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The default population on a colony ship seems to be half the population of the planet. This is far too high, and is very annoying if I've selected Auto-Launch Ships. Trying to colonise a PQ 13 world with 10,000,000,000 people is likely to cause a rebellion. I would suggest making a colony ship normally contain 100 million people or half the population, whichever is lower. This would prevent The Solitair Gambit.
And if you're looking to change the unsuccessful mass-driver invasion technique, how about saying that if an attack with mass-drivers wipes out X% of the population, then it has X% of the damaging effect of a successful invasion? So if the population was reduced by half, it would do half the standard PQ damage, etc.
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Jexal
With really hugely populated planets, especially if they are decked out with the planet defense techs, I don't invade. All you need is 5 constructors and 5000 bc to build a terror star and obliterate the star system. So, if I can't culture flip the really big star sytems, I use terror stars. Like transports, terror stars are particulary effective in alpha strikes so the AI can't retaliate.
[Message Edited]
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#12
by Citizen Timlagor - 10/24/2003 5:12:28 AM
To deal with the Mass Drivers. All they need is a flag to say that you used Mass Drivers on the planet earlier -then if you get the planet later you get the penalty as well but in the meantime they can carry on without it. Perhaps if the planet changes to another empire in between it loses the flag.
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For big pop planets, even if they have a some defense improvements, I still have never had trouble invading. I usually have around +8 or more to soldiering and the AI doesnt hit these techs as aggressively. So, I will send 4 CT's against a planet with 40 billion people and will lose at most around 6bil.
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I have got some simple ideas about invasion tactics balancing. I write them again.
What would a perfect invasion tactics system be ?
1) Traditional warfare should be used very often. Slightly advanced invasion tactics should be used for some major battles. Highly effective invasion tactics should be used only for key worlds.
2) The invader should be penalized for using highly effective invasion tactics. So using an invasion tactic should be carefully planned.
3) The defender should not be penalized way too much than the invader if the invasion is repulsed, anyway it should be possible to hurt (a bit) undefended planets.
4) The soldiering ability should be a key factor.
A few suggestions :
1) The efficiency of an invasion tactics should be related to the number and the soldiering ability of invading troops. A full load (5k) would only be required for complex invasion tactics. Gas warfare for example would only require 1000 M troops to have full effect, etc.
2) The cost of an invasion tactic should be related to the defending population, the soldiering ability of the defender and/or the PQ sum of all planets (with a minimum cost). The stronger the defender, the more expensive the invasion.
3) The damages to the planet quality and improvements should be maximum only if the invasion succeeds. If it fails, it should be dramatically lowered, and related to the number of defending troops killed.
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