Which in this system it'd be micro free as well. All that's done is designing the army, giving an attack order and possibly one for retreat. Its at its core the same as the current system but with more substance.
Im looking forward to seeing that!
Alright, I whipped up a visual series that best described what I imagined. Feel free to add in what you imagined differently or what could be changed.
The intent was to minimize the clutter and work really needed into building the system. Wiz has made it clear he doesn't like ground combat, and there's no need to overly complicate it. All that's needed is something a little more engaging without sacrificing automation. Essentially once you press land, your armies would assault the planet, automated as it is in vanilla, and fight their way through the tiles. Rather than a single musket line battle, your armies would do a similar battle but per tile.
All the player has to do:
- Create an army composition or have the AI generate one like ship designs.
- Build Army.
- Click invade.
I believe this can achieve the following after more refinement:
- Force players to split their fleet or keep their main fleet at bay as they try to secure larger planets.
- If Planetary Shield Generators are changed to make planets secure from orbital bombardment it can allow defenders a chance to hold out, due to forcing the attacker to invade the ground to try and take control of the generator. This could be balanced making it expensive enough to only be worthwhile on a few planets, such as high cost and needed to sacrifice two building slots (One for the Shield itself and a generator that powers it.)
- Make ground combat more engaging than its current from, where spamming assault armies does the trick.
- Gives the players that want more customization/control the ability to do so for armies while not forcing those that don't.
A mock up of the defense/ground tab. Armies can be placed automatically by the AI when built or you can drag and drop.
Reference your earlier mockup from HoI4, basically you can build a composition that will be the "army" and name it like a ship design. The army, once built, is assigned a name. (Or you can change it) Armies are composed of up to a set number of actual types, I put three here.
Invasion screen. Landing zones are generated by either you or the AI? But armies land from there and it for you to have more troops on the ground, you need to gain more tiles. Amount of landing zones can be based on fleet size? Or another aspect. As noted in the image, my idea was that pops will generate garrison armies like they do now, but are replaced by real armies if there are enough. (EDIT: We've agreed that there's no reason for blockers to stop an army, perhaps crossing it causes attrition, but nothing more)
Another mockup of the battle.
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