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Expanded armies home
There are multiple types of force limit:
This is how many armies you can sustain. Every one can sustain 5 armies plus one for every 3 non slave pops.
You get 1 special soldier for every level of capital. Planetary administration you get 1. Planetary capital you get 2. Empire complex you get 3.
Slaves use there own force limit instead of force limit. You require a slave processing facility on the world and you get 1 for every 3 slave pops. Slave armies don't use normal force limit but draw from this instead. This is beacuse slaves are OP OP.
There is currently 3 resource armies in the game xeno cavalry, hover tanks, and titanic beasts. You get these from colonizing specific worlds or building special buildings gives you these. You can build 2 armies per resource.
Foreign armies can be recruited when you have the appropriate tech. You get 2 per migration treaty you have.
These armies use resources and special slot to form a more powerful army. The point of these is to encourage you to branch out should you find yourself within a resource cluster.
Defensive armies use 1/3 the force limit of offensive armies. So you can build 6 defensive xeno cavalry per resource.
- 24 armies per planet up from 12
- Planetary fortifications per pop increased.
- Lack of fortifications does not increase damage anymore.
- Army changed. Health and damage are keep about the same.
- Maintenance 400% higher more when reinforcing. Up from 50%
- War score for planets greatly increased. Base is the same per building from 1-5. So a world from
- Blockades are worth much less. from 25% to 5%.
- 2.5+0.25->0.5+0.25. So they are worth less. A 12 building world gives you 3.5 where before it gave 5.5
- Make AI work with new armies
- finish resources deposits, clusters etc
- Add resource for forign (mercanaries?)
- pretty and text it up
- debug
- rework despotic hegemony
- add planetary fortress
- Xenomorph titanic beasts. The combined army would have been extreamly potent and outclass gene warriors.
- Different pops give different force limit based on ethics. May be added latter if militarists struggle with force limit.
- Buildings give force limit. The problem is that sectors don't build these. If we rework buildings
- Getting force limit from xeno pops makes there rebellions more dangerous. You cannot get force limit from xenos without taking this risk.
- Native tribes that provide soldiers akin to the gurkhas.
- Different levels of garrison/defense. Like auto spawning a defensive army based on specific requirements.
- Auto generated generals and assign them to armies.
- Rework attachments. Make them not always positive so you don't require to modify attachments. Example default is defensive, slave, xeno cav, psionic, and one for every army type. Defensive gives you stronger defense and are ideal for defensive armies. Attaching a different army type gives you similar benefits to them. Slaves give you reduced upkeep, psionic gives more morale damage.