{{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 defense m.png|24px]] Seeker Grid
+
|[[File:Army assault m.png]] Hunter-Killer Army
|
+
|{{icon|min}} 100
{{icon|enc}}10<br/>{{icon|min}}75
+
|{{icon|time}} 90
|{{icon|time}}80
+
|{{icon|energy}} 1
|2.25 - 4.50
+
|1.50 - 3.00
|2.81 - 5.62
+
|1.50 - 3.00
|460
+
|200%
|2000
+
|200
|{{icon|enc}}0.45
+
|immune
|{{iconify|Adaptive Combat Algorithms|21px}}
+
| {{iconify|Machine Intelligence}}<br/>{{green|Starter}}
|These upgraded sentinel drones are far more powerful and intelligent that older versions.
+
| {{icon|yes}}{{icon|Machine Intelligence}} Machine Unit
 
|-
 
|-
| [[File:Army assault m.png|24px]] Battle Frame Army
+
|[[File:Army assault m.png]] Battle Frame Army
|{{icon|enc}}20<br/>{{icon|min}}150
+
|{{icon|min}} 200
|{{icon|time}}100
+
|{{icon|time}} 120
 +
|{{icon|energy}} 2
 
|2.25 - 4.50
 
|2.25 - 4.50
|3.37 - 6.75
+
|3.00 - 6.00
 +
|200%
 
|500
 
|500
|2000
+
|immune
|{{icon|enc}}0.60
+
| {{iconify|Machine Intelligence}}<br/>{{iconify|Adaptive Combat Algorithms|24px}}
|{{iconify|Adaptive Combat Algorithms|21px}}
+
| {{icon|yes}}{{icon|Machine Intelligence}} Machine Unit
|Large, bipedal warbots that are surprisingly fast and mobile given the heavy armaments they carry. They are quite intelligent and renowned for the insidious tactics they often employ.
 
 
|-
 
|-
| [[File:Army assault m.png|24px]] Mega-Warform
+
|[[File:Army assault m.png]] Mega-Warform
|{{icon|enc}}50<br/>{{icon|min}}250
+
|{{icon|min}} 800
|{{icon|time}}360
+
|{{icon|time}} 500
|3.00 - 6.00
+
|{{icon|energy}} 8
 
|6.00 - 12.00
 
|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
 +
|-
 +
|[[File:Army xenomorph.png]] Titanic Beast
 +
|{{icon|min}} 300
 +
|{{icon|time}} 90
 +
|{{icon|energy}} 1
 +
|4.50 - 9.00
 +
|9.00 - 18.00
 +
|300%
 +
|1000
 
|600
 
|600
|2000
+
|Titanic Lifeforms event chain<br>Only 3 can be recruited
|{{icon|enc}}1.00
+
| no species
|{{iconify|Biomechanics|21px}}
+
|-
|This single colossal warform towers over the battlefield and its massed firepower exceeds that of most armies. Bringing one of these behemoths down is extremely difficult.
+
|[[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
 +
|-
 +
|[[File:Army psionic.png]] Psionic Avatar
 +
| colspan=2 style="text-align: center;" | event only
 +
|none
 +
|7.50 - 15.00
 +
|15.00 - 30.00
 +
|100%
 +
|1400
 +
|immune
 +
|{{icon|utp}} Shroud event
 +
| no species
 +
|-
 +
|[[File:Army assault m.png]] Nanite Warform
 +
| colspan=2 style="text-align: center;" | event only
 +
|none
 +
|15.00 - 30.00
 +
|90.00 - 180.00
 +
|500%
 +
|3600
 +
|immune
 +
|{{icon|dst}} A Quiet Stroll event
 +
| no species
 
|}
 
|}
  
== Combat ==
+
== Army rank ==
{{SVersion|1.8}}
+
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.
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 a number of free but weak garrisons. The base number of garrison units is 2, increased by 0.4 for each population over 1.
 
 
 
The damage dealt by attacking armies is multiplied by a modifier based on the planet's fortifications. At 100% fortification, damage dealt to defending armies will be decreased by 95%; whilst at 0% fortification damage to defending army is doubled. It is therefore highly advisable to only start landing once the fortification level is reduced by [[orbital bombardment]], unless there is a considerable advantage for the attacker. The total amount of fortification is again based on population, starting at 1000 and is increased by 100 per pop above 1.
 
