[Discussion] Response to Brads request in the last Crusade stream, asking about invasion balance and suggestions.

(I added Spoiler tags but I cant get them to collapse so you can click though them..if anyone knows how Ill update the post.. atm its hard to read :/)

In the last Crusade stream Brad asked us to make a thread with our opinions and ideas about invasions. Since I couldn't find one anywhere i thought I would start one here and start a discussion. I hope people join in.

Of course we dont have a hold of the beta of crusade to be able to test how balanced it is, but going by what we could see and how Brad described invasions this is my take on the direction invasions could go and some of my ideas for balance. This is a long post so I have split each answer into separate spoiler tags to make it easier to navigate.

Also alot of the suggestions are intertwined so similar suggestions are interspersed between. Its also 2am here on a sunday and I may have spent way to much time writing this up.. so expect typos or other oversights.. Worth keeping in mind when reading.

 

Brads issues
-It was difficult to build many legions meaning many planets were not defended or under defended.
-With the limit of Generals being the only unit that can invade a planet (defend a planet), this could be an issue.
-Its difficult to build a military improvement on every planet just to defend it.
-He wanted to know our thoughts on the idea that when you win an invasion you get to keep the intact invasion ship.
-How many legions should be on a invasion ship.
-Should research time on the first tier weapons techs be lower?

My initial observation on invasions
-Besides generals only military improvements could build legions on planets, this has issues with smaller planets or planets focused on other things being undefended or under defended. (im not sure if you can move them around)
-Legions being able to destroy tile improvements has no penalty or defense (besides the limited legions)
-Legions are difficult to produce meaning many planets are left undefended allowing you to a steam-roll takeover of planets.
-There is no way to see the path the legion will take towards the capital when you place them. Nor does it tell you on what 'turn' the legion will arrive at the capital.
-Capital placement has become more crucial, yet our inability of control of the placement of them is still unchanged.
-Resistance seems to server no purpose any more.
-Once you take a planet you dont need to do anything in order to keep the planet in check, they just give in.

Here are my solutions to Brads questions, balance or ideas to do with invasions in general. As I said at the start until we get our hands on it its mostly guessing what would be a good solution. So these might be better served to only be implemented in part or it may give you an idea of the concerns or directions invasions could take. Likewise its possible im misunderstanding some of the mechanics so with that in mind some ideas might need to be tweaked.


Invasions and taking out tile improvements:
Thoughts on how it is now-
I like the idea of when you invade it takes out the tiles your legions move over, it makes the consequences of the placement more dire for the person being invaded, but also allows you to invade even if you wont win in order to do some damage.

The concern I have with this method is the when you get the planet you most likely have decimated the tile improvements on the planet. This will be even worse once you factor in adding more legions per ship (which I will go into details later why I agree it should be more). There is also the problem where it seems as if your basically salting the earth as you proceed over the planet, which for a benevolent player seems way to counter alignment. Not to mention you could cripple a player by doing a sneaky, almost cheezy invasion of a planet with no real downside to yourself. When not being sneaky and wanting to take the planet for use of your own, once you win you either have to make sure you didnt destroy many tiles you want to keep, making the mechanic a hindrance, or you get your self a crippled planet almost negating the benefit of taking the planet in the first place.

Idea/Solution-
Every 4 improvements the legions go though to get to the capital you lose one legion that "holds" its position on the map. Basically .25 a legion per tile stays behind to defend the tile. This will balance all aspects of invasion meaning if your wanting to go in for maximum damage you have to have enough legions in order to get to the target. If you win the planet you get the legions back. If you lose, as with now, you lose all your legions.

Instead of destroying tiles outright. Each tile that is moved over reduces the improvement by 1 tier. Then the .25 of the legion is left on the tile to defend it and hold the line as described above. An example would be a Xeno Factory would turn back into a Basic Factory. You could do this without the above legion suggestion but I thought it was an interesting idea. This prevents players from decimating a planet if they lose but still does "damage" to the planet. Likewise this means that when you win the planet you are not starting with an empty planet and just need to 'repair' or upgrade the tiles which were assaulted during the invasion. This also doesnt change  the strategic ability to do focused attacks on a planet. Like Brad did in the stream when wanting to take out the Research Core. Any unique or "wonder' improvements its removed as it only has 1 tier of upgrade.

--

It is difficult to build many legions meaning many planets were not defended or under defended./Resistance seems to server no purpose any more./when you win an invasion you get to keep the intact invasion ship./How many legions should be on a invasion ship?

Thoughts on how it is now-
In order to invade a planet you need a General. You then need to convert him to an invasion ship in order to invade. This is the only way to begin an invasion on a planet. Likewise your always going to have more planets then civilians available meaning its near impossible to defend your planets if you have no ships near by to stop the fleet. Likewise if you dont have anyone available to defend it can take many turns and you could lose many planets before you can even react.

Now Military Academy allow you to slowly build legions. As far as I know they are only allowed to help you defend the planet you cant turn them into invasion ships. This has issues with smaller planets or planets focused on other things being undefended or under defended. Im not sure if you can move them around but even if you can the time it takes to build a single legion is massive. The time it would take to not only build one but to build enough per planet to defend them seems impossibly impractical.

