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Oh ♥♥♥♥ this is epic. The feudal civic could actually unlock several different armies to reflect the fact that you don't really have an army. You have several classes that are being levied to serve.
Infantry could range from minor exoskeleton rigs (like the movie Elysium) to full armored combat suits like in StarCraft and the Starship Troopers novel. The amount of resources and size of each would scale with abilities/strength. Lighter armored troops may be more flexible in combat, but require significantly more forces to take a well garrisoned planet. Meanwhile, fully armored troopers will need additional infantry support like modern tank battalions to ensure their small, but devastating number don't get overwhelmed by numerous infantry of any tech level and/or raked by those focusing on air power.
Additionally, for armored mechs like in BattleTech/Gundam, have them divided into subsets. The chief division being armed with ballistics or energy weapons. Ballistic forces are slightly less numerous in army size than energy units, requiring support systems for supply lines and ordinance. Their devastation is high regardless of mil or civ targets. Energy forces are slightly larger, but move slower on the surface, requiring time to bleed heat generated by energy weapons. They have no additional supply lines for ordinance. They are less destructing due to the surgical accuracy of laser weapons compared to explosives. Ballistic forces can take a planet relatively quickly and stand up to most ground forces, but are susceptible to air power. Energy forces can be out maneuvered by lesser ground forces, but have a high defense for air attacks. Other dividers could be the size of mechs, much like BattleTech has weight classes and Gundam has mobile armors comparable to small ships.
Combination forces integrating infantry, mechs, and conventional armor are safe bets in conquering worlds, but the scale of them is resource heavy. Maintaining a widely well balanced force across the empire would be a significant economic drain.
As mentioned above, conscription and compulsory service could be edicts or army options. An edict for compulsory service could range from basic training, 1 year, 2 years to 5 years, each affecting the skill of the military.
I am currently subscribed to this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2753196095
It is no longer being worked on by the creator and I do not know if anyone else is working on it. It has many role playing elements in it including periodic decisions, accidents, campaign blunders, insurgents, etc. There clearly divided eras of military development as well. I also have not played Stellaris since before the last update, so I don't even know if it still works. I always keep an eye out for cool mods, especially ground forces.
These are just a few suggestions. Ultimately this is your mod and I wish you luck.
Actually that mod is one of my friends favorite mods and he was very sad to it abandoned. It was working last patch but we haven't had time to test if it works with this patch. When it was working it was 100% compatible with Ground Command though.
I have started mulling over the addition of Mechs and i have an idea of at least one way to implement them. There is currently 1 mech-like unit in the mod and i originally i avoided using them because i wanted a more realistic depiction of armies but i think that those two things don't always have to be at odds and i like the idea of having late game infantry be essentially mechwarriors.
There is already a conscript force in the mod as well and i'd say it is fairly well hidden in plain sight behind a civic that i think most people ignore because it isn't all that great. I think that edicts are a little beyond the scope of the mod having some way to differentiate professionalism wouldn't be a bad idea to help make the armies feel even more unique to your empire.
Subterranean Assault Squadrons (Basically mechanized infantry with drill APCs)
Robot armies are definitely in need of some fleshing out. I think a main issue with them is that i don't really make use of robots that much so i'm not really familiar with what stage of the game the various styles of robots come into play. When making the mod i spent over a day chasing a "bug" where a late game unit didn't appear and it turned out that i had just failed to get the synth tech because i, out of habit, overlooked it.
I like the idea of titan fall esque units but i'm not sure how to justify it in stellaris. There aren't really any civics or anything that seem to hint at them but that late game unit i mentioned earlier could in be imagined to have a pilot who interacts with an AI similar to Ironman and Jarvis, i tried to leave it vague enough to let players imagine exactly how it works.
Hmmm my Nam flash backs are kicking in here, the subterranean origin probably could have quite a few interesting spins on things tbh.
Totally forgot that origin was a thing. Was waiting for a sale to get overlord. x0
Submarine
Guard Cutter
Corvette
Battleship
Cruiser
Destroyer
Carrier
Flagship
Command
Minesweeper
Ground Assault Lander
Nuclear-capable Warship
Groups:
Command Assault Group (Sub, GC, Co, Cr, GAL)
Command Group (Com, GAL, Dest, Batt)
Flagship (Heroic) (Flag, Dest, Batt, Nuc)
Ground Assault Group (GAL, Dest, Car, Cr, Batt)
add more if you want
Clones and Assault Army combine force.
it would also be cool if they had a food upkeep instead of minerals
Hiveminds are definitely something i want to look into. I'm trying to figure out if the trick i used for the Assault Armies will work with Hiveminds and in the mean time i plan on flushing out the Feudal roster and then giving Megacorps their own roster. Due to how vague Stellaris ground combat is i'm not sure exactly how many different forms it would make sense to give but feel free to drop some ideas and if i can get Hives to work i'll see what i can piece together for their roster.
Hive Guard: for defense troops
Broodlings: for basic infantry
Brood Lords : for armor
War Brood: for a mix of Infantry and Armor
Swarmlings: for airborne.
Sky Haunts: for close air support/fighters
Hive Champions: for a mecha-walker equivalent
I must create BT-7274 in Stellaris, please add titans
I would say that already exists under the Mecha-Walker. It is intentionally as vague as possible to allow the player to imagine the specifics as they desire. Theoretically the army should cover everything from Optimus Prime to an Imperator Titan in 40k.
Searcher-killer unit deployers: basically big flying airplanes designed to deploy heavily armed drones at vast distances away from the actual target (imagine the arsenal bird from ace combat 7). unlocked since from the start, VERY expensive (costing alloys instead of minerals) but rivals the mega warform in its stats
Hunter-assault army: androids armed with plasma blasters and additional weapons (such as rocket launchers) designed to infiltrate enemy buildings where the hunter-killer armies don't have access to (i think the hunter-killer armies as medium-heavy tanks armed with railguns and other types of weapons). literally the infantry version of the machine intelligence
biological storm divisions: cloned humanoid-ish soldiers enslaved to the machine intelligence by having brain chips, armed with advanced laser weapons and even teeth and tendrils, they are a mix of the xenomoph army and the clone army. costs food instead of minerals, very short time to train due to being raised in clone vats, inflicts terror upon enemies and requires the "biomechanics" technology to produce
incursor class bombers: big heavy bombers designed to carpet bomb enemy strongholds with deadly high explosive, plasma, gas or even nuclear bombs and capable of space flight to ressuply with transport ships but weak to heavy AA fire and enemy fighter swarms due to being big and not as agile. costs a crap ton of minerals, insanely heavy damage and morale damage due to the nature of the bombs.
all of these are not affected by morale damage, except for the biological storm divisions, or if you wish that all of these aren't affected by morale if you wish so