Planetary Invasions DL/DA vs. TA

In DL/DA I would research up to the end of the Planetary Invasion tech branch so I could build transports with the ATM and invade high population planets with the mini-soldiers option.  The 500 BC was well worth it once my economy reach the point of a comfortable surplus, against developed >=10 PQ planets with a moderate or high population.  However, in TA a change was made that you lose any planetary improvements for which you don't have the technology.  Given the different tech trees in TA combined with the fact I play on suicide so the AI is usually further along in tech, I lose most of the planetary improvements.  Therefore, now I only need to research to Tidal Wave before I can start invading planets at a cost of only 200 BC with transports using the normal troop modules.

I wish this change was not made in TA as it would be cool to capture planets with different planetary improvements to your own.  I would say only unknown planetary improvements should be removed should from your build queue but already completed items should stay.  However, it would not make sense for organics to benefit from charging stalks or the Yor from farms but isn't that already possible with tech trading/stealing or were these tech excluded?

It is not possible to decommission unwanted super projects or capitals but can't a Tidal Wave invasion wash that away?

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Reply #1 Top

Anyone else have comments regarding planetary invasions in DL/DA vs. TA?

Reply #2 Top

I don't believe super projects or galactic achievements can be destroyed in invasions. I know I reloaded the same game about 50 times in DA trying to do that to a MCC I really didn't want to have. No luck, if you absolutely MUST destroy one of these projects, you can only do so by rendering the planet uninhabitable (by abandoning the colony) or destroying the star.

I usually buy the techs necessary to keep most buildings when I invade. I may not want to keep that slave pit, but it will speed up building its replacement.

As for tactics, I usually disable morale buildings and use information warfare. Yeah, it's expensive, but it's usually a one-transport kill, and often I end with more population than my transport started with. The planet recovers far more quickly.

Reply #3 Top

Slave pits are awesome, man.   Low maintenance.   Build one embassy for 30bc and make up all your lost influence in one shot.

Reply #4 Top

Why would I do that, when I can put one tier 3 Thalan manufacturing building there? Same output as a Industrial Sector, less than half the upkeep. And more stock markets.

Reply #5 Top

Ok.  Slave pits may not be the best out there, but they're not the worst, either.  I just don't think they need to be a priority to upgrade.