Difference between revisions of "Land warfare"

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(Remade the page. Still says 1.9 because I need to finish the army details.)
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{{version|1.9}}
+
{{Version|1.9}}
 
[[File:Evt ground combat.png|380px|right|thumb|Although second to space battles, ground warfare is a vital aspect of many wars.]]
 
[[File:Evt ground combat.png|380px|right|thumb|Although second to space battles, ground warfare is a vital aspect of many wars.]]
'''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, and the preparation and battlefield awareness to properly use them.
  
== Recruitment ==
+
== Combat ==
 +
{{SVersion|2.0}}
 +
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 half the size of the planet. Armies not engaged in combat will be placed a row behind the fighting armies and replace any killed army.
 +
 
 +
Each time an army deals damage there is a very small chance it will cause '''Collateral Damage''', which can kill pops, ruin buildings or create tile blockers.
 +
 
 +
Each army has a morale value, and once moral drops low enough the army will be negatively affected with the following modifiers;
 +
* <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.
 +
 
 +
== Defense Armies ==
 
{{SVersion|1.9}}
 
{{SVersion|1.9}}
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.
+
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. Defense armies are strong but a significant investment of resources is required to muster more than a token defense. Their combat ability is also improved by certain technologies.
  
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.
+
{| class="wikitable"
 +
! Building
 +
! Defense Armies
 +
|-
 +
| {{iconify|Planetary Administration|30px}}
 +
| AAA
 +
|-
 +
| {{iconify|Planetary Capital|30px}}
 +
| AAA
 +
|-
 +
| {{iconify|Empire Capital-Complex|30px}}
 +
| AAA
 +
|-
 +
| {{iconify|Fortress|30px}}
 +
| 5
 +
|-
 +
| {{iconify|Military Academy|30px}}
 +
| AAA
 +
|}
 +
 
 +
== Assault Armies ==
 +
{{SVersion|1.9}}
 +
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 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.
  
 
{| class="mildtable sortable"
 
{| class="mildtable sortable"
Line 16: Line 54:
 
!Army Damage
 
!Army Damage
 
!Morale Damage
 
!Morale Damage
 +
!Collateral Damage
 
!Health
 
!Health
 
!Morale
 
!Morale
 
!Maintenance
 
!Maintenance
 
!Requirements
 
!Requirements
!width=40% | Description
+
!width=35% | Description
|-
 
|{{icon|army potential}} Militia
 
|free
 
|free
 
|0.75 - 1.50
 
|0.56 - 1.12
 
|150
 
|150
 
|none
 
|{{green|Starter}}
 
| Each planet has a defending Militia, whose size depends on the number of Pops. Garrisons cannot be transported.
 
|-
 
|{{iconify|Defense Army}}
 
|{{icon|min}}30
 
|{{icon|time}}60
 
|1.50 - 3.00
 
|1.50 - 3.00
 
|200
 
|200
 
|{{icon|enc}}0.15
 
|{{green|Starter}}
 
|Defensive armies are powerful, but cannot be transported from the planet.
 
 
|-
 
|-
 
|{{iconify|Assault Army}}
 
|{{iconify|Assault Army}}
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|1.72 - 3.45
 
|1.72 - 3.45
 
|1.98 - 3.96
 
|1.98 - 3.96
 +
|AAA
 
|230
 
|230
 
|230
 
|230
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|2.62 - 5.25
 
|2.62 - 5.25
 
|4.59 - 9.18
 
|4.59 - 9.18
 +
|AAA
 
|350
 
|350
 
|350
 
|350
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|1.73 - 3.45
 
|1.73 - 3.45
 
|1.73 - 3.45
 
|1.73 - 3.45
 +
|AAA
 
|230
 
|230
 
|200
 
|200
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|1.88 - 3.75
 
|1.88 - 3.75
 
|2.34 - 4.69
 
|2.34 - 4.69
 +
|AAA
 
|250
 
|250
 
|250
 
|250
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|{{iconify|Cloning|21px}}<br>[[Clone Vats]] on planet
 
|{{iconify|Cloning|21px}}<br>[[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.
 
|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
 
|{{icon|enc}}8<br>{{icon|min}}50
 
|{{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
 
|{{icon|Robotic Army}} Robotic Assault Army
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|1.65 - 3.30
 
|1.65 - 3.30
 
|1.65 - 3.30
 
|1.65 - 3.30
 +
|AAA
 
|400
 
|400
 
|immune
 
|immune
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|{{iconify|Droids tech|21px}}
 
|{{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.
 
|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
 
|{{icon|enc}}10<br>{{icon|min}}75
 
|{{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
 
|{{icon|Android Army}} Android Assault Army
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|3.00 - 6.00
 
|3.00 - 6.00
 
|3.00 - 6.00
 
|3.00 - 6.00
 +
|AAA
 
|500
 
|500
 
|immune
 
|immune
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|3.00 - 6.00
 
|3.00 - 6.00
 
|7.89 - 15.75
 
|7.89 - 15.75
 +
|AAA
 
|350
 
|350
 
|600
 
|600
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|3.00 - 6.00
 
|3.00 - 6.00
 
|6.00 - 12.00
 
|6.00 - 12.00
 +
|AAA
 
|400
 
|400
 
|400
 
|400
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|3.75 - 7.50
 
|3.75 - 7.50
 
|3.75 - 7.50
 
|3.75 - 7.50
 +
|AAA
 
|400
 
|400
 
|200
 
|200
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|4.50 - 9.00
 
|4.50 - 9.00
 
|4.50 - 9.00
 
|4.50 - 9.00
 +
|AAA
 
|1000
 
|1000
 
|400
 
|400
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!Army Damage
 
!Army Damage
 
!Morale Damage
 
!Morale Damage
 +
!Collateral Damage
 
!Health
 
!Health
 
!Morale
 
!Morale
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|3.00 - 6.00
 
|3.00 - 6.00
 
|9.00 - 18.00
 
|9.00 - 18.00
 +
|AAA
 
|1400
 
|1400
 
|800
 
|800
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!Army Damage
 
!Army Damage
 
!Morale Damage
 
!Morale Damage
 +
!Collateral Damage
 
!Health
 
!Health
 
!Morale
 
!Morale
 
!Maintenance
 
!Maintenance
 
!Requirements
 
!Requirements
!width=40% | Description
+
!width=35% | Description
|-
 
| [[File:Army defense m.png|24px]] Refitted Workbots
 
|free
 
|free
 
|0.75 - 1.50
 
|0.56 - 1.12
 
|150
 
|2000
 
|none
 
|{{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
 
|{{icon|min}}30
 
|{{icon|time}}60
 
|1.50 - 3.00
 
|1.50 - 3.00
 
|200
 
|2000
 
|{{icon|enc}}0.15
 
|{{green|Starter}}
 
|These autonomous sentinel drones will incessantly patrol their assigned sectors. Though lightly armed and not very intelligent, they are legion.
 
 
|-
 
|-
 
| [[File:Army assault m.png|24px]] Hunter-Killer Army
 
| [[File:Army assault m.png|24px]] Hunter-Killer Army
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|1.72 - 3.45
 
|1.72 - 3.45
 
|1.98 - 3.96
 
|1.98 - 3.96
 +
|AAA
 
|230
 
|230
 
|2000
 
|2000
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|{{green|Starter}}
 
|{{green|Starter}}
 
|Mass-produced tracked war machines designed to seek out and destroy everything that has been designated as an enemy.
 
|Mass-produced tracked war machines designed to seek out and destroy everything that has been designated as an enemy.
|-
 
| [[File:Army defense m.png|24px]] Seeker Grid
 
|
 
{{icon|enc}}10<br/>{{icon|min}}75
 
|{{icon|time}}80
 
|2.25 - 4.50
 
|2.81 - 5.62
 
|460
 
|2000
 
|{{icon|enc}}0.45
 
|{{iconify|Adaptive Combat Algorithms|21px}}
 
|These upgraded sentinel drones are far more powerful and intelligent that older versions.
 
 
|-
 
|-
 
| [[File:Army assault m.png|24px]] Battle Frame Army
 
| [[File:Army assault m.png|24px]] Battle Frame Army
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|2.25 - 4.50
 
|2.25 - 4.50
 
|3.37 - 6.75
 
|3.37 - 6.75
 +
|AAA
 
|500
 
|500
 
|2000
 
|2000
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|3.00 - 6.00
 
|3.00 - 6.00
 
|6.00 - 12.00
 
|6.00 - 12.00
 +
|AAA
 
|600
 
|600
 
|2000
 
|2000
Line 290: Line 267:
 
|}
 
|}
  
== Combat ==
+
== Use for Army types ==
{{SVersion|1.9}}
+
There are a whole bunch of army types in the game. Each one has a specific purpose.
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.
+
* '''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.
 
+
* '''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.
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.
+
* '''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.
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.
+
* '''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.
  
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.
+
== Orbital Bombardment ==
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.
+
{{SVersion|2.0}}
 +
Orbital bombardment occurs when a fleet is in orbit around a hostile planet. Effectiveness is based on the naval capacity of the fleet in orbit, reaching its peak at a fleet of 200 naval capacity, and its damaging effect depends on the orbital bombardment stance, which is limited to the Orbital Bombardment Policy. Orbital bombardment damage is reduced by 75% if the world has a a Planetary Shield Generator, which also cannot be destroyed by it.
  
== Attachments ==
+
Orbital Bombardment damages any defensive army except those provided by a Fortress, but at the cost of causing Planetary Damage (visible in the Armies planet tab). When Planetary Damage reaches 100% a building will be ruined and may kill the working Pop as well. Given enough time Orbital Bombardment can decimate the defending force, though doing so may cause heavy damage to the planet and may delay the attacker long enough that the owner of the planet has time to build up their forces or inflict enough war exhaustion to force a Status Quo peace.
{{SVersion|1.9}}
 
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.
 
  
{| class="mildtable sortable plainlist"
+
{| class="wikitable"
! width="200px" | Attachment
 
! width="50px" | Cost
 
! class="unsortable" width="200px" | Effects
 
! class="unsortable" width="250px" | Requirements
 
! class="unsortable" | Description
 
 
|-
 
|-
| {{iconify|Neo-concrete fortifications}}
+
! Stance || Effect || Description
| {{icon|min}} 50
 
|
 
* {{icon|Army Health}} {{green|+10%}} Army health
 
* {{icon|Army Upkeep}} {{green|–10%}} Army upkeep
 
|
 
| ''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}}
 
| {{icon|min}} 50
 
| {{icon|Army Damage}} {{green|+15%}} Army damage
 
|
 
| ''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|Commissar squads}}
 
|
 
* {{icon|min}} 50
 
* {{icon|enc}} 25
 
|
 
* {{icon|Army Damage}} {{green|+15%}} Army damage
 
* {{icon|Army Morale}} {{green|+10%}} Army morale
 
| {{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}}
+
| Selective
 
|
 
|
* {{icon|min}} 50
+
* Moderate damage to armies and buildings
* {{icon|enc}} 25
+
* Light damage to Pops
|
+
* Can't kill the last 8 pops on a planet
* {{icon|Army Damage}} {{green|+10%}} Army damage
+
* Will not bomb undefended planets
* {{icon|Army Morale}} {{green|+15%}} Morale damage
+
| Selective Bombardment targets only identified military sites, taking care to avoid needless civilian casualties.
| {{iconify|Psionic Theory|21px}}
 
| ''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}}
+
| Indiscriminate
|
 
* {{icon|min}} 50
 
* {{icon|enc}} 25
 
 
|
 
|
* {{icon|Army Damage}} {{green|+10%}} Army damage
+
* Heavy damage to armies and buildings
* {{icon|Army Health}} {{green|+15%}} Army health
+
* Moderate damage to Pops
| {{iconify|Morphogenetic Field Mastery|21px}}
+
* Can't kill the last 4 pops on a planet
| ''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.''
+
* Will bomb undefended planets
 +
| Indiscriminate Bombardment targets military and planetary infrastructure with no regard to civilian casualties.
 
|-
 
|-
| {{iconify|Clone commandos}}
+
| Armageddon
 
|
 
|
* {{icon|min}} 50
+
* Massive damage to armies and buildings
* {{icon|enc}} 25
+
* Massive damage to Pops
| {{icon|Army Damage}} {{green|+25%}} Army damage
+
* Will bomb undefended planets
| {{iconify|Gene Banks|21px}}
+
* Can turn planets into depopulated Tomb Worlds with enough bombardment
| ''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.''
+
| Armageddon Bombardment blankets the planet in heavy ordnance with the explicit aim of maximizing civilian casualties.
|-
 
| [[File:Attachment mechanical.png|24px]] Combat software 1.1
 
| {{icon|min}} 50
 
| {{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
+
| Raiding
 
|
 
|
* {{icon|min}} 50
+
* Light damage to armies and buildings
* {{icon|enc}} 25
+
* Moderate damage to Pops
| {{icon|Army Damage}} {{green|+25%}} Army damage
+
* Can abduct Pops
|
+
* Can't abduct or kill the last 5 pops on a planet
* {{iconify|Machine Intelligence|21px}}
+
| Raiding Bombardment targets enemy population centers with specialized raiding craft that scoop up their people and bring them back to our worlds to put them to work.
* {{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.''
 