  
Each army has health and morale, as well as a range of possible damage against both these values. This damage is dealt to a random enemy army once a day until either side runs out of armies. If an army's morale is depleted, their damage dealt is reduced by 75%. If their health is depleted, they are destroyed. Once all armies of one side have lost all their health that side loses the battle.
+
{| 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
 +
|}
  
Landed armies cannot disembark if there are no pops alive on the planet. This can be caused by losing the planet to the abandon war goal or purging all pops on the planet.
+
Army starting experience can be increased by {{green|+100}} by each of the following:
The Number of Armies that can be stationed on a planet equal the Planet Size. The attacker has no limitations, other than how many armies they can muster.
+
* {{icon|building}} [[Military Academy]] planet building
 +
* {{iconify|Strength of Legions}} civic
 +
* {{iconify|Private Military Companies}}
 +
* {{icon|building}} [[Mercenary Liaison Office]] branch office building
  
== Attachments ==
+
== Orbital bombardment ==
{{SVersion|1.8}}
+
{{SVersion|2.7}}
Attachments are modules that enhance armies. They are unlocked by researching [[technology]] and bought and equipped individually to single armies. In order to outfit an army with modules, it must be landed on a planet. While on basic armies they're not worth the cost, on advanced armies they can prove useful.
+
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 sortable plainlist"
+
{| class="mildtable"
! width="200px" | Attachment
 
! width="50px" | Cost
 
! class="unsortable" width="200px" | Effects
 
! class="unsortable" width="250px" | Requirements
 
! class="unsortable" | Description
 
 
|-
 
|-
| {{iconify|Neo-concrete fortifications}}
+
! Stance
| {{icon|min}} 50
+
! Planet damage
|
+
! Army damage
* {{icon|Army Health}} {{green|+10%}} Army health
+
! Pop kill chance
* {{icon|Army Upkeep}} {{green|–10%}} Army upkeep
+
! Other effects
|
+
! Requirements
| ''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.''
 
 
|-
 
|-
| {{iconify|Hunter-killer drone swarms}}
+
| [[File:Bombardment light.png]] Selective
| {{icon|min}} 50
+
| 50%
| {{icon|Army Damage}} {{green|+15%}} Army damage
+
| 100%
|
+
| 25%
| ''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.''
+
|  
 +
* Does not kill the last 21 Pops
 +
* Does not bomb planets with no armies on it
 +
| None
 
|-
 
|-
| {{iconify|Commissar squads}}
+
| [[File:Bombardment limited.png]] Indiscriminate
|
+
| 100%
* {{icon|min}} 50
+
| 150%
* {{icon|enc}} 25
+
| 50%
|
+
|
* {{icon|Army Damage}} {{green|+15%}} Army damage
+
* Does not kill the last 11 Pops
* {{icon|Army Morale}} {{green|+10%}} Army morale
+
| {{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
| {{iconify|Will to power|21px}}
 
| ''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.''
 
 
|-
 
|-
| {{iconify|PSI warriors}}
+
| [[File:Bombardment armageddon.png]] Armageddon
 +
| 150%
 +
| 200%
 +
| 100%
 
|
 
|
* {{icon|min}} 50
+
* If the last pop is killed, the planet becomes a {{iconify|Tomb World}}
* {{icon|enc}} 25
 
 
|
 
|
* {{icon|Army Damage}} {{green|+10%}} Army damage
+
One must be true:
* {{icon|Army Morale}} {{green|+15%}} Morale damage
+
* {{iconify|Fanatic Purifiers}}
| {{iconify|Psionic Theory|21px}}
+
* {{iconify|Determined Exterminator}}
| ''These elite warriors are shrouded in mystery, relying on their powerful psionic abilities and extensive physical training to move about the battlefield. They prefer to engage their opponents in close combat, and many are extremely proficient with melee weapons.''
 
