Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Part 1
Published on November 19, 2005 By Draginol In GalCiv Journals

For Beta 5 (December) we're going to be adding a new invasion system.  I won't give away too many of the details but we still want to factor in some very simple, straight forward advantages.

Here's what we've got:

Advantage Description
5 Invading Army's Air Superiority
1 Tech Advantage
1 Tech Advantage>2
1 Tech Advatnage>4
1 Tech Advantage>8
1 Race is Neutral Aligned
1 Planet has Invasion Defense built
   
   
  Invasion Modules
  Can add % modifiers to the above
  Can add % modifiers to the # of troops on each side


Comments (Page 2)
2 Pages1 2 
on Dec 19, 2005
stevenutt, the population can be reduced by a failed invasion already. In fact, I had one invasion I fought off last night that left me with less than 10% of my starting population, it was that close .

If that's not what you mean, I still have to disagree with the idea of hurting the infrastructure, unless the amount of infrastructure damaged is scaled to the the percentage of the population killed. In other words, if a sucessful attack would destroy 20% of the infrastructure, then an attack that killed half the population would only destroy 10%. Not capping it in that manner leads right back to the exploits mentioned above. And anything that attacks PQ could be nasty, since PQ rounds down, so a PQ10 planet that takes a 0.0001 hit is effectively a PQ9 planet.
on Dec 19, 2005
as for invasions lasting more than one turn/ week that is realistic. if theres a large population on the planet it wont last one and your going to have to come back and try and invade them again. lets leave it at that. as for infrastructure damage. why dont ya'll look over my first post on this subject and maybe would combine ours... say invade one particular planetary improvemeant that ends of getting destroyed in the invasion.
on Dec 19, 2005
The one turn invasion helps the A.I.Lets not turn this into RomeTotalWar A.I alike,which is impossible to lose a tactical fight against.
on Dec 20, 2005
Exactly what I meant Popup Target.

Currently the only way to really attack the population of a planet is to do a ground based attack (at least it was last time I played, haven't had time to play the beta recently), but if you do a bombardment or something like that I don't think it directly kills off any of the population, which leads to the cheese you meantioned above, therefore any type of attack on infrastructure or PQ (although I do think that PQ damaging attacks should be very limited), should also attack the population to the same (or a scaleble) percentage.
This would mean that an individual invasion would still last only one turn, but you could send in a transport with a small crew that would bombard the planet, then another one that would hold the full invasion force (your marines). This might also mean you'd design two different types of transport, with different modules (although I can't remember of the top of my head what modules there are).

As to selecting which buildings you bombard (Delta Leader), I think it'd work better if certian buildings had a higher chance of being chosen as bombardment targets by your commanders in the field, therefore these buildings (and the ones round them to a lesser or greater degree), would be the ones with the highest damage/first to be destroyed by the bombardment.

Also I think it'd be nice if we could decide how long our bombardment from space should go on for, i.e. a percent silder, 1 end being "only hit the highest threat buildings", at the other end "destroy everything!!! Mwwhhahahahhaaaaa!!!" Ahem, or something like that;).
on Dec 23, 2005
Love the new invasion screen
on Dec 30, 2005
I have no problem with the week invasions.At this galactic scale using future tech, the main defensive force of a planet could be wiped out that fast.The abstraction part of games in this scale, is the armies land on the planet and continue to fight smaller insurgencies for a long time,hence transports gone.

I would like to have invasions factored into planets.I would like to see lower influence and morale on invaded planets, and only for a limited time, a mines value for all planet tiles.This would factor some realism into invasions.Where at the moment the planet continues like nothings happend.Apart from the population drop.
on Jan 04, 2006
Sensor range and speed of invasion force a factor in that Advantage 5?

Frequently during play the only culture with sensors is the one I am directing.

Just a thought.
W/R
Suralle
on Jan 04, 2006
ya gotta keep in mind when it comes to "realism" these arent planets they people have spread out on over centuries. these are colonies which means the pop is gonna be all together in one spot. there not defending thousands of years of culuture and know every single cave on the planet so they can do a guerrila war. with that said home planets where all this is true should have some sorta extra diffuclty. does anyone know if there is any difference to invading a home planet?
on Jan 05, 2006
Currently, there *seems* to be zero difference in invading a home world over invading a non-home world.
on Jan 06, 2006
I gather that having a moon, like ours, helps out with production by 10% increase in social and military areas. I believe there should be a help from having a moon also in the area of planetary defense making it harder to invade. The phrase "Sword of Damocles" should work here for my proof. Who wants to invade a planet without taking out the weapons on the moon base first.

W/R
Suralle
on Jan 10, 2006
I would like to have invasions factored into planets.I would like to see lower influence and morale on invaded planets, and only for a limited time, a mines value for all planet tiles.This would factor some realism into invasions.Where at the moment the planet continues like nothings happend.Apart from the population drop.


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