I think I can see Wiz's point in that there's a limited amount the user can handle before it becomes tedium, and the more 'tactical' you make something, the more focus you require from the user. With the way time passes in this game, the more there is to do in any particular sphere, the more you risk overwhelming the user should multiple things happen simultaneously. Pausing does exist, and is good for planning, but zooming back and forth between battles on opposite sides of the galaxy is already tedious in EUIV, though that's subjective in the end.
In this sense, you can't require user-input for both ground combat and space combat simultaneously, so if you want to have two 'tactical' systems, one will have to take place over time and be somewhat autonomous, as two 'micro-managing' tactical combat systems would be...
unfriendly to the user. And if a choice has to be made between the two, I frankly don't know which
ought to be the focus, as both seem viable options. But I think ground combat is more suited to a background mechanic, than space battles are. Campaigns stretching perhaps over a few months, requiring user input every now and then, where your choices have an effect over months. It seems a workable concept.
On the note of space-age ground combat, heavily arming any kind of large organized facilities just seems monumentally stupid to do. I'm naturally not familiar with space warfare, but it makes much more sense, to me, to intersperse the resistance amongst the population, as orbital bombardment will just massacre any heavy defenses you make.
So, ground combat could retain something of its current form, symbolizing the first engagement with the planet's inhabitants, with a continuing occupational presence required to suppress the population, gaining control of their production. But the idea of 'combat on the planet' could perhaps be better represented by a resistance movement amongst the population.
You could have it prompt the user, or put it among the policies, what the last//standing orders are for the pops being conquered. Prompting the user makes sense to me given the various stances on purging and orbital bombardment. Heavy resistance could be costly if one's enemy doesn't mind genocide;
- You could have a short-term heavy resistance, more overt and powerful but it burns out quickly.
- This could perhaps weaken the defenses so that a recapture is easier.
- Or a long-term resistance, working in the shadows to hamper production and keep the population unhappy with their new suzerain.
- This could play into the factions system, trying to spawn a rebellion or sabotage the planet's production.
- Or if purged, could put a 'hidden resistance movement' modifier on the planet for a time. It seems unlikely that means other than bio-warfare could achieve total depopulation without effectively glassing, irradiating, or terraforming the planet. Though bio-warfare could be made a particularly relationship-damaging type of purge.
- Or you could opt to surrender.
- This might keep the population safe as they are the acting agents in this hypothetical, and could die in their pursuit of freedom.
The ethos system could come in here, determining the focus of the resistance; (it will
do multiple things, but pop ethos affects what's focused on, or perhaps how good they are at having the particular effect, with the focus being determined by either the user or the general, making them more relevant)
- Militarist - More focus on military resistance. (hampered defenses and such - higher chance of pop death?)
- Pacifist - Non-military resistance. (production slowing, seeding dissent and so forth)
- Materialist - More impact on 'production', sabotage of assets.
- Spiritualist - More impact on happiness, conversion of others.
- Individualist - Decreased duration of resistance.
- Hierarchical - Increased duration of resistance.
The above being an example, the details don't
really matter, they're just illustrative.
So. The above is my attempt at a wiz-friendly 'ground combat//resistance' mechanic. I also believe it's my first post on this forum, though I might have forgot.
Lastly, while on the subject of ethos and the population, I think ethics divergence and such would make much more sense if the system was a set of sliders rather than outright categories. Where 'fanatic' would be 100-80%, 'normal' 80-60%, and 60-40% wouldn't have any particular effects. So a 'fanatic materialist' would be more than 80% on the material side of the materialist-spiritualist spectrum, then 'ethics divergence' would simply be the monthly movement spread across the different axes. It doesn't need to be directly visible, but as I understand the mechanic today, the divergence chance is a chance to change or add a category to one's ethos, whereas this would make it more apparent over time. Makes sense to me, but I digress.