Defending systems with starports

Consider a system with one developed planet with a starport nearby. I get surprised by the arrival of an enemy fleet of two ships and a transport. I also have two defensive ships in the system of approximately equal quality, but the enemy ships are outside my range, so I decide to keep them defensive. I'm unable to rush more ships. Unfortunately I have a choice of two poor options to make because the enemy gets to choose his target. 1. Keep the ships in planetary orbit, but I lose my starport, or 2. have my ships defend the starport, but I get invaded. To properly defend both planet and starport, I need 4 ships. That's unbalanced in favor of the aggressor. It's also not a problem in GalCiv2 where the shipyard is on the planet.

What mechanic am I missing that solves this issue?

13,595 views 7 replies
Reply #1 Top

I think that points to a very strategic question on the defender and aggressor. It looks like some good strategy thinking here.

I'm not sure your missing any mechanic at the moment, but the aggressor does appear to have the defender in a bad way here. You have to choose and that makes this a great strategic moment. What object is more important to you, and how do you optimally defend everything.

When given an aggressor and defender with equal number of units and the defender having two strategic locations to protect, the attacker is always at the advantage over the defender. There is no question there, but you brought up the strategic question, what is more valuable: the shipyard or the planet?

On the face of the problem they seem to be equally important. But if you have exactly one planet left, then obviously the planet is the more important of the items. If you have multiple planets, and one shipyard, then the shipyard seems to be more important, as you can always take back the lost planet once you beef yourself up a bit. But then again, when you have multiples of either who knows what is more strategically important. You can always rebuild the shipyard once the attacker leaves, but then you can always reclaim the planet once the attacker leaves... a real strategic choice in the game.

Reply #2 Top

If your fleet can beat theirs, then defend your planet, attack the ships once they are in range, and then rebuild the shipyard. If your fleet can't beat theirs, but you have another planet reasonably near-by, then defend the shipyard, link it to another planet and beef up your fleet to take back your planet. If your fleet can't beat theirs and there is no planet near enough to contribute to your shipyard, you are boned.

This problem is not unique to GS3 though, any time you have multiple potential targets you need to defend all of them, while an aggressor, especially a mobile one, can choose the weakest target. The same thing would be true if you had 2 planets near each other and only enough ships to defend one. This is a basic strategic truth and doesn't point to a particular problem with off-world shipyards.

Reply #3 Top

If you really want depth factor in the cost in loyal subjects.  These are the ones that love you 100%.  They work hard to see you succeed.

Reply #4 Top

That's where the game forces you to make a decision. You could always station a defender in you shipyard if it's near the frontline. In my mind shipyards should not be near the frontline as they are easy targets. Of course you could build them there but you need to defend them!

If they enemy managed to sneak past your defences then that's what is called an ambush attack! 

Reply #5 Top

I appreciate your perspectives on the strategic aspects of this situation. I was hoping that the decision for the defense wouldn't have to be so stark. For example the starport if within a couple hexes could enter planetary orbit to enjoy the protection of the ships, with the downside that the shipyard stops producing ships or does so at a reduced rate.

I'm okay with the way it is, if that is the final design decision. It just means starports are much more vulnerable, uniquely so in GalCic 3 compared to previous iterations (and the Civs, actually), thus aggression gets more benefit than I anticipated.

Reply #6 Top

Quoting eviator, reply 5

I'm okay with the way it is, if that is the final design decision. It just means starports are much more vulnerable, uniquely so in GalCic 3 compared to previous iterations (and the Civs, actually), thus aggression gets more benefit than I anticipated.
End of eviator's quote

It's a very common strategic exercise in today military. I find that this game is bringing it to the table. They mentioned that the shipyard will become less vunerable in the future, but for the meantime they say to defend your shipyards.

In the previous iterations, there isn't much choice in what to defend in this situation. The best approximation would be either 2 planets nearby or a planet and a starbase. Frankly, the larger of the two planets or the planet would be the best choice. A lot less strategy involved there as the choice is obvious. Equal classed planets, well then it is a toss up, there wasn't a strategic choice of saying either lose a planet and ability to continue, or lose the way I make my ships and defend myself. That makes a real choice.

Reply #7 Top

You could de-anchor the starport and move it (albeit very slowly). Now if it was built right next to the planet and it could enter orbit then it could be protected. I haven't tried moving it into orbit, but something tells me it's not doable...