Hi all,
while considering improvements for planetary bombardment here, some ideas for ground combat have popped out.
Generally speaking:
* Planetary buildings and districts are the battlefield
* Battle width slots have some districts / buildings as their background
* There is at most one defending and one invasion army per battlefield slot
* Each building/district has its HP. Amount of HP increases with technology (mines, farms, generator, city) or with building level (research facilities, capital, etc). Some new special technologies can be introduced too (last one is needed more in case of bombardment)
* For an ongoing battle district/building can be ruined. Amount of HP of the building is visible on the battlefield view. When the district / building is ruined another district / building is chosen for the ongoing battle
* If there is no other district/building ruins or planetary feature is selected as battlefield slot
* Each defense army corresponds 1 to 1 to a pop having defense army job (when defense army is destroyed pop dies)
Military buildings:
* Military buildings have higher amount of HP
* Military buildings are chosen first for any battlefield, and only when there are no non military building left, another one is chosen
* Military buildings provide special bonus to defending armies: half of the damage goes to the building instead of the army.
* Military buildings do not suffer from collateral damage
* Military buildings and planetary capital work similar to shield regen, but for army regeneration/recruitment, using local 'free' pops as recruit
* 'Free' pops are pops under the territory of defense armies. As long as all battlefield slots are covered by defense armies all of the pops are free. Once there is a battlefield slot not covered by defense army - only the population having 'housing' type of building under defending armies is considered free
Recruitment:
* I propose a planetary decision 'call reserves', which would start recruitment of reservists with a speed calculated from available military type of buildings (planetary capital, academy, fort, police, psi corp) which have those number as constants. So recruitment speed is R = [how eager to fight pops are] x [number of 'free' pops] x [sum of military facilities recruitment capabilities]
* This decision is enabled automatically for free once the planet bombardment starts and is canceled once it stops (if the planet still belongs to the defending side)
* Decision rises defense army cap two fold, but those additional armies assign pops from planetary jobs to it, effectively slowing down economy. And the recruitment speed is defined by planetary military facilities - so it does not work as 'make twice more armies instantly'
* Thus ongoing planetary war would involve constantly recruiting to defense armies local population, providing defense with necessary depth and making battles less predictable and taking more time
* To make it fair, invading armies should also be created on 1-1 basis (1 pop 1 army). So invading army is a job for some pop somewhere and when army dies - pop also dies. Pop should be of a specialist class though, and use normal for pop resources (or an extra class for solders should be created with its own rights?)
Civilian:
* Each destroyed housing building have some constant + random number of pops die. Randomness depends on the size of the housing provided
* Each working building destroyed causes smaller random amount of pops to die (depending on a number of provided jobs)
* District ruins would be shown on planetary features as something to clean up
* The cost of building restoration is cost of the building + energy credits to clean up
* Each building can have it's own defense bonuses - so not only the military building would provide some bonus to defense army, but any building/district can have it's own bonuses set modelling the fight conditions. Bonuses can include morality regen, hp regen, taking some percent of damage instead of armies, providing some attack bonus
Ethos/Civics/Traits:
* Currently defense armies have small bonuses from several traits and there is one special trait for increasing their power
* Trait involving how fast species can be recruited can be introduced as 'in width' solution of the same problem
* Ethos/Traits giving all of the buildings some recruitment power can be introduced
* Civic involving building HP increase/defense bonuses can be introduced
Overall:
* Such a system would bring 'feeling' to ground battles, as they would be happening over 'real' buildings and districts. The flow of ground war would become traceable by ruins which would feel like 'battle over paradise dome'
* It would be much more difficult to predict outcome of the war, with constant recruitment of local population and non linear nature of their eagerness to fight in some cases (some traits can involve eagerness to fight to be higher when devastation is high)
* It would involve easy to feel results of ground war: reduced population and expensive prolonged restoration
while considering improvements for planetary bombardment here, some ideas for ground combat have popped out.
Generally speaking:
* Planetary buildings and districts are the battlefield
* Battle width slots have some districts / buildings as their background
* There is at most one defending and one invasion army per battlefield slot
* Each building/district has its HP. Amount of HP increases with technology (mines, farms, generator, city) or with building level (research facilities, capital, etc). Some new special technologies can be introduced too (last one is needed more in case of bombardment)
* For an ongoing battle district/building can be ruined. Amount of HP of the building is visible on the battlefield view. When the district / building is ruined another district / building is chosen for the ongoing battle
* If there is no other district/building ruins or planetary feature is selected as battlefield slot
* Each defense army corresponds 1 to 1 to a pop having defense army job (when defense army is destroyed pop dies)
Military buildings:
* Military buildings have higher amount of HP
* Military buildings are chosen first for any battlefield, and only when there are no non military building left, another one is chosen
* Military buildings provide special bonus to defending armies: half of the damage goes to the building instead of the army.
* Military buildings do not suffer from collateral damage
* Military buildings and planetary capital work similar to shield regen, but for army regeneration/recruitment, using local 'free' pops as recruit
* 'Free' pops are pops under the territory of defense armies. As long as all battlefield slots are covered by defense armies all of the pops are free. Once there is a battlefield slot not covered by defense army - only the population having 'housing' type of building under defending armies is considered free
Recruitment:
* I propose a planetary decision 'call reserves', which would start recruitment of reservists with a speed calculated from available military type of buildings (planetary capital, academy, fort, police, psi corp) which have those number as constants. So recruitment speed is R = [how eager to fight pops are] x [number of 'free' pops] x [sum of military facilities recruitment capabilities]
* This decision is enabled automatically for free once the planet bombardment starts and is canceled once it stops (if the planet still belongs to the defending side)
* Decision rises defense army cap two fold, but those additional armies assign pops from planetary jobs to it, effectively slowing down economy. And the recruitment speed is defined by planetary military facilities - so it does not work as 'make twice more armies instantly'
* Thus ongoing planetary war would involve constantly recruiting to defense armies local population, providing defense with necessary depth and making battles less predictable and taking more time
* To make it fair, invading armies should also be created on 1-1 basis (1 pop 1 army). So invading army is a job for some pop somewhere and when army dies - pop also dies. Pop should be of a specialist class though, and use normal for pop resources (or an extra class for solders should be created with its own rights?)
Civilian:
* Each destroyed housing building have some constant + random number of pops die. Randomness depends on the size of the housing provided
* Each working building destroyed causes smaller random amount of pops to die (depending on a number of provided jobs)
* District ruins would be shown on planetary features as something to clean up
* The cost of building restoration is cost of the building + energy credits to clean up
* Each building can have it's own defense bonuses - so not only the military building would provide some bonus to defense army, but any building/district can have it's own bonuses set modelling the fight conditions. Bonuses can include morality regen, hp regen, taking some percent of damage instead of armies, providing some attack bonus
Ethos/Civics/Traits:
* Currently defense armies have small bonuses from several traits and there is one special trait for increasing their power
* Trait involving how fast species can be recruited can be introduced as 'in width' solution of the same problem
* Ethos/Traits giving all of the buildings some recruitment power can be introduced
* Civic involving building HP increase/defense bonuses can be introduced
Overall:
* Such a system would bring 'feeling' to ground battles, as they would be happening over 'real' buildings and districts. The flow of ground war would become traceable by ruins which would feel like 'battle over paradise dome'
* It would be much more difficult to predict outcome of the war, with constant recruitment of local population and non linear nature of their eagerness to fight in some cases (some traits can involve eagerness to fight to be higher when devastation is high)
* It would involve easy to feel results of ground war: reduced population and expensive prolonged restoration
Upvote
0