In my opinion this is a severe limitation in the invasion mechanic. Not only does this mean that you can easily defend against invasions by focusing your best fleet on the invasion fleet. But if your the one invading and you lose it, you have no way to progress your invasions. Likewise if your fleet loses when trying to destroy the invading fleet, you have no recourse and no ability to defend your planets as you need a general to do so.

General Stats for anyone wondering:
Idle: +3% Global resistance
If on planet: 5 legions to a planet it is defending, or
If on ship: Can be converted into an invasion transport holding the general and his 5 legions.


Idea/Solution-
Dealing with General invasion limitations.
I think a general invasion ship should allow you to have upto 5 legions as it is now. But I think you should also be able to build lesser single invasion ships which give you 1 legion per ship. This allows commanders to be the preferred unit in invasions as it gives you more legions per fleet logistic points. Yet not make it completely gated in your ability to invade if your putting your civilians in other fields. Likewise the invasion general should give a bonus to soldering of all legions in the fleet giving them even more of an preferred ability in this roll. Since you will be limited by logistics, a non general fleet might only get a flat 4-5 legions in a full fleet. But with a General you could pretty much double that number to 10, plus with the solider bonus you get a significant advantage. Taking into consideration of the suggested mechanics in the above post this would make it the preferred way to win a planet but not the only way.

EG:
One legion on a planet turns into one Transport (1 legion)
As now, Build Transport Command ship, (1 general) to give you a 5 legion invasion ship.

Dealing with Generals defending planets.
As mentioned above with the limitation on available generals its impossible to defend a planet. Likewise besides generals only military improvements could build legions on planets, this has issues with smaller planets or planets focused on other things being undefended or under defended. My solution to this, which I have also read in other posts is being able to use your pop on the planet to defend you. For the purpose of talking about this Ill call them Militia. They act like a legion but with some limitations.


A Militia is created at the start of an invasion. You are able to pick how many you want to create at the start of the invasion.  Each Militia takes a base of 4 pop to 1 Militia. Your resistance is the percentage discount of population needed to form 1 Militia. Eg: If you have 50% Resistance you could get a single Militia for 2 pop instead of 4. The idea behind it is that resistance is the ability of your population who know how to fight if the time comes. As well as there comparative power vs a legion. So basically 4 civ pop is equal to 1 Legion in power by default but that can be improved. At the end of the invasion no matter who wins all remaining Militia are turned back into pop. Im not sure if there should be a cap to the number of Militia you can make. Perhaps its like 3 Militia cap plus 1 Militia per legion you have on the planet or max 50% of your population minimum of 1. This is to prevent a planets population being cleared out as well as not making it to powerful. Whats the need for legions then? Well unlike pop the Legions dont require food (I believe), they increase your overall defense on a planet, they can be turned into invasion ships. And I think they should also give bonus soldering to any Militia they are next to or with on the map.

Also, keeping this all in mind, a general on your planet increase both resistance and soldering therefore this give them a distinct and potent purpose. They also, as now, give 5 legions to the planet they are on.

--

Additional Idea/Brainstorm.

Ideology and invasions-
Invasions seem to ignore Ideology choices. Besides some invasion techs later that might help you I find that unabated slaughtering and destruction of improvements on the planet dosnt fit this game mechanic. Therefore if the above change is made this could also be implemented. You get one of the following depending on which Ideology you are most invested in. OR even better, which would give a well needed boost to the Ideology point system. At the start of an invasion you pick one of the following options and you get +10 Ideology to the one chosen.

Benevolent - High chance that the tile isnt destroyed. (in instruct your legions to avoid collateral damage)
Pragmatic - Removed 1 tier of improvement per tile.
Malevolent - Removes 2 tiers of improvement per tile. Being slavers the 10 turn wait that requires 1 legion to stay behind is removed. (see 'Once you Win a planet, what now?' post)


Tile insensitive During invasions-
Taking into considering what each tile represents in game, as well as thinking of a creative ways to give more meaning and strategy placement to invasions. One Idea I had was that each tile you move across gives you either a bonus or hindrance. Some of these have ramifications for a few turns after making gameplay more interesting as well as giving even better insensitive for attacking a planet without winning.

Eg: Population Improvements:       Heal the legion by 0.15 per tier of improvement destroyed (upto max 1)
      Economic Improvements:        Give them 50-100 credits per tier of improvement per tile they go though. Or credits equally to 1  
                                                  turn of economic production on the planet. (what ever is higher)
      Military Improvements:            As with now, damage the units that move over it.
      City Improvements:                Forces more legions to stay behind on the tile (.5 instead of .25)
      Approval Improvements:         Reduce the soldering of 'Militia Units' (see 'Dealing with Generals defending planets')
      Influence Improvements:         Increases your soldering damage against 'Militia Units'.(see 'Dealing with Generals defending planets')
      Manufacturing Improvements:  Reduces current production on any current improvement or adjoined shipyards current progress.
                                                  EG: A ship with 125/200 production complete might lose 20% making it 100/200. Increasing turns to build. Same with planet building in the queue
      Research Improvements:        Gives you 25-50 research points per tier destroyed. Or research points equally to 1 turn of research on the planet. (what ever is higher)
      Special:                                Nothing, but the improvement is destroyed. Which that in itself is good.
      Tourism:                               Prevents any Tourism income/credits from the planet for 2 turn per tier destroyed.

