I think the major reason why we don't have a marginally realistic planetary invasion/defense setup is that there is No Sense Of Scale, in virtually anything in this game. The defensive armies for a moderately developed planet should number in the millions, if not tens of millions. Assuming any decent level of investment in defense, the defensive "armies" should not be just infantry, but mechanized and armored ground forces, air interdiction forces, and surface-to-orbit space fighters (and SFs should be available much earlier than current).
Fixed defensive armies (ones that cannot transport to another planet) could be built out like multi-tiered space stations, being placed on a tile in a secondary "plane" over the existing production tile. Each army tile or "base" would start off with just the first unit of troops, etc., along with basic fortifications for their equipment - if the base is completely "defeated", then the army would have more difficulty stopping invading forces. But while it's intact, it can have systems installed to help defend the planet. Install surface-to-orbit weapons, with shields and armor similar to military ships (protects the weapons and the troops). Add VTOL transports for extended range from base for the army to respond to invasion forces (e.g., a Tier 0 "empty" transport slot would only be able to immediately defend the next tile over, while a Tier 3 would cover the entire planet (even 25 tiles) from one corner, allowing more armies to immediately respond to any landing). Add space fighter booster launchers for pre-bombardment defense support, or aero-fighter hangars to start invader casualties during the insertion phase (bombardment fleet carriers can have their hangar craft run counter-interdiction to keep losses down here). Until you can build the larger bases, each army would have to establish their own base on a separate planetary tile.
What do you do with tenant assault armies? One possibility is that assault armies are based on a given planet, using the same type of bases as defensive armies, but with a larger army slot required to account for the transport launch facilities and/or logistics stockpiles. Assault armies can re-base to another planet, especially if you're training them on an academy planet, with the re-basing taking a number of months and requiring a compliant base on the new planet. They can also bivouac to another planet in a defensive role, putting down a temporary base, with (at first) minimal counter-attack fortifications and supporting installations - advanced technologies and additional home-base modules would allow for transporting more extensive facilities (possibly including defensive S2O weapons) through space.
Invading assault armies use similar systems to attack a planet. First is the initial "beachhead" phase, where the first tiles are attacked (default to the least defended - fortifications and aero-transportable armies elsewhere on the planet). Once those bases are defeated, the invasion force establishes their bivouacs and starts bringing in additional forces that launch out attacks like a defensive army aero-transports to support other tiles (or even counter-attack the bivouacs). Assault armies can even upgrade their bivouacs to include police forces that are more accomplished at pacifying occupied planets without resorting to overly aggressive tactics (i.e., less discontent during occupation). If a given bivouac isn't big enough to support the number of armies you want planet side, you will probably have to do another landing under fire or you might be able to route them through the initial bivouac (takes longer but safer).
How much should these armies and bases cost? The different sizes of military ships and (modded?) stations set a decent standard for the improved bases, so the army would cost probably close to what it does now, but with a fully kitted-out Tier 1 base costing probably the same as a comparably equipped Corvette or Destroyer and going up from there. But a Tier 1 base can take more than one defensive army and higher-level bases taking even more. I would probably set up some standard base designs, but I would want to avoid too strict of an upgrade path, to allow for some of the individualized improvements (e.g., maybe move the planetary shields or military academies here). I admit I haven't really used the army attachments, so I can't speak to how my modules would compare to attachments in pretty much any way.
Would it be easier to start the game with "armies" that are closer to Earth/human army divisions (approximately 10-20,000 human-like soldiers)? And then have either a consolidation unit (combine similar type/size units) or a larger starting unit like a "corps" (several divisions, 30-60,000 soldiers) or even an actual "army" (multiple corps, 100-150K), for ease of management? The smaller assault units would likely fit into one Colony Ship-size vessel (once they're appropriately sized), with larger units taking more vessels or even bigger ones.
Bombardment fleet ships could include accessory modules to improve their bombardment effectiveness with their regular weapons, or possibly be outfitted extensively with bombardment-class weapons. Pure bombardment ships would be well suited to that duty, allowing open-space fleets to move quickly onto other targets, but might be ill prepared to defend against a counter attack without an escort fleet.
