Invasion cheese

Am I the only one that thinks that the whole point of having different environments was negated by allowing me to invade places where I can not put people?

Basically right now enviro techs are expensive and costly but, hey... let the AI put some roots down and then invade for a fraction of the cost.

To me it makes more sense that you would have to have the enviro tech also to invade some places. Also it makes for a good defense position if most of your worlds are on later enviro tech planets. Getting thier defenses online asap isnt as critical as you run less risk of a AI invading unless the knowledge is common.

thoughts?
12,202 views 19 replies
Reply #1 Top
You shouldn't be able to invade a planet you cannot inhabit.
Reply #2 Top
I agree. I assuemd this was how the game played and haven't invaded a planet that I knew I couldn't inhabit... but now...

meanwhile this shold be fixed if it is true.
Reply #3 Top
You can invade planets that you don't have the techs for--you just take over the domes or whatever the case may be. However you will have 0% production, so you can't build anything else there until you do have those techs.
Reply #4 Top
Sounds like good balancing to me

You could argue that you wouldn't be able to build more domes without the tech, and thus shouldn't have population growth. But you can't build passed the planets current pop cap anyway, so thats covered.

You guys at Stardock are smart
Reply #5 Top
You can have planets you don't have tech for flip to you too, and it works the same way - they'll be at 0% production. You probably still pay maint on buildings that are doing nothing for you too.
Reply #6 Top
You can invade planets that you don't have the techs for--you just take over the domes or whatever the case may be. However you will have 0% production, so you can't build anything else there until you do have those techs.


makes sense to me. heck, right now we wouldn't be able to colonize mars, but we have the technology to send troops there (more or less). but once there, the troops wouldn't be able to do much more than sit on their enviro suits' seats and use up cash.

maybe throw in another caveat - planets you don't have the tech to colonize can't be taxed, but still have maint. costs.
Reply #7 Top
Its not a perfectly concieved system yet, and could use some tweaking.


You are, in nearly all cases, better off invading than researching colony tech. In the early game, when you actually need it, colony tech is far too time intensive, for a far too situational payoff, and early on, races will *generally * not trade it. You *need* weapon/military tech(mandatory for all game types, as soon as possible), and invasion tech is much more valuable for most game types, with a shorter path to enable(though not excel at), given that youre going to get the precursor techs to it as a matter of course(you have to go out of your way for colony tech).


Later in the game, colony tech is much more easy to pick up(for free via diplo, or possibly even through invasion of the world in question), or to research at your leisure with a much improved research machine, when sitting on a freshly conquered waterworld, covered with free factories and labs just awaiting activation. And correct me if Im wrong,Im not entriely sure, but the planets still seem to make money for you even without the tech.


I still think we can look forward to some revisions and refinements to the system. But I applaud the new ideas and work put into it, and Im happy Stardock has put thought into the whole colony rush nerf.
Reply #8 Top

You get no value for planets that you don't hav ethe colonization tech. They merely cost you money to maintain.

So invading planets that you don't have the technology to support merely means you have expenses with no benefit.

Reply #9 Top
Well, not a DIRECT benefit, anyway - I could see one invading that kind of world not so much to gain new planets for production or what not, but more to deprive other players of those worlds. It's basically just a matter of figuring out what options are most cost-effective and militarily effective.
Reply #10 Top
My two cents, it kinda makes sense. While you may not have the tech to colonise such a world, the inhabitants do, so they would have put whatever infrastructure in place that allowed them to colonise it themselves (i.e. atmosphere converters, radiation shields etc).

However since this technology is beyond your grasp to use and maintain, thus the )% production value. Thats how I see it.