    
If the units need to go though a water tile they should take eg: .25 damage per tile of water/ocean. This is also important for "island capitals" which sometimes happens during colonization. Instead of having a defenseless capital with no tiles in between the ocean around it is more of a strategic placement

Capital Placement-
Speaking of placements in the above. Since the location of the capital is critical to invasions. I think the time has come to allow the player to pick the capital placement during colonization. There is just so many factors riding on its placement and with the addition of interactive invasions its even more important that players have this control.

Legion pathing

There is no way to see the path the legion will take towards the capital when you place them. Nor does it tell you on what 'turn' the legion will arrive at the capital. I think a visible line should be shown as you place them so you can tell how many tiles and which ones they will go though. Likewise a "turns to capital" should be visible per legion so you can coordinate all legions arrive on the same turn if you want to for a more effect assault.

Once you Win a planet, what now?
One of the major issues I can see with how the current invasion system works is the stream rolling of planets once you get an invasion ship. You can witness this in the stream and even Brad mentions it needs to be looked into.

For this reason I suggest that once you win a planet, I suggest 1 legion minimum needs to stay behind on the planet in order to prevent a rebellion of the planet. They need to stay there for X turns (maybe like 10 turns, perhaps depending on game speed) otherwise like a planet in culture influence they can rebel and take back the planet. Perhaps also within this 10 turns you are unable to build any new improvements unless you buy them. All you can just use planet projects during this time. There would need to be a planet project which is always equal to this wait time otherwise you wont be notified when the rebellion is over. Current minimum planet project one I see is 25 turns which is way to long. The reason for this as i said is that it prevents you from steam rolling though all the planets as you will slowly lose steam as you progress. It isnt a complete setback tho as you are able to within a few turns as the rebellion ends, regroup and continue on.

Likewise If you take back a planet you once owned, this wait time is lower or even zero allowing you to instantly move your full set of legions elsewhere. As mentioned in the above post on 'Ideology and invasions.' the Malevolent pick removes this limitation. But seeing as you also lose alot more improvements it balances out the speed of war vs keeping a planet intact.

-


Should research time on the first tier weapons techs be lower?
Most in chat said no, or even asked to make it higher. While I like tech I have to agree. How it is now there is NO reason to build lower tier ships as the upgrade system is so economically and productively a waste to build them when you can get better ships so soon. meaning you wont even bother with the lower tech. IMO by making it longer to get to it allows a stronger incentive for tiny ships with first tier weapons as you know they will be around for at least some time before u get new tech.
The only other way to make this not an issue is to finally put into the game the upgrade machine from GalCiv2 where you can spend credits per turn instead of a flat amount which is unrealistic. Saying all this.. until we get our hands on the game its hard to tell if this is a good turn time for techs.

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Reply #1 Top

I also watched the stream, and heard something different. A general, or a legion is a citizen. You got a citizen every 10 turns. The limitation here is if you lose a citizen you could only get a citizen every ten turns. About generals making legions i will have to take your word on this since i dont remember that. I kind of agree with your militia conversion, because you need some kind of filler unit for battles. 

My idea of conversion would be more like 2 militia would be worth 1 attacker since the transport hints of some training before invading. 1 legion worth 2 attackers. 1 general worth 2 legions. If the defending planet has a legion then it is understood that the militia is trained chamging the above to 1 militia is worth 1 attacker.

If you misunderstood and a legion is just a defender, and a general was an attacker then 1 general would be worth one legion. Here is my question from the stream where was the troop placement. The stream hints of the same thing as before. Resistance is more for resisting culture flipping not invasion. You mean defence. 

Now in your troop placement scenario defence would be multiplied to your soldiers defending. Now what would need to be added is buildings either where you build transports, or where you load troops is not the same place the attackers either way the attackers need to be able to build buildings on this planet.  Weapon, defence, and invasion tech levels should be tacken into account. 

Now as far as researching he was talking about making manufacturing techs cheaper than hull building, weapon, defense techs. He also mentioned changing everything with colony building, because techs with abilities instead of merely adding stats are coming in.

Reply #2 Top

Convert general to invade.

I really don't think that is a solution, on massive galaxy you have thousands of planets... not nearly enough Generals to take over.

 

I like idea of having buildings on planet which boost (or stores) legions.

Reply #3 Top

Cut and Paste of my post on this topic in other thread:

March 31, 2017 5:49:50 PM from Galactic Civilizations III ForumsGalactic Civilizations III Forums

 

 

"Quoting lyssailcor,

'If the invasion math stays like it is now then approval already affects invasion chances because low approval reduces resistance.'

 

I don't follow.  Resistance effects how well population fights when invaded.  In the new invasion scheme, population doesn't fight at all.