 
|-
 
|-
| {{iconify|Xeno cavalry}}
+
| [[File:Bombardment full.png]] Javorian Pox
|
+
| 20%
* {{icon|min}} 50
+
| 150%
* {{icon|enc}} 25
+
| 150%
|
+
|  
* {{icon|Army Damage}} {{green|+10%}} Army damage
+
* Does not kill {{iconify|Mechanical}} Pops
* {{icon|Army Health}} {{green|+15%}} Army health
+
| [[File:R pox sample.png|24px]] Javorian Pox Sample relic activation<br/>{{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
| {{iconify|Morphogenetic Field Mastery|21px}}
 
| ''These sturdy war beasts make excellent mounts, once they have finished bonding with their riders. They can traverse almost any terrain, and have proven very effective in scouting and raiding roles. Larger specimens have also been used with success as heavy weapons platforms.''
 
 
|-
 
|-
| {{iconify|Clone commandos}}
+
| [[File:Raiding bombardment.png]] Raiding
|
+
| 100%
* {{icon|min}} 50
+
| 50%
* {{icon|enc}} 25
+
| 100%
| {{icon|Army Damage}} {{green|+25%}} Army damage
+
|  
| {{iconify|Gene Banks|21px}}
+
* Abducts pops instead of killing them
| ''These vat-grown killers are expensive to produce, but the extreme conditioning and training they are subjected to turn them into very capable soldiers.  They are more independent-minded than normal clones, and some models have been known to develop eccentric quirks.''
+
* 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
 
|-
 
|-
| [[File:Attachment mechanical.png|24px]] Combat software 1.1
+
| [[File:Tradition_supremacy_overwhelming_force.png|24px|link=Tradition#Supremacy]] Overwhelming Force tradition
| {{icon|min}} 50
+
| {{green|+20%}}
| {{icon|Army Damage}} {{green|+15%}} Army damage
 
| {{iconify|Machine Intelligence|21px}}
 
|''A comprehensive upgrade to the combat software of all units in this army. This includes improved reaction-times, updated tactical analysis algorithms and a vast number of minor bug fixes.''
 
 
|-
 
|-
| [[File:Attachment mechanical.png|24px]] Combat software 2.0
+
| [[File:Ship part orbital trash dispersal.png|24px]] Orbital Trash Disperser component
|
+
| {{green|+25%}}
* {{icon|min}} 50
 
* {{icon|enc}} 25
 
| {{icon|Army Damage}} {{green|+25%}} Army damage
 
|
 
* {{iconify|Machine Intelligence|21px}}
 
* {{iconify|Adaptive Combat Algorithms|21px}}
 
|''The ultimate in combat software, specifically designed to counter the unorthodox and unpredictable tactics the organics often employ. The heavy strain this puts on processor units necessitates new and improved coolant systems.''
 
 
|}
 
|}
  
== Transports ==
+
Orbital Bombardment Damage taken from enemy fleets can be reduced by the following:
{{SVersion|1.8}}
+
{| class="mildtable"
Transports are ships transporting an army from a planet where it is based to a planet it aims to invade. Defense armies cannot be transported.
+
! Source
 
+
! Damage
Unlike other ships, Transports are not built in the [[spaceport]] (although they can be modified through the [[ship designer]] and subsequently upgraded at spaceports), they are found under the [[armies]] tab located on one of the planets you control. The defensive army units can not be embarked from planets. Assault Armies will board transport ships in a 1:1 ratio and can either be embarked from or deployed to a planet all at once or individually through right-clicking an individual unit. Once an army is disembarked, dropships will carry it to the planet's surface.
+
|-
 +
| {{icon|building}} Planetary Shield Generator building
 +
| {{green|-50%}}
 +
|-
 +
| [[File:Tradition adaptability survival fittest.png|24px|link=Tradition#Tree_Swap:_Adaptability]] Survival of the Fittest tradition
 +
| {{green|-25%}}
 +
|-
 +
| {{icon|soldier}} Fortress World designation
 +
| {{green|-10%}}
 +
|-
 +
| {{icon|starbase}} Fortress Station designation
 +
| {{green|-10%}}
 +
|}
  
In addition, transport ships may be required if an [[event]] is triggered within the [[Situation Log]], for example, should armies need to board a ship that has been damaged in battle to inspect the remains/look for survivors or whatever the event dictates you need to do.
+
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)
  
== Use for Army types ==
+
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.
{{Sversion|1.8}}
 
There are a whole bunch of army types in the game. Each one has a specific purpose.
 
