Information Warfare issue

Version 1.1.12

Hi everyone,

can it be that there is an issue with Information Warfare since the 1.1.12 update? While conventional warfare now works much better taking into consideration attacker and defender power, information warfare now seems to show a somewhat erratic behavior. Sometimes it works as expected, but sometimes the likelihood of success drops significantly when using it. I have here a very drastic example of my current game:

Conventional invasion

(https://www.dropbox.com/s/nd55jnu3f9xhe1d/GC3_Information_Warfare_1.jpg?dl=0)

Invasion with information warfare

(https://www.dropbox.com/s/bb6rsqnfwa6j8du/GC3_Information_Warfare_2.jpg?dl=0)

(I added the dropbox links since I can't see the inserted images).

You see that the defender's power drops to 0.1 when I  as attacker use information warfare, but the likelihood of success drops to 0% !?!

Is there a logical explanation for this that I can't see or is this a bug?

 

Greetings,

lyssailcor

6,365 views 11 replies
Reply #1 Top

Could the enemy has a trait, technology or building that makes the population resistant to information warfare? Similar to culture flip imunity? Maybe biological warfare would be better against them.

Informations like that would be invaluable in the manual or the wiki. But they cover only the minimum on imformations.

Reply #2 Top

I fight the Yor now since nearly the beginning of my game and invaded a lot of their planets already, with or without information warfare. As I attack always the same enemy it can't be a trait that causes the erratic behaviour of information warfare. It could be a technology that I don't know yet (haven't seen everything yet, still first sandbox game since I bought the game), but then it's effects aren't shown on the invasion screen ...

Reply #4 Top

The Defensive Focus specialization choice in the Planetary Invasion line gives you a choice of special invasion types you can be immune to. It would appear the Yor possess this specialization.

Reply #5 Top

No, they don't. As I said I invaded a lot of Yor planets already with and without Information Warfare, and most of the time it seems to work correctly. I suspect it has something to do with how far the attacked side's defensive power is reduced. If it is reduced to a very small number (0.1 in my above example) there seems to be a calculation error. But I could be wrong of course ...

Reply #6 Top

Thanks. I'll make a note for someone to take a look at this post.

 

Reply #7 Top

How about taking a look at what Info Warfare Actually Does OP:

 

Relevant Code:

 

<InvasionStyle>
<InternalName>ConventionalWarfare</InternalName>
<Title>CONVENTIONAL_WARFARE_TITLE</Title>
<Description>CONVENTIONAL_WARFARE_DESCRIPTION</Description>
<Prerequ>
<Techs>
<Option>TechTree</Option>
</Techs>
</Prerequ>
<ImmunityStat>IsImmuneToInvasion0</ImmunityStat>
<ImmunityDescription>IsImmuneToInvasion0_Label</ImmunityDescription>

<Cost>0</Cost>
<DefenseMod>0.0</DefenseMod>
<ResistanceMod>0.0</ResistanceMod>
<SoldieringMod>0.0</SoldieringMod>
<InvaderCasualtyMin>0.01</InvaderCasualtyMin>
<InvaderCasualtyMax>0.25</InvaderCasualtyMax>
<DefenderCasualtyMin>0.4</DefenderCasualtyMin>
<DefenderCasualtyMax>1.0</DefenderCasualtyMax>
<ImprovementDamageThreshold>0.95</ImprovementDamageThreshold>
<SurfaceDamageThreshold>0.99</SurfaceDamageThreshold>
</InvasionStyle>

<InvasionStyle>
<InternalName>InformationWarfare</InternalName>
<Title>INFORMATION_WARFARE_TITLE</Title>
<Description>INFORMATION_WARFARE_DESCRIPTION</Description>
<Prerequ>
<Techs>
<Option>InvasionOptimization2</Option>
</Techs>
</Prerequ>
<ImmunityStat>IsImmuneToInvasion1</ImmunityStat>
<ImmunityDescription>IsImmuneToInvasion1_Label</ImmunityDescription>
<Cost>1000</Cost>

<DefenseMod>-0.25</DefenseMod>
<ResistanceMod>-0.25</ResistanceMod>
<SoldieringMod>0.0</SoldieringMod>
<InvaderCasualtyMin>0.01</InvaderCasualtyMin>
<InvaderCasualtyMax>0.1</InvaderCasualtyMax>
<DefenderCasualtyMin>0.1</DefenderCasualtyMin>
<DefenderCasualtyMax>0.25</DefenderCasualtyMax>
<ImprovementDamageThreshold>1.0</ImprovementDamageThreshold>
<SurfaceDamageThreshold>1.0</SurfaceDamageThreshold>
</InvasionStyle>

End of quote

 

Info warfare is mostly useful for dealing with low defence mid resistance planet's. But if the base resistance and defence values are high enough it will have no benefit. For example if they have 0% defence a starting resistance of greater than 33% will result in a net increase in your losses. 

