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Ground combat and invasions are flawed

Ground combat and invasions are flawed


I picked up GC2 about a week ago and enjoy it very much, but one thing I don't like is the way that ground combat and invasions are handled in the game.

So, these are my thoughts...

1) You should be able to use mass drivers (or any bombardment) from orbit to destroy planetary improvments and it's population without actually commiting to an invasion.

2) Invasions should be a multi-turn process and not over in one large battle on a single turn. This would give the defending race the opportunity to send reinforcements to help.

3) The attacking race should be able to siege a planet to force a surrender after some number of turns based on factors such as morale, loyalty, luck, food etc...

4) Right now the game assumes that the entire population of each planet will fight to the death. Meaning that you have to commit total planetary genocide in order to successfully invade! Now, evil races might not have any problem with this but forcing good races to do this is kind of silly.

That's it for now...
17,732 views 36 replies
Reply #26 Top
I like addding some micro-management to invasions. Or to military and war in general.

Personally I like the idea of having the invasion a multi-turn process. Each side having the equal oppurtunity to reinforce a battle. Thing is though, this could call for some very long and very prolonged wars. You wouuld litteraly have to focus on multiple invasions all at once. Thats probably one the main drawbacks. I think reinforcments should be ultimately decided by which side is dominating orbit around the planet. Possibly you could send your own ships into orbit around an enemy planet.

Implementing bombardment could be interesting. Perhaps certain planetary defences could hold off against hostile ships. Again this has to do with who holds current control over the planet's orbit. If the opposing player is circling orbit, planetary defences can work against enemy ships. However, ships armed with certain weapons can attept to bombard key targets such as defences.

Theres another issue I think should be altered. Military wise, I think population and "troops" needs to be seperated. You have a military personal count, and a civilian population count. By building a military base/structure on a planet you can train recruits into your forces. If need be, you could draft or force people into service as well. The player could spend money on training and equipment for their troops as well. I'm pretty sure you (excluding anyone who may be currently serving) can't just simply walk outside and go to war. At least not effectively. The game seems to distinguish every "taxpayer" as a soldier. Thus every "Taxpayer" gets the same soldier boosts, etc.
Reply #27 Top
To the concept of seperate military and civilian populations I think your reason is backwards. True, not all the population is troops, but why would troops not be considered civilian when they are on their homeworld? Both pay the same taxes and consume the same food, so one could say rather that the troops are supplimented to the civilian population when they are not in combat. After all, the only time that your entire population is considered militarized on a planet is when it is being invaded; in which case wouldn't you expect the populace to form a militia at least to defend their home?
As for this thread, I see two contradicting concepts turning up. First, attackers want to be able to maintain a use for their ships when their opponents fail to maintain similar ships to attack. Second, defenders want a strategy to more easily repel attackers when they've gotten the jump on them and surprise attacked a planet that they thought was safe. Because of this second concept, I think that bombing technically is not a viable addition (though it would be nice and perhaps more appropriate as a high level research development). Defenders should be able to repel an attack even if their attacker has prevailed with the first hit. Unfortunately, I don't know how; currently I'd say make sure you have reserve fleets in store that can move on and disperse attackers when necessary. Still, at the same time, I think ships that maintain air (or space) supremacy should offer some advantage be it to influence or more advantage to invasions made when air support is maintained. I just think that it is ridiculous to have ships that have managed to neutralize a planet's defenses babysit the planet until the transports arrive only because there is no other use for them.
Reply #28 Top
To the concept of seperate military and civilian populations I think your reason is backwards. True, not all the population is troops, but why would troops not be considered civilian when they are on their homeworld? Both pay the same taxes and consume the same food, so one could say rather that the troops are supplimented to the civilian population when they are not in combat. After all, the only time that your entire population is considered militarized on a planet is when it is being invaded; in which case wouldn't you expect the populace to form a militia at least to defend their home?
As for this thread, I see two contradicting concepts turning up. First, attackers want to be able to maintain a use for their ships when their opponents fail to maintain similar ships to attack. Second, defenders want a strategy to more easily repel attackers when they've gotten the jump on them and surprise attacked a planet that they thought was safe. Because of this second concept, I think that bombing technically is not a viable addition (though it would be nice and perhaps more appropriate as a high level research development). Defenders should be able to repel an attack even if their attacker has prevailed with the first hit. Unfortunately, I don't know how; currently I'd say make sure you have reserve fleets in store that can move on and disperse attackers when necessary. Still, at the same time, I think ships that maintain air (or space) supremacy should offer some advantage be it to influence or more advantage to invasions made when air support is maintained. I just think that it is ridiculous to have ships that have managed to neutralize a planet's defenses babysit the planet until the transports arrive only because there is no other use for them.
Reply #29 Top
I beg to differ Saber. Parking two fleets off an undefended planet can be great. When ever a ship is created you destroy it and raise your HPs. I use the second fleet for replacements when one fighter gets more than 50% damaged. Then when tech improves upgrade these high HP monsters. Nothing like small ships with a 100 HP long before medium hulls is possible. I do this with minor races all the time and hate to finally have to invade them.