* '''Militia''' / '''Refitted Workbots''' spawn for free, based on the number of population on the planet. They are always of the primary species, take up no slots and cost no maintenance. They spawn on occupied planets to help the occupier. On their own, Garrisons are little more than speed bumps. However they can work as useful damage sponges for the real defensive armies. This use is compounded by them despawning and fully healing between assaults.
 
* '''Assault Armies''' / '''Hunter-Killer Armies''' are the kind you will use to attack planets, unless you have and can afford a better army. When they are not needed in space, they can operate as a useful defensive army as well. However they are usually too expensive for that on a large scale.
 
* '''Defense Armies''' / '''Grids'''  are the significantly cheaper brother of the Assault Armies. They can not be moved off planet and are also inferior in any way to Assault Armies (however the Garrison should not be forgotten in that calculation). They are outclassed against any more advanced army. However the combination of the low maintenance and not counting against the assault army cap makes them excellent at suppressing unrest.
 
* '''Slave Armies''' are a special kind of Assault armies for Slaver Empires. They are cheaper while offering nearly the same performance as Assault armies. If they have access to them, Slavers should usually use them over Assault Armies.
 
* '''Clone Armies''' while having the same Build and Maintenance cost as normal Assault Armies, these are superior in Production time and combat ability. If available they can effortlessly replace Assault Armies.
 
* '''Robot Armies''' / '''Droid Armies''' These are special armies available for Empires going along the AI Robotics path. While they can be recruited just by having the next technology and are quite powerful, they cost a minor premium in energy maintenance. Their most special feature is that they are immune to morale damage. They are not affected by the AI policy selection and do not need any population to recruit them from. AI rebellions will use them exclusively.
 
* '''Psionics Armies''' / '''Gene Warrior Armies''' / '''Mega-Warforms''' costly but highly effective armies that are especially effective at damaging enemy morale. Fallen Empires will use these armies almost exclusively.
 
* '''Xenomorph Armies''' are basically barely controllable Zerg Broods. The most powerful normal army you can employ when it comes to raw damage and a benefit of going for the Genetic Engineering line.
 
  
=== Special Armies ===
+
The Bombardment Damage prevention has a cap of {{green|-98%}}, which cannot be reached without modding.
These armies can only be gained based on a Special Projects or event.
 
* '''Titanic Beast Armies''' Only can be recruited on planets with Titanic Life modifier. A maximum 3 armies of this kind can be recruited in the entire game (a better limitation is not possible based on the Script limitations). They are stronger than xenomorph armies.
 
* '''Titanic Guard Army''' A special kind of Garrison army that spawns upon completing the quest that allows Titanic Beast Armies. A minor trade-off for getting the quest multiple times.
 
* '''Avatar''' Basically a one entity army, it is by far the most resilient and scary. Its health will ensure it survives every battle as long as supported by other armies, especially since enemy armies lose morale if as much as the avatar looks at them.
 
* '''Primitive Army''' / '''Industrial Army''' / '''Post Atomic Army''' A special kind of army only Pre-FTL Species possess. Performance is even inferior to garrisons, while they operate like them. They may stay around upon a species learning FTL travel, taking up valuable slots. If deciding on conquering a Pre-FTL planet, Industrial and especially Post Atomic armies should not be underestimated; while nevertheless inferior to regular army types, their numbers should not be shrugged off.
 
* '''Swarm Army''' Only used by the Swarm [[Crisis]], this army is only outclassed by Gene warrior Army and about equal to the 2nd Robot Army.
 
* '''Rebel Army''' These armies are spawned by Faction revolts. Their Performance is under that of even Defense armies and in part even Garrisons. However they will be quite Numerous (1 per pop). They should despawn after winning the fight.
 
* '''Rebel Slave Army''' Will only spawn on Malcontent Slave Faction Revolts. Their power is somewhere slightly above defensive Armies. They will operate as defensive armies after victory.
 
* '''Mutant Horror''' This army may be spawned as part of a terraforming related Event Chain. It is superior to Clone Armies.
 
  
== References ==
 
<references />
 
  
 
{{ConceptsNavbox}}
 
{{ConceptsNavbox}}
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]
 
[[Category:Warfare]]
 
[[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.


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs