Difference between revisions of "Land warfare"

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|''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.''
 
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|Commissar Squads<ref name="blorg_twitch_5">https://www.twitch.tv/paradoxinteractive/v/60538040</ref>
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|Commissar Squads<ref name="blorg_twitch_5">[https://www.twitch.tv/paradoxinteractive/v/60538040 Extraterrestrial Thursday #5]</ref>
 
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Revision as of 20:11, 14 April 2016

Version

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This article is for the PC version of Stellaris only.

Armies are ground forces for invading and defending planets.

Recruitment

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.

Each overseer of a Despotic Hegemony can also build one elite assault army in their lifetime.

Once built each army has a monthly Energy Credits.png energy maintenance.

There are four currently known types of armies[1][2]:

Army Type Cost Description
Defense Army Minerals.png30 Defensive armies are used to garrison a single planet, which they are locked to.
Assault Army Minerals.png60 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.
Robotic Army Energy Credits.png15Minerals.png100
Psionic Army Energy Credits.png50Minerals.png250

Combat

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 either [?] all their health or morale that side loses the battle.

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.

Attachments

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.[3]

Known attachments

This list is based on incomplete information and may be inaccurate.

Attachment Cost Required Technology Effects Description
Assault Landers[3][4] Minerals.png50 Interplanetary Expeditional Forces
  • Landing Time: -25.0%
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.
Battle Strider Column[5] Robotic Workers
Chemical Stimulants[3] Minerals.png25
  • Army Damage: +40.0%
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.
Commissar Squads[6] Energy Credits.png10
Minerals.png10
Artificial Moral Codes
  • Army Damage: +15.0%
  • Army Morale: +15.0%
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[3] Minerals.png40
  • Morale Damage: +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.
Hover Tank Battle Group[3] Minerals.png50
  • Army Health: +25.0%
  • Army Damage: +10.0%
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.
Hunter-Killer Drone Swarms[7] Minerals.png30
  • Army Damage: +20.0%
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.
Hypnotic Training Regimen[6] Minerals.png30 Synthetic Thought Patterns
  • Army Morale: +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.
Military Police Corps[3] Energy Credits.png10
  • Army Morale +5.0%
A large detachment of military police. They are of limited use on the front-lines, but their presence can improve unit discipline.
Mobile Shield Generators[8][3] Minerals.png25 Improved Deflectors
  • Army Health: +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[9] Minerals.png50 Nanocomposite Materials
  • Army Health: +10.0%
  • Army Upkeep: -10.0%
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.
Orbital Drop Pods[3] Minerals.png35
  • Landing Time: -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[4][3] Minerals.png35 Powered Exoskeleton
  • Army Damage +15.0%
  • Army Health +15.0%
  • Army Upkeep +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[3] Minerals.png45
  • Army Health: +20.0%
  • Army Damage: +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[3] Minerals.png15
  • Morale Damage: +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