 

Basically on average conventional warfare will kill 28 enemies for every 5 of yours that die, while info warfare will kill 20 of yours for every 28 of theirs. 

 

 

It's basically useful for taking poorly defended planets without damaging the infrastructure. or population overmuch.

Reply #8 Top

KarlBar99, although I cannot deduct the used formulas from your explanation I still don't see why a defender power that was reduced to 0.1 will lead to 0% invasion success when attacker power is 7.2 ...

Reply #9 Top

The obvious answer is that they picked up the tech which makes them immune to info warfare. I suspect it ought to be shown in the invasion screen, though.

Reply #10 Top

KarlBar99, although I cannot deduct the used formulas from your explanation I still don't see why a defender power that was reduced to 0.1 will lead to 0% invasion success when attacker power is 7.2 ...
End of quote

 

 

Let me highlight the code pieces for you:

 

<InvasionStyle>
<InternalName>ConventionalWarfare</InternalName>
<Title>CONVENTIONAL_WARFARE_TITLE</Title>
<Description>CONVENTIONAL_WARFARE_DESCRIPTION</Description>
<Prerequ>
<Techs>
<Option>TechTree</Option>
</Techs>
</Prerequ>
<ImmunityStat>IsImmuneToInvasion0</ImmunityStat>
<ImmunityDescription>IsImmuneToInvasion0_Label</ImmunityDescription>

<Cost>0</Cost> 
<DefenseMod>0.0</DefenseMod>
<ResistanceMod>0.0</ResistanceMod>
<SoldieringMod>0.0</SoldieringMod>
<InvaderCasualtyMin>0.01</InvaderCasualtyMin>
<InvaderCasualtyMax>0.25</InvaderCasualtyMax>
<DefenderCasualtyMin>0.4</DefenderCasualtyMin>
<DefenderCasualtyMax>1.0</DefenderCasualtyMax>
<ImprovementDamageThreshold>0.95</ImprovementDamageThreshold>
<SurfaceDamageThreshold>0.99</SurfaceDamageThreshold>
</InvasionStyle>

<InvasionStyle>
<InternalName>InformationWarfare</InternalName>
<Title>INFORMATION_WARFARE_TITLE</Title>
<Description>INFORMATION_WARFARE_DESCRIPTION</Description>
<Prerequ>
<Techs>
<Option>InvasionOptimization2</Option>
</Techs>
</Prerequ>
<ImmunityStat>IsImmuneToInvasion1</ImmunityStat>
<ImmunityDescription>IsImmuneToInvasion1_Label</ImmunityDescription>
<Cost>1000</Cost>

<DefenseMod>-0.25</DefenseMod>
<ResistanceMod>-0.25</ResistanceMod>
<SoldieringMod>0.0</SoldieringMod>
<InvaderCasualtyMin>0.01</InvaderCasualtyMin>
<InvaderCasualtyMax>0.1</InvaderCasualtyMax>
<DefenderCasualtyMin>0.1</DefenderCasualtyMin>
<DefenderCasualtyMax>0.25</DefenderCasualtyMax>
<ImprovementDamageThreshold>1.0</ImprovementDamageThreshold>
<SurfaceDamageThreshold>1.0</SurfaceDamageThreshold>
</InvasionStyle

End of quote

Info warfare inflicts far lower defender casualties than conventional warfare so unless the resistance reduction cuts the number of enemies fighting sufficiently or increases the number of attackers fighting sufficiently or a combination of the two you'll lsoe more from info warfare than conventional warfare.

Reply #11 Top

EDIT: nvm, tired brain is a bit fried i see the issue.

 

Definitely not the info warfare immunity tech or you wouldn't be seeing their defence and resistance drop. Does seem like there's a calculation bug behind the scene's, probably a case of it not handling powers below 0.1 on the defender side properly and 0.1 becomes a ten times multiplier of something.