 
|}
 
|}
 
+
=== Terror Bombing ===
== Transports ==
+
Orbital bombardment can trigger the "Terror Bombing" opinion modifier. This happens whenever your orbital bombardment successfully kills any pop. The modifier applies to all empires that are not {{iconify|Militarist}} or {{iconify|Fanatic Militarist}}. Fallen Empires also ignore it, with the exception of the Benevolent Interventionists.
{{SVersion|1.9}}
 
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.
 
 
 
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.
 
 
 
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.
 
 
 
== Use for Army types ==
 
{{SVersion|1.9}}
 
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 ===
 
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.
 
* '''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.
 
{{expansion|utp}}
 
* '''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.
 
 
 
== References ==
 
<references />
 
  
 
{{ConceptsNavbox}}
 
{{ConceptsNavbox}}
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]
 
[[Category:Warfare]]
 
[[Category:Warfare]]

Revision as of 17:10, 22 February 2018

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This article is for the PC version of Stellaris only.
Although second to space battles, ground warfare is a vital aspect of many wars.

Wars are not decided only in space. In order to capture enemy planets entire armies will be needed, and the preparation and battlefield awareness to properly use them.

Combat

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 half the size of the planet. Armies not engaged in combat will be placed a row behind the fighting armies and replace any killed army.

Each time an army deals damage there is a very small chance it will cause Collateral Damage, which can kill pops, ruin buildings or create tile blockers.

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

  • <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.

Defense Armies

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. Defense armies are strong but a significant investment of resources is required to muster more than a token defense. Their combat ability is also improved by certain technologies.

Building Defense Armies
Building capital 1.png Planetary Administration AAA
Building capital 2.png Planetary Capital AAA
Building capital 3.png Empire Capital-Complex AAA
Building fortress.png Fortress 5
Building military academy.png Military Academy AAA

Assault Armies

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 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.

Army Type Cost Time Army Damage Morale Damage Collateral Damage Health Morale Maintenance Requirements Description
Army assault.png Assault Army Minerals.png60 Time90 1.72 - 3.45 1.98 - 3.96 AAA 230 230 Energy Credits.png0.33 Starter Assault armies come with their own transports and can invade other planets.
Army assault.png Elite Guard Army

Energy Credits.png15
Minerals.png115

Time115 2.62 - 5.25 4.59 - 9.18 AAA 350 350 Energy Credits.png0.50 Despotic Hegemony or Illuminated Autocracy government
Each ruler can only recruit one Elite Guard Army
The ruler's personal elite guard force.
Army slave.png Slave Army Minerals.png20 Time60 1.73 - 3.45 1.73 - 3.45 AAA 230 200 Energy Credits.png0.25 Tech neural implants.png Neural Implants
Slave Processing Facility on planet
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.
Army clone.png Clone Army Minerals.png60 Time30 1.88 - 3.75 2.34 - 4.69 AAA 250 250 Energy Credits.png0.33 Tech cloning.png Cloning
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.
Army robotic.png Robotic Assault Army Energy Credits.png15
Minerals.png100
Time90 1.65 - 3.30 1.65 - 3.30 AAA 400 immune Energy Credits.png0.50 Tech droid workers.png Droids tech 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.
Army robotic.png Android Assault Army Energy Credits.png20
Minerals.png150
Time120 3.00 - 6.00 3.00 - 6.00 AAA 500 immune Energy Credits.png1.00 Tech synthetic workers.png Synthetics tech 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.
Army psionic.png Psionic Army Energy Credits.png50
Minerals.png250
Time360 3.00 - 6.00 7.89 - 15.75 AAA 350 600 Energy Credits.png1.00 Tech telepathy.png Telepathy 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.
Army gene warrior.png Gene Warrior Army Energy Credits.png50
Minerals.png250
Time360 3.00 - 6.00 6.00 - 12.00 AAA 400 400 Energy Credits.png1.00 Tech gene seed purification.png Gene Seed Purification 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.
Army xenomorph.png Xenomorph Army Energy Credits.png25
Minerals.png125
Time360 3.75 - 7.50 3.75 - 7.50 AAA 400 200 Energy Credits.png0.75 Tech morphogenetic field mastery.png Morphogenetic Field Mastery 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.
Army xenomorph.png Titanic Beast Energy Credits.png50
Minerals.png250
Time90 4.50 - 9.00 4.50 - 9.00 AAA 1000 400 Energy Credits.png0.80 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.