Exactly, having the first fleet in the air is no small deal. If you gain air superiority (or space ) then you can stop the other player ever having a fleet in the first place! In the campaigns I was launching fighter ships as early as possible and camping outside planets, shooting down everything that was built. It meant I was free to expand across the map while my opponent had to focus on putting better ships in the air to take down my HP boosted fighters. I could form a fleet, while they could only send ships singly.

I just love the way you can actually siege planets in this manner.

Defenders are screwed though. If an invasion hits the ground you are probably dead unless they screw up. Attacker bonuses are options on a menu, defender bonuses require you to use valuable real-estate. The only way to really defend a planet is to have a transport on standby by each planet ready to re-invade once you lose the planet.

It's insane.
Reply #30 Top
I agree that invasions need work. Attackers have too much of an advantage. I should not be able to capture an entire system with two habitable planets in a single round of an enemy with a military rating 3x mine and fifty ships with only two transports and two attack fleets.

Suggestions:

1. Military starbases should help ships in orbit.
2. Defending ships should be able to form fleets without wasting tiles on ship coordinators. I'm not sure what it is about being in orbit that prevents the defender from performing basic logistics, but the attacker has no problem.
3. Historically, defending a position has always been easier than attacking one. I realize we're in space, but it would help gameplay if I had to really overwhelm a defending force to invade successfully.

Finally, this has nothing to do with play balance, but I'm not a big fan of the screen showing our forces lining-up and shooting each other like this was the revolutionary war. It seems too cartoonish. I'd rather something more schematic. Maybe for GalCiv3.

I'm playing on 1.0x, so maybe some of these have been addressed in 1.1. If so, I'll shut up. Still a good game, though.
Reply #31 Top
It sounds an aweful lot like some of you want the MoO3 PI system. It wasn't a bad system, but it also didn't really add that much more depth to the game, other than the ability to reinforce. However... assuming that the attacker doesn't wipe you out in one turn you can still reinforce by sending your own transports to the planets and dumping off more population.

Though really PI is just a side element in GC, its not a main element. The main element is fleet superiority. Once you've achieved that it's just a matter of time before you can invade and conquer the enemy planets. Glassing worlds would really only speed up conquest games, but I think ultimately its a bad option, as it means once you have your 'mega' fleet the game is over, you just run over every planet and glass it, and stick a couple fighters or whatever by it to keep anyone from recolonizing.

As it is now, once you have a mega fleet you are in good shape, but without transport support you can't just run over everyone to a win. I guess I don't really care if they add bombardment or different defense options or not, I just don't see them as necessary or even interesting to the game.
Reply #32 Top
I have to agree, now that I've grown yet more familiar with the GC2 system, that there is little more than tweaking necessary. Though bombardment would be nice, it's definitely not necessary. If your opponent doesn't have ships to defend themselves, then you just need to change all your ship construction to transports and take your time to make sure that you have a sufficient fleet of troops to make a successful takeover. If your opponent has reinforcements elsewhere, you have somewhere else to send your fleet and you have to calculate how much effort to devote to colonization(troop conquest) and how much to devote to protecting and maintaining your fleet's advantage. It's this choice that evens the playing field between attackers and defenders, I think. Defenders can capitalize on the attackers need to divert resources to the next stage of conquest by adjusting their ship designs to the attacker's weaknesses and continue building their fleet at a rate in hopes of overtaking the attacker's lessened rate. Even when building the defender only needs to remember to get their ships away from the attacker's range of control as soon as possible. All they have to do is send their ships immediately away from the planet to a safe spot to regroup and once their firepower has grown greater than their oppressor, they move to repel them.
Reply #33 Top
I am not convinced the game will improve with planetary bombardment but I agree that invasion is too easy and too powerful. In Amost games I have played, MIGHT is RIGHT, meaning that invading planets to increase (economy, influence, production etc) is THE key strategy.