So resistance will either have to further buff soldiering for defense or be removed as a stat modifier entirely.  This hasn't been explained.

A neater solution might be to make resistance #'s much smaller, possibly capped with a square root mechanic, and have them reflect a % of the local population that IS available to defend the planet as a local militia so that planets without legions <enunciated can still put up a token defense.

So Brad's Planet with a population of 12 widgets and a resistance of 45 would get 6.7% of 12 Pop = 0.8 rounded to 1 legions <enunciated to defend in addition to those stationed there.

& Malevolent civs should have easier ways to gather legions <enunciated than other ideologies and less access to resistance, while Pragmatics get extra avenues for pumping resistance, and Benevolents make do with their own cookies.

Ooops! Am I off topic?  I was running with a thought."

 

Also, standing armies are expensive to maintain.  I'd like it if legions were somewhat easier to aquire than what I saw in stream, yet came with a stiff maintenance fee- at least .5 bc per legion per turn if not more.

Reply #4 Top

Hm, already I cannot exactly remember what the stream showed ...

Anyway, here my thoughts for a basic invasion system (and only that; my thoughts about structures to fend of attacking fleets before invasion starts I wrote elsewhere):

- I agree wholeheartedly with the suggestion to allow the player to place his or her capitol! (much requested by a lot of players for a long time now, or is that just my perception?)

- There should be a logistics value for legions, meaning how many legions a single invasion fleet can hold

- A general is a citizen. He should provide a soldiering bonus to legions and increase the legion logistics value for the fleet he is assigned to. A general is destroyed when the fleet he is assigned to (or more exactly, when the transport he is on) is destroyed in space combat or, with a small chance that is bigger the stronger the defending forces are, conducting an invasion. Leveling up gives a general more soldiering an logistics bonus. A general must be assigned to a distinct transport since an invasion fleet can contain more than one. Invasion fleets can invade without a general (but then naturally without the bonuses). A general can be assigned to a planet to boost the soldiering of defending troops. A defending general is killed when the defenders lose.

- Legions are built from Military Academies on planets as is shown on the stream. Legions stay at the planet where they are produced as defenders until fetched by transports. Legions can level up which increases their soldiering.

- Transports are built as usual, but are empty by default (since it's not sure that there are legions on the planet associated with the shipyard). When starting from a planet or shipyard where legions are present the player is asked whether he or she wants to load a legion (or more, if the transport can hold more than one legion and legion logisitics allow). Transports are not destroyed after unloading the invasion troops.

- Military Academies should also be able to train militia (as opposed to the above expressed ideas of population providing automatic militia units), but militia is much cheaper than legions, cannot be relocated, and is weaker (say, some 33% of default legion strength). And cannot level up. That means a planet without a Military Academy is really undefended when it comes to invasion.

- Now to the invasion itself:

- - The attacker places their legions, the defender does the same for their defending legions and militia units. The defending units are placed first, then invasion orders are processed (see below), then attacker units are placed.

- - I cannot figure out the exact invasion logics now, but as I understood the stream the attacker must take over all cities (and the capitol is one of them, on (pop-wise) small planets the only one). So every round of combat the attacker will move their forces towards the cities and the defender will move theirs to counter the attacker, what not necessarily means that the defender places most of their units on the cities. Whenever two or more opposing units meet on a single hex there is a fight that is calculated by taking into account number of attacking units on hex, number of defending units on hex, soldiering of attackers, soldiering of defenders, defenders' morale modified by population approval ("resistance"), general bonuses and all I forgot to think of now. The structure on the hex is destroyed by the fighting (except cities) and the surviving troops fight on the next round. Units can survive partially what is modelled by decreasing the soldiering of the unit accordingly.

- - Invasion is over when the attacker has a unit on every city (attacker wins) or when that's not possible anymore (attacker has less units left than cities on the planet; defender wins). That also means that an attacker unit is tied to the respective city when they have won a city fight.

- - Buildings should not be destroyed automatically, but only when the attacker and defender meet each other on a hex to fight, because normally the attacker is interested in taking over a mostly intact world.

- - Special orders can be given at the beginning of the invasion:

- - - Destroy every building on your path: legions stop on each hex with a structure for one combat round even if no enemy unit is present to destroy the structure on it. That order can be given in addition to all following orders.

- - - Planetary bombardment: let the player decide how many shots from orbit are fired on the planet between certain limits (e. g. 10 to 50 in steps of 10). The shots randomly hit a single hex and there is a chance to destroy the structure on it, a defending unit on that hex is partially destroyed (soldiering reduced), there is a chance to annihilate the hex (then all units on it are destroyed automatically; capitol is excluded for game mechanics reasons). Every hit on a hex with a structure reduces pop by 5%, if it's a city then by 15%.

- - - Information warfare: soldiering of all defending units is decreased by 10% (communication disruption) and every defending unit is randomly moved one hex away from it's designated starting position.

- - - Tidal disruption: all land hexes adjacent to ocean are impacted as if hit by planetary bombardment (see above).

- - - Core detonation: all hexes are impacted as if hit by planetary bombardment (see above).

