Stellaris

Stellaris

Novus Orbis
Ground Army Balance Issue
Straight off the bat: awesome mod, I love the diversity of buildings available, and I think that the only way to play the game in a way that accurately reflects the immense size of a galactic civilization is to use this mod's 'epic' galaxy size feature. That being said, I have run into a problem with the mod where in the early-mid game it is near impossible to win a ground war: as of now, all civilizations start out with elite defense armies as their default defense armies, whereas the assault armies are all of the standard vanilla variety. The AI can fortify their worlds to such an extent that after a century or less of in-game time their ground army strength on any single developed world is 2-3 times that of the amount of the total assault armies you can reasonably muster (ie: without cheats) just by virtue of the elite defense army's stats. And, seeing as how it would take almost an hour or more in real time to destroy these armies via orbital bombardment with a fleet at that point in the game, wars have essentially become stalemates, as I can't win with full demands unless I conquer all the worlds that I have pressed claims for, despite the enemy's fleet being completely wiped out and being at 100% war exhaustion. For the sake of balance in the early game, I think that the defense armies should start out in the standard variety, and only later be implemented through research by both the player and the AI, around the same time that elite assault armies can be implemented to better counter these advantages. Not sure if the elite defense armies being the default was intentional or not, I just thought it would make the experience less frustrating for players expanding though conquest during the early and early-mid game.
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Traveler123 24 Jun, 2018 @ 5:59am 
I agree. having the same problem
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