That's all I've got for now - I apologize for the infodump. Please let me know if you have any counter ideas, and I'll see if I have anything more on this subject later.
Fixed defensive armies (ones that cannot transport to another planet) could be built out like multi-tiered space stations, being placed on a tile in a secondary "plane" over the existing production tile. Each army tile or "base" would start off with just the first unit of troops, etc., along with basic fortifications for their equipment - if the base is completely "defeated", then the army would have more difficulty stopping invading forces. But while it's intact, it can have systems installed to help defend the planet. Install surface-to-orbit weapons, with shields and armor similar to military ships (protects the weapons and the troops). Add VTOL transports for extended range from base for the army to respond to invasion forces (e.g., a Tier 0 "empty" transport slot would only be able to immediately defend the next tile over, while a Tier 3 would cover the entire planet (even 25 tiles) from one corner, allowing more armies to immediately respond to any landing). Add space fighter booster launchers for pre-bombardment defense support, or aero-fighter hangars to start invader casualties during the insertion phase (bombardment fleet carriers can have their hangar craft run counter-interdiction to keep losses down here). Until you can build the larger bases, each army would have to establish their own base on a separate planetary tile.
What do you do with tenant assault armies? One possibility is that assault armies are based on a given planet, using the same type of bases as defensive armies, but with a larger army slot required to account for the transport launch facilities and/or logistics stockpiles. Assault armies can re-base to another planet, especially if you're training them on an academy planet, with the re-basing taking a number of months and requiring a compliant base on the new planet. They can also bivouac to another planet in a defensive role, putting down a temporary base, with (at first) minimal counter-attack fortifications and supporting installations - advanced technologies and additional home-base modules would allow for transporting more extensive facilities (possibly including defensive S2O weapons) through space.
Invading assault armies use similar systems to attack a planet. First is the initial "beachhead" phase, where the first tiles are attacked (default to the least defended - fortifications and aero-transportable armies elsewhere on the planet). Once those bases are defeated, the invasion force establishes their bivouacs and starts bringing in additional forces that launch out attacks like a defensive army aero-transports to support other tiles (or even counter-attack the bivouacs). Assault armies can even upgrade their bivouacs to include police forces that are more accomplished at pacifying occupied planets without resorting to overly aggressive tactics (i.e., less discontent during occupation). If a given bivouac isn't big enough to support the number of armies you want planet side, you will probably have to do another landing under fire or you might be able to route them through the initial bivouac (takes longer but safer).
How much should these armies and bases cost? The different sizes of military ships and (modded?) stations set a decent standard for the improved bases, so the army would cost probably close to what it does now, but with a fully kitted-out Tier 1 base costing probably the same as a comparably equipped Corvette or Destroyer and going up from there. But a Tier 1 base can take more than one defensive army and higher-level bases taking even more. I would probably set up some standard base designs, but I would want to avoid too strict of an upgrade path, to allow for some of the individualized improvements (e.g., maybe move the planetary shields or military academies here). I admit I haven't really used the army attachments, so I can't speak to how my modules would compare to attachments in pretty much any way.
Would it be easier to start the game with "armies" that are closer to Earth/human army divisions (approximately 10-20,000 human-like soldiers)? And then have either a consolidation unit (combine similar type/size units) or a larger starting unit like a "corps" (several divisions, 30-60,000 soldiers) or even an actual "army" (multiple corps, 100-150K), for ease of management? The smaller assault units would likely fit into one Colony Ship-size vessel (once they're appropriately sized), with larger units taking more vessels or even bigger ones.
Bombardment fleet ships could include accessory modules to improve their bombardment effectiveness with their regular weapons, or possibly be outfitted extensively with bombardment-class weapons. Pure bombardment ships would be well suited to that duty, allowing open-space fleets to move quickly onto other targets, but might be ill prepared to defend against a counter attack without an escort fleet.
That's all I've got for now - I apologize for the infodump. Please let me know if you have any counter ideas, and I'll see if I have anything more on this subject later.
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