- - - Biological Warfare: soldiering of all defending units is reduced by, say, 33%. Pop is also reduced by 33%. Doesn't work against robots or silicoid races.

- - - Plunder: the attacker concentrates on plundering, not on invading the planet. For every research building an attacking unit enters without fight the attacker earns 5 research points multipled with level of structure plus sum of research adjacency bonuses that are deducted from the defenders research points, for every wealth building the attacker earns 5 credits multipled with level of structure plus sum of wealth adjacency bonuses that are deducted from the defenders credits (letting the balance become negative if there are not enough savings), for every manufacturing building the attacker earns 5 credits multipled with level of structure plus sum of manufacturing adjacency bonuses that are *not* deducted from the defenders credits (since manufacturing is not a global resource, manufacturing points cannot be channelled away so that stands for assets stolen and sold for money), for every structure that needs resources there is a chance (say 33%) that the structure is destroyed and the resources needed to build the structure are stolen by the attacker. Approval, influence, tourism, population buildings cannot be plundered, but cities (are there levels?) can provide 10 research points and 20 credits per level, a capitol the double amount, the empire capitol five times this amount. At the beginning of the invasion the player determines how many combat rounds the plundering should last, if after that number of rounds there are still some attacking units alive then those return to the invasion fleet with their booty. If no attacking units survive that many rounds the attacker gains no booty. All numbers are subject to balancing.

- - I agree that ideology should play a role during invasion, but it's getting late and I have no time to figure something out right now. Only thing I can think of right now is an order for malevolent factions to erase the population down to 1 billion to minimize rebellion chance (see below).

- After the invasion damaged units will survive (and get back full strength) with a probability that is equal to (100% - soldiering damage in %). So a unit that got 30% damage during the invasion survives with 70% probability. The winner of the invasion battle is guaranteed to have at least one unit left (which can be a militia unit, even when there were defending legions).

In case of a normal invasion that the attacker has won they can decide how many of the survivng legions stay on the planet as occupation force, but it must be at least one, otherwise the planet instantly reverts back to it's former owner.

- In addition to influence calculation there is a chance that an invaded planet rebels shortly after invasion. The probability for that is something like (1 - 1 / (1 + [remaining pop] / [number of occupation legions] / 10)) * (10 - r/id)*10% with r = number of turns after invasion (starting with 0) and id = ideology difference between attacker and defender (same ideology = 1, maleveolent against benevolent = 3, all other combinations = 2) and is calculated until probability reaches 0 (so if planet is from enemy with same ideology than the chance to rebel is calculated 10 turns, while at max ideology difference the calculation is performed 30 turns).

If the invader adds or removes legions during this period than the calculation is adjusted accordingly.

The planet can otherwise be used as normal (to make things not too complicated).

If planet is taken back by the original owner during the period this calculation is still performed then there is no rebellion chance against the original owner, otherwise the planet is treated as if it belonged to the invader all along.

-----------------

Referring to tech research times: the longer, the better. Best: it's player adjustable. But that's just my personal opinion. Although research times should never become so short that a tech isn't used at all because it makes more sense to wait for the next, better tech.

 

Reply #5 Top

There are many ideas in this post, so I'll put my two cents in...

I like that transports are not used to a point.  Transports as the are now have x transport modules, I think this should translate to legions in which a player can load a transport with x legions and head off into space.  When the transport arrives at a planet the player can choose to deploy y transport modules (legions) to the planet.  Those legions are used up transport can continue in tact with z transport modules (legions) left.  Similar to how a constructor works...

As far as legions, I don't think a legion should do anything to a building it's going through if no defending legion is present unless instructed to do so by the type of invasion being used, similar to what lyssailcor stated.  The attacking player should choose battle type and normal should be just wandering through buildings unless defending legion is there and battle them.  On normal invasion if no defending legion present, legion just marches on through.  I'll add though that if defending legion is present I like the idea then of the building being knocked down one notch.  If two or more legions are present it gets knocked down 2 notches until it's a wasteland...  (Maybe gets some type of bonus tile or becomes useless all together depending on destruction).  However, once researched different invasion types one could focus more on destruction of the buildings.

Either way there are many ways to look at the new invasion system and citizens in general and it will be hard to draw great opinions either way until we can get our hands on it.  Waiting now for that day... On a side note I am now a Star Control Founder :) going to be ending soon better lock up that founders edition asap...

Reply #6 Top

@Lys - some very cool ideas. I very much like the direction.

 

Special orders could give bonus Ideology points based on what you select. For example information warfare is more Benevolent, while Core destruction is clearly more Malevolent.

 

 

Reply #7 Top

I think there has to be somewhere in the planet stats a Military readiness percentage. Let's say that it starts with 10% in any given planet(and up to 100%
), just cause settlers don't know what they shall face in new worlds and thus they are at least aware(and 10% isn't much of a percentage but enough to justify awarenes of dangers "out there")

You can raise that percentage by constructing military buildings and wonders, e.g. Barracks, Military Academy, Elite Soldier Cloning Center, DNA Manipulation Laboratory(to create favorable mutations with interbreeding species DNA that can normally create Augmented strength etc population units and might happen to create monstrocities on occasion which could be random and provide a boost to military in these occasions) etc. Ofcourse it drains some resources in other areas.