I hope some changes are done to help planetry defence and to make invasions harder. From GC1 changes have been made to make invaion fleets a bit smaller which helps. However I agrre with comments such as: defenders should be able to fleet in orbit up until their logistics value (maybe even a bit higher). Base defense values of defendors could be increased to achieve this without any new code.

Some parts of a planet not suitable fopr anything else could be suitable for defense (representing underground silos, defense basis in extreme regiopns of the planet etc). This would allow better defense, but at a lower cost ie. good squares can still be used emsewhere. Burt something like this would need new code, balance and above all the AI would need to be able to use it correctly.

As for bombardment as many people seem to like the idea (Im not one of them) if it were considered I hope that it could be done together with high spendng on esponage or something + a sperate tech needed on ships eg. so tyhat you can trget key structures you need to a) know what and where certain structures are on a planet (espionage spending) b) ability to attack something from space or different invasion type eg. Mission to attack manufacturing captial etc.

I personally am not too happy with the current invasion model, the graphics are very poor, such that I ignore them and far too one sided.

I also think Minors could stay in the game a bit longer if they coulf defend a bit better. On a large galaxy with rare planets AI taking over Minors on the other side of the Galaxy is a sure way of getting an advantage (I do it myself), this is basically cheese and should be made harder.
Reply #34 Top
I would like to see a more involved planet defence and invasion model, the fact that my troops invade a planet and slaughter every living creature on the planet in 1 week, thats pretty cold

i want to see phases of the invasion
Phase 1 : Assult Phase : The actual landing of the troops on the planet surface, with orbital bombardment from your guys and defencive fire coming from the planet (think D-Day)
Phase 2 : Fight Through : The Land battles that the two armys engage over for the surface of the planet
Phase 3 : City Assult : The final stage where the attacker assults the city (or perhaps just lays seige?)
also at the different phases of the battle different options would be avaliable (such as tidal disrupter or whatever) to enhance your troops, send in the reinforcements after your crack troops take a beachhead on the planet .. that kind thing

im not after more tactical combat, just more stratigic combat

I would also like to have a standing army that i have to equip with airpower and tanks and stuff

i just posted this in another thread .... i would like to see invading another planet quite a bit more difficult than it is right now ... make planets bastions of defence, not the fragile egg that they are now
Reply #35 Top
Hmm...if the number representing the population is not really the actual population, then perhaps it's not that the original planet population was killed off, but that the inhabitants refuse to pay up? Well, I never was too convinced about what the population number actually meant (households? tax-paying individuals?), especially when the population of a planet grows from the 100,000 of the initial colony ship to the billions in a few years. As the robot on the public announcement sometimes reports, in effect, 'critics and experts maintain that such population increase is physically inconcievable.' Oh well~
By the way, on the harder difficulties, invasions become very atrocious, as all sides have lots of tech and infrastructure, along with ships and bases. Utterly destroying the opponents' fleet around a planetary system is a must, and invasion as it is nonetheless is yet drawn out. Especially when I'd rather not destroy that Restaurant of Eternity by a mass driver invasion, or the Galactic Bazaar by detonating the core, only by having enough dissenting populations within the enemy planet and/or many MANY troop ships end successfully. And building up such force....
Reply #36 Top
I personally like that you only have the option of invading and taking over a planet. It forces you to commit to its defence and slows down your assault. This help to minimize the complete annhiliation of a race in one fell swoop. (Still happens sometimes though)

As for the plaentart combat being more involved, I think that would be fun if done the right way. Not really sure what that way is though.

Ernst