Planet Defense/Assault

Since there doesn't seem to be a link on this anywhere-- does anyone know how planet defense works?  (Are we sure its been turned on?)

 

I had a recent match where I had planet D at 10%.  Enemy attacked with a single transport ship, had 'Soldiering" -- looking at the numbers, my 10% planet D cancelled his 10% bonus from soldiering on his side of the ledger.  That left 2.5 pop attackers versus 2.6 pop defenders (out of something like 9 pop, multiplied by"craven" &  possibly other factors).  2.5 to 2.6, conventional warfare.  And yet A) the attackers had a 100% chance of success, and B ) took minimum casualties.  I assume this is not working as intended?

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Reply #1 Top

Hmmm just found this in another thread:

http://galciv3.gamepedia.com/Ground_invasions

 

So, based on how its set up-- the more developed a planet is  the less likely it is to defend itself... (because you divide defense by the number of tiles).   As development also tend to correlate to population, the argument could also be presented that the more population and factories a planet has the less likely it is to hold out...

Why would the only defenders have to "spread out"-- why wouldn't the attackers have to do likewise?  In fact why would anyone spread out?  Other than versus tactical nukes (which in this milieu could be an option) standard tactics for any military engagement is to concentrate forces at the points of attack-- both for defense and offense.

I think the game wrestles with a lot of different aspects and i can appreciate how some things might be difficult to design.  But... the current method for planetary assault seems a rather half-baked idea.  It may not need a major overhaul, but some kind of tweak is definitely in order.   Something to change that a very developed planet is less likely to hold out than a less developed one.  Plus I would think higher casualties for invaders; right now it seems to me that one transport is all you ever need.  What bugged me as a player wasn't that my 2.6 pop defenders lost to his 2.5 pop invaders-- I can imagine enough 'fluff" to allow for planetary insertions behind the enemy or guaranteed resupply, or even orbital bombardment would be a major advantage-- but, what bothered me more than anything was that he took negligible casualties against a larger force fighting on its home turf. 

Reply #2 Top

I think they're trying to make it easier to invade planets.  In Gal Civ II it took 3-4 AI transports to take a single planet of mine, especially if I filled that planet with farms and large population.  

The point is: the best planetary defense in Gal Civ II ironically enough was farms.  I think they wanted to change that in Gal Civ III.

Reply #3 Top

Didn't know that, but seems like they've swung it hard the other way then.  A single ship of 2.5 pop attackers has a very good chance of taking a 10 pop world.  Again I can work with that from a fluff stand point since just to attack, the attacking fleet has to have air-superiority over the target world (space superiority?) which can allow a smaller force to deal with a bigger one.  But the attackers should at least get more attrition though if nothing else changes.  Make both the defender and attacker feel like the colony assault was a dramatic event as opposed to 'push button to capture colony" effect.