This percentage gives you the amount of legions that you get from that planet in case of invasion as "militia legion", and also how easily trained they are(in a case were you use a citizen task to make them an invasion able legion, let us name those "commando legion"). The lesser the percentage, the more units of pop you have to use to build the legion. So if you want invasions, better keep the military readiness high.

In succesful invasions, you get to keep the invasion vehicle, cause it's what happens in war as we know it(and I would be surprised if it changed THAT radically within 2 aeons time, remember we live in an era that even your transport missiles you want to re-use, like they do with Falcon). In failed invasions, it is assumed they fight back, and get in orbit or wherever you landed the vehicle and destroy it. I think an invasion ship should be only be created by General citizens, with the combo of a scientist citizen(say in a 5 year task each where they cannot aid you in other areas), but after it, a citizen is not lost/converted, but can make a new one.

Now as an invasion is played; I don't think you want to destroy every single tile you pass through, no army in the world does that. You should be asked what ever improvements are there and IF you would like to destroy them. Also there should be a random " accidental" parameter that the improvement is still destroyed even if you wanted it retained, either due to "friendly fire" or enemy retaliation(scourched land tactics).

If you win the invasion and the planet. The remaining legions you keep all of them and can reload them in your ships, also there should be a percentage you get to be given more legions(as "defected troops" of the enemy, or found "MiA" troops you were not accounting for while you proceeded and "thought" were dead.

Also it would probably be of value to get a building to retrain citizens if you want to(and it should take 10 turns for each, or depending in the citizen type, I'm assuming a farmer citizen would be easier turned into military than scientist and a scientist easier to farmer or worker than military). Citizens should only be lost if you use them to create a Wonder(Galactic Project) type of building rapidly(in which case we'll assume you squeezed their brains and/or other resources so much, you basically lead them to premature death).

Reply #8 Top

I would like to add to this discussion. 

Brads issues
-It was difficult to build many legions meaning many planets were not defended or under defended~

All planets should have basic defense which is utllimately based on population. Upon invasions all planets should get X legions of the lowest quality based on total planet population. Large populations are going to require many legions and of course special treatment such as obital bombardment, Bio warfare, Nukes, Tidal or Core detonation. All should affect planet quality at the cost of making it being able to invade with fewer legions. 


-With the limit of Generals being the only unit that can invade a planet (defend a planet), this could be an issue.~

Have the invasion line grant you a project at the start of age of war when you research 'invasion' you get a project that takes X turns. Upon completion you get a legion for invading. Other options maybe that you get a fixed general that can only invade. I do not know what the relationship between 'legions' and Generals are and why you cannot invade with just a legion which is what it should be. No frills no special softening just troops trying to take a planet block by block house by house. The most tedious and costly way but should not damage a planet (outside of reducing population)


-Its difficult to build a military improvement on every planet just to defend it.~

See my above. All planets get 'defensive' legions' immediately upon being invaded based on population. Low population planets would and should be easier to conquer. 


-He wanted to know our thoughts on the idea that when you win an invasion you get to keep the intact invasion ship. ~

This would add to the micro but I am for it. The resource here are legions. However i can see it being easier to have the ai invade the current way rather than separate ships. If you ever played early Civ 5 you would know that the ai does not know how to build ships to embark/disembark for invading. Keep it simple and I guess keep it the way it is if it makes the ai better. 


-How many legions should be on a invasion ship~

2 Legions per ship but if invasion ships are disposable then they should be allowed to stack to add numbers up for attacking.


-Should research time on the first tier weapons techs be lower?~

Yes, 2nd Tier should be a bit higher and 3rd tier should be 10x higher than they are now. 


This is my input. 


Happy Monday! 

Reply #9 Top

Just my 2 cents...


As the Generals are tied to the citizens... there can be a few ways to fix just the generals without breaking the rest of the citizen level things.

A.  But a few focus research areas that grant you x number of Generals    make sure that the other to focus's are also really good to offset this
B.  make it so the Generals can train x many "troop commanders"   Troop Commanders can invade but get no bonuses to the invasion.

C.  Untie the invasions from Generals completely.     Perhaps you need the general to train troops for FILLING your transports... but once trained you don't need them for the invasion at all.

D.  provide additional citizens

 

Reply #10 Top

My recommendations (I haven't had the chance to see the stream yet, but I've been reading everyone else's comments):

1) Generals AND Legions should be reusable, and gain experience.  Generals would be able to control more legions at once with higher experience, and legions would fight more effectively

2) 1 Transport Module should be able to hold 1 legion, and legions should be transportable between planets (the General's level determines how many legions can actively be on the planet at once for an invader)

3) Militia/Rebels should generate based on population and approval.  High Population/ High Approval means substantial paramilitary resistance.

4) Damage to tiles should only occur when actual combat occurs on a tile.  It is very common for uncontested armies to just roll through without blowing up everything in sight

5) There should be a surface improvement (I've seen military academies referenced) that can have a building queue for legions.  Much like the shipyards.