Army Type Cost Time Army Damage Morale Damage Collateral Damage Health Morale Maintenance Requirements Description
Army psionic.png Avatar event event 3.00 - 6.00 9.00 - 18.00 AAA 1400 800 none gained from a Shroud event A colossal warrior from the Shroud that has been forged out of pure psionic energy.


Auth machine intelligence.png Machine Intelligence 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.

Army Type Cost Time Army Damage Morale Damage Collateral Damage Health Morale Maintenance Requirements Description
Army assault m.png Hunter-Killer Army Minerals.png60 Time90 1.72 - 3.45 1.98 - 3.96 AAA 230 2000 Energy Credits.png0.33 Starter Mass-produced tracked war machines designed to seek out and destroy everything that has been designated as an enemy.
Army assault m.png Battle Frame Army Energy Credits.png20
Minerals.png150
Time100 2.25 - 4.50 3.37 - 6.75 AAA 500 2000 Energy Credits.png0.60 Tech adaptive combat algorithms.png Adaptive Combat Algorithms 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.
Army assault m.png Mega-Warform Energy Credits.png50
Minerals.png250
Time360 3.00 - 6.00 6.00 - 12.00 AAA 600 2000 Energy Credits.png1.00 Tech biomechanics.png Biomechanics 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.

Use for Army types

There are a whole bunch of army types in the game. Each one has a specific purpose.

  • 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.
  • 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.

Orbital Bombardment

Orbital bombardment occurs when a fleet is in orbit around a hostile planet. Effectiveness is based on the naval capacity of the fleet in orbit, reaching its peak at a fleet of 200 naval capacity, and its damaging effect depends on the orbital bombardment stance, which is limited to the Orbital Bombardment Policy. Orbital bombardment damage is reduced by 75% if the world has a a Planetary Shield Generator, which also cannot be destroyed by it.

Orbital Bombardment damages any defensive army except those provided by a Fortress, but at the cost of causing Planetary Damage (visible in the Armies planet tab). When Planetary Damage reaches 100% a building will be ruined and may kill the working Pop as well. Given enough time Orbital Bombardment can decimate the defending force, though doing so may cause heavy damage to the planet and may delay the attacker long enough that the owner of the planet has time to build up their forces or inflict enough war exhaustion to force a Status Quo peace.

Stance Effect Description
Selective
  • Moderate damage to armies and buildings
  • Light damage to Pops
  • Can't kill the last 8 pops on a planet
  • Will not bomb undefended planets
Selective Bombardment targets only identified military sites, taking care to avoid needless civilian casualties.
Indiscriminate
  • Heavy damage to armies and buildings
  • Moderate damage to Pops
  • Can't kill the last 4 pops on a planet
  • Will bomb undefended planets
Indiscriminate Bombardment targets military and planetary infrastructure with no regard to civilian casualties.
Armageddon
  • Massive damage to armies and buildings
  • Massive damage to Pops
  • Will bomb undefended planets
  • Can turn planets into depopulated Tomb Worlds with enough bombardment
Armageddon Bombardment blankets the planet in heavy ordnance with the explicit aim of maximizing civilian casualties.
Raiding
  • Light damage to armies and buildings
  • Moderate damage to Pops
  • Can abduct Pops
  • Can't abduct or kill the last 5 pops on a planet
Raiding Bombardment targets enemy population centers with specialized raiding craft that scoop up their people and bring them back to our worlds to put them to work.

Terror Bombing

Orbital bombardment can trigger the "Terror Bombing" opinion modifier. This happens whenever your orbital bombardment successfully kills any pop. The modifier applies to all empires that are not Militarist.png Militarist or Fanatic Militarist.png Fanatic Militarist. Fallen Empires also ignore it, with the exception of the Benevolent Interventionists.

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