I think it would be kinda cool if when you invade a world type you can't colonise, if you hold it for a set length of time then you could get a limited production bonus from it... but couldnt build or terraform until you research said tech. But if you lose it, then reinvade, you have to wait again. Im just babbling, pay no attention to the man behind the keyboard.
Reply #11 Top
I suggest an additional maintenance cost for every billion citizens left on a world they don't have the technology to live on as if it were normally habitable. Just because it's there doesn't mean you left someone alive to show you how to run it.
Reply #12 Top
heck, right now we wouldn't be able to colonize mars, but we have the technology to send troops there (more or less). but once there, the troops wouldn't be able to do much more than sit on their enviro suits' seats and use up cash.



i hate to disagree with you but if we can put people into space we can colonize mars

all we need is some pressure domes and sun block

if there was a little more oxigen we wouldn't need suits

so what we need is a pressure dome for plants that allow the inside air and the outside to be able to pass through as we maintian the pressure

that way the plants can turn the co2 into o2 thus raising the pressure in the atmosphere



Reply #13 Top
You're forgetting about cosmic radiation. Mars doesn't have as strong a magnetic field as Earth, nor does it have as thick an atmosphere. Any habitat that is set up on such a planet will need to either have some form of shielding, or at least a shelter built in solid rock.

Plants still need oxygen to breathe when there isn't any sun, and they need nutrients and water from the soil in order to grow. They might not be as high maintenance as humans, but it's a long way from getting a few plants growing in a hydroponics bay to seeding an entire forest.
Reply #14 Top
what do you think the sun block is for

the plant dome is to help keep oxygen in but allow some of it out into the atmosphere

and allow the co2 from the atmoshpere in which plants convert into oxygen

and there is water in the soil on mars it is just frozen

Reply #15 Top
heres my two cents, given i have yet to play DA. though that will be remedied very soon. I think that if a different civ colonizes a world and builds the infustructure to inhabet it, whats to stop you from killing them and taking their already built buildings. you dont need that tech to tax your people or move to more people into the already existing buildings. it seems to me that it makes perfect sense to alow normal pop growth and taxation, and maintanence costs. but keep the social production value at a strict 0% untill you have the tech. if you dont have the tech to inhabet it there is no way you will be able to build new buildings, only inhabet the prexisting ones. seems to me the existing system sounds prefectly fine... but thats just my two cents, i may change my mind
Reply #16 Top
Although if you invade and they know you dont have the tech, they could sabatage their equipment... thats a valid argument. dont quite know how to address it though.
Reply #17 Top
I don't yet have DA, so I'll have to see how it plays out.

However, from a gameplay standpoint, it does seem to do an end-run on the whole purpose of having environments.

Arguing "reality considerations" in a science-fiction computer game is a bit far-fetched in any event, so the way it affects gameplay should really be key.

Given that a planetary invasion force tends to be 1M people or more, I find it a little difficult to believe that you could logistically support such an endeavor without being able to set up bases of your own from which to operate. Like I said, this comes down to the question of "What does ground combat in the Gal Civ universe really look like?" which is a pretty esoteric question.

Guess I'll have to play the game myself to see. It does seem sad that the colony rush tactic might just be in the process of being replaced by a Transport rush tactic...
Reply #18 Top
Hmmm, for all you guys who are mentioning the easyness of colonizing mars for instance or any other given planet.

They are hugely mistaken and give misguided facts.

Hydroponic farms and plants? Well to begin with, there were simulations on earth with pure selfsustaining domes, which you can refer to as Hydroponic farms.

2 of these projects failed miserably, and till now no project has met a succesfull outcome yet. A "simple" ecosystem is very hard to emulate, and not only that the size of this project is unimaginable.

The current idea of how to colonize mars, is landing thousands of "superheaters and simulate a fastened global warming".

This process will take at least around 50-60 years.

And this is with a planet which is remotely like earth. Any other given planet, as you can imagine would require alot more research and resources.

You can't really comprehend how much effort and factors include mass colonizing and terraforming a planet, into habital conditions.
Reply #19 Top
I only have a few games of DA under my belt so far, but I have noticed that Planetary Invasion has moved up considerably in my research order. It's gone from a mid-game tech to a colony rush tech. But then, I've also found myself having to build up my military sooner in DA also.