6) Players really should have the ability to determine what direction legions are moving.  The fact is, with ships in orbit, an invader can absolutely identify fortifications and strategic targets.

7) Invasions can be carried out without a general, but only 1 legion may be deployed at 1 time in these cases.

I have ideas for a deeper dive, but I'd want to know how well these are received first.

 

Reply #11 Top


-With the limit of Generals being the only unit that can invade a planet (defend a planet), this could be an issue.~

Have the invasion line grant you a project at the start of age of war when you research 'invasion' you get a project that takes X turns. Upon completion you get a legion for invading. Other options maybe that you get a fixed general that can only invade. I do not know what the relationship between 'legions' and Generals are and why you cannot invade with just a legion which is what it should be. No frills no special softening just troops trying to take a planet block by block house by house. The most tedious and costly way but should not damage a planet (outside of reducing population)

With the above, what use are Improvements like Planetary Defense System? and other improvements? DO these all go away?
Reply #12 Top

Quoting Syrkres, reply 11

With the above, what use are Improvements like Planetary Defense System? and other improvements? DO these all go away?

The old improvements are tied to the old invasion mechanics. Either they go away or are modified (e. g. Planetary Defense could shoot at invading troops, partially destroying them (lowering their soldering value).

Although I would prefer special defense buildings (even orbital) that do not use up tiles (since you would not implement defense forts on your most fertile plain, rendering it unusable for farming, for example. Or you can reason that a fort is a relatively small structure that won't need thousands of quare kilometres of land, or even more: Earth has about 150,000,000 qkm of land surface, divide that by 15 tiles and you get 10,000,000 qkm per tile ;)).

Reply #13 Top

Quoting lyssailcor, reply 12


Quoting Syrkres,


With the above, what use are Improvements like Planetary Defense System? and other improvements? DO these all go away?




The old improvements are tied to the old invasion mechanics. Either they go away or are modified (e. g. Planetary Defense could shoot at invading troops, partially destroying them (lowering their soldering value).

Although I would prefer special defense buildings (even orbital) that do not use up tiles (since you would not implement defense forts on your most fertile plain, rendering it unusable for farming, for example. Or you can reason that a fort is a relatively small structure that won't need thousands of quare kilometres of land, or even more: Earth has about 150,000,000 qkm of land surface, divide that by 15 tiles and you get 10,000,000 qkm per tile ;) ).

I think it might be like: either what you said(shoots invading forces and destroys a portion) or that you have to destroy completely, buildings that will impact an invasion in orbit first. Then on, you can deal with ground defensive buildings(eg bunkers) while invading.

Reply #14 Top

I wonder if in addition to some of the other ideas, just a thought, that there should be a military improvement that acts like a Soil Enhancement where you can place it pretty much anywhere on an unusable tile.. BUT if you build this version it takes ALOT of production. Also if you remove the improvement the tile it is on wont turn into a permanent usable tile and reverts back to unusable. (unless it was placed on a previously usable tile)

The reason for this is because it would allow you to build if you choice, a single "one per planet" military improvement on anything from a 4pq planet to a 20 pq planet to give you some defense but wont force you to take a tile on a low pq planet. To me it makes sense from a 'realistic' point of view since military bases seem to be sometimes in the inhospitable places but are still there for strategic reasons.


I also had the idea of some sort of high tech "nuclear" power planet or some other unstable factory (black hole/antimatter factory) that if a legion destroys it during invasion the tile it was on becomes unusual. But the benefits it gives is high. So its a risk vs reward improvement. Also would be a nice target for spys.

I might be getting off topic of invasions but it came to mind.

Reply #15 Top

Ok the reason brad mentioned military academy is he was terran. This is dependent on the faction  you are, or maybe they are going to give military academy to everyone.

I like the idea of placing capitol.

If military academies are able to train militias then why are we having militias. Are you saying that some planets wont even have a chance to defend themselves. If we are going this route their is no reason for militias. The only reason for militia here is for you to place troops on a defending planet that has no defence. Basically general or legions even if they have improvement defence with no way to use the new troop placement invasion system. Defences will still buff all three. If you don't have militias there will be no defence buff on some planets. If you have to train militias there is really no difference than legion. No point. This will also leave planets with defences, but no gnerals, or legions with no way to defend them causing more micro. If we go that route no point in having militias.

O yah the difference between a legion and general, is that generals are a type of citizen that train legions. Remember you only get one citizen every 10 turns. You could choose something else than a general. Generals are used for invasions while legions are used to defend a planet. You will choose where to place you troops. 

I would like to remind you guys that we use a general for most invasions that is why they are there. The logic on only one legion when there is no general is logical based on heriarchy requiring a boss for more legions.

 

 

Reply #16 Top

Quoting admiralWillyWilber, reply 15

Ok the reason brad mentioned military academy is he was terran. This is dependent on the faction  you are, or maybe they are going to give military academy to everyone.

I like the idea of placing capitol.

If military academies are able to train militias then why are we having militias. Are you saying that some planets wont even have a chance to defend themselves. If we are going this route their is no reason for militias. The only reason for militia here is for you to place troops on a defending planet that has no defence. Basically general or legions even if they have improvement defence with no way to use the new troop placement invasion system. Defences will still buff all three. If you don't have militias there will be no defence buff on some planets. If you have to train militias there is really no difference than legion. No point. This will also leave planets with defences, but no gnerals, or legions with no way to defend them causing more micro. If we go that route no point in having militias.

O yah the difference between a legion and general, is that generals are a type of citizen that train legions. Remember you only get one citizen every 10 turns. You could choose something else than a general. Generals are used for invasions while legions are used to defend a planet. You will choose where to place you troops. 

I would like to remind you guys that we use a general for most invasions that is why they are there. The logic on only one legion when there is no general is logical based on heriarchy requiring a boss for more legions.

 

 

Sorry, I understand only half of what you say, but referring to militia and legions there are crucial differences that make militia worth while (at least in an invasion system as I would like it):

Militia units can only defend, are tied to the planet they are created at, cannot level up and are weaker than legions, but are much cheaper to produce.

Legions are stronger than militia, can be relocated to serve as attacking force in invasions or to defend other planets, can level up, but are quite expensive to produce.

Reply #17 Top

I think militias are much more organic in their creation, and should "spawn" when an invasion occurs.  They would draw from the existing population, reducing the workforce.  If they invasion is repulsed, they disappear and repopulate the planet's workforce.  Depending on Influences, militia units COULD potentially spawn the SUPPORT the invasion (depending on who the invader is).

Reply #18 Top

Umm...

There are no militias.

It was just an idea.  Some of the posts on this tread just read to me as if militia were already a part of the game and someone needs to decide what to do with them.

I like the idea.  If it's simple.  If the AI can use it.  If it makes GalCiv3 a better game.  I like any idea that can do those.

Some of the above posts are... extensive.  Not so simple.

I'd like what Stardock has expressed they're trying to deliver.  A nice little invasion mini-game that take less than 30 seconds to play.  There has to be a way for them to do that.  Can we help them find it?

Reply #19 Top

Wait, generals are the only way to invade planets in the current build? Can someone confirm this?

Reply #20 Top

Quoting cdvst, reply 19

Wait, generals are the only way to invade planets in the current build? Can someone confirm this?

Right, because in my last game I invaded 60 planets, at one citizen every 10 turns I would have had to use every one of them as a general and then taken over 600 turns to do that.  So please confirm or deny, thanks.

Reply #21 Top

Quoting Publius, reply 20


Quoting cdvst,

Wait, generals are the only way to invade planets in the current build? Can someone confirm this?


Right, because in my last game I invaded 60 planets, at one citizen every 10 turns I would have had to use every one of them as a general and then taken over 600 turns to do that.  So please confirm or deny, thanks.

 

Currently I believe that is correct. Except unlike now where when you invade you lose your invasion ship, In Crusade you keep the General invasion ship and can then use it on other planets as long as it stays alive. Of course things might change.

Reply #22 Top

The only reason militias were suggested were for planets with no defense for the minigame. To equate this the transport needs invaders. Yes this idea was just a suggestion.

The suggestion to require training only causes a weaker redundancy. Stardock can make as many redudancies as they want. There would still need to be a filler unit where the planet had no defense if militia werent trained there if training was required. 

If you are not terran then your training building might be called something else. Brad was playing terran thats why the general training building was the military academy. 

What brad said the general was a citizen that was an attacker that trained legions. That legions were used for defense.

The reason someone suggested that if there are no generals there is only one legion is that there needs to be a supreme commander o an invasion. Someone needs to be in charge.

I hope this clarifies what i said.

 

Reply #23 Top

Quoting 00zim00, reply 21


Quoting Publius of NV,






Quoting cdvst,



Wait, generals are the only way to invade planets in the current build? Can someone confirm this?


Right, because in my last game I invaded 60 planets, at one citizen every 10 turns I would have had to use every one of them as a general and then taken over 600 turns to do that.  So please confirm or deny, thanks.



 

Currently I believe that is correct. Except unlike now where when you invade you lose your invasion ship, In Crusade you keep the General invasion ship and can then use it on other planets as long as it stays alive. Of course things might change.

 

IMO, this would be a huge detriment to the game. Not simply because it would slow warfare to a grind, but that it would make warfare far less dynamic. One of the great things about GalCiv is fighting huge, galaxy wide wars. Different theaters open up, good shipyard placement can help you out maneuver your enemy or vice versa, and points on the map become vital. This causes the player to have to fight on multiple fronts, pushing forward or retreating.

This change would boil warfare down to a game of cat and mouse, where all you have to do is find and destroy the enemy generals and engage their fleets in overly decisive battles. I actually think the idea of generals allowing their transport to "carry over" from invasion to invasion to be a very good one, but not at the expense of turning GalCiv's warfare into a one option island hopping affair. Let the generals be powerful and special transports, not the only ones. 

Just had to get my 2 cents out if any of the devs are listening.