Planetary Invasion and its Mechanics

The way it seriously need to be done

Right now planetary invasion is nothing more than a place holder for a future system, one of which I am very excited to see when finally finished.  However, I'm worried..

Planetary invasion has always been something space 4x developers have such a hard time handling.  They either outright ignore it (easily half of the  space 4X titles) make it too simple or have little meaning with very little involvement (galciv II, ) or make it so unintuitive and complex the AI and player can barely deal with it (forgot the titles name but there are a few I've experienced..)

 

So to in order to create a great expansion and a meaningful, immersive invasion mechanic I think taking a more involved, multi-turn approach involving the creation of supply lines, espionage and counter espionage, assualt and defense tactics and attruition without turning it into a micromanagement or developer coding nightmare, since a lot of it will be handled in a very similar fashion to how trade routes and events work.

 

First you'd destroy the fleets protecting the planet and park your fleet on the planet to create a sort of blockade.  Then you'd select a planet you'd like to stage the invasion efforts at (multiple planets/transports supporting the invasion effort would make the assualt take less turns/be more effective and without causing too much of a drain on each planets individual pop) then you'd build a troop transport then fly the ship to the planet. Once there it will create a supply line, transporting troops and supplies to and from the supporting planet until its conquered, then it will be consumed.  This supply line can be raided and the troop ships along it can be attacked to hault/weaken the invasion effort and begin draining on the attacking forces.  

 

Basically each turn as long as there is a protected supply line to the invaded planet, enough funds in the treasury (each troop transport supporting an invasion will create an invasion expense, increasing over time, kinda like the opposite of a trade route, encouraging efforts to finish the invasion as quickly as possible.) Sufficient population on the supporting planet, and a fleet of friendly ships in orbit above the besieged planet a progress bar will gradually fill up, which represents the forces and resistance attruition.  This can take many turns or a couple turns depending on the planets pop, improvements, natural planetary features, if its a home world, and the amount of planets contributing to the fight, ideology's, tech, senate laws, events etc.

 

Along with this, each turn you and the defending player will be required to select a single tactic for each invasion taking place.  This is where the player becomes directly involved in the assualt of the planet.  Depending on the tactics chosen by the two combatant empires determines just how much progress is made towards the victory of the planet for the attackers.  For each attack tactic there will be a specific defense tactic that can totally stall progress for that turn. Every other defense tactic will either decrease that turns progress by a certain percentage based on some random factors or not cause any effect, once again Dependant on the chosen attack tactic, giving that turn the maximum progress it can make towards victory for the attackers.  Though a defending tactic can never negatively decrease the total progress made.  Only by cutting off the supply lines, destroyong the blockading fleet, or the enemy becoming bankrupt can an assault's progress start to decrease until the invasion fails.  

 

If the defending player can defeat the blockading fleet and protect the planet long enough they can start sending troop transports and create supply lines to the besieged planet too to further increase the speed the attackers siege progress falls until the invading forces are eliminated totally, creating more supply lines to speed it up even more just like attacking.  Since as long as there are invading forces on the planet there will be no production for that planet, a large negative moral effect, and the chance that the enemy will take back control of orbit, resuming the siege progress where they picked it back up at

 

But wait there's more!  Assuming spying will come along with proper ground invasion and it being done in a similar fashion as galciv 2 (it was pretty good) infiltrating the enemies empire with spy's increases the odds of you automatically doing maximum progress no matter what each of you pick for that turn (simulating you discovering the enemies plans and immediately changing tactics to counter.). This will happen at random normally since secrets are hard to keep regardless but the chance is very low without totally maxing out the espionage spy's for that empire, and next to none if you don't have ANY spy's on them.  But for spy's to be truly effective, you'd want to place them on the beseiged planet itself, or if your the defender, on one of the enemy's supporting planets.  This way you increase the odds of automatically countering the tactic up to 50%, until the spy is nullified by another spy.  All this adding another layer to the invasion of enemy worlds by needing to keep tabs on enemy espionage and keep yours well funded.

 

Considering all of this, and if it can be done this way, I can easily see it as being one of the most interesting invasion features of any space 4x game to date without making it too simple but still making it exciting, involved and deep without becoming too much to manage, for both the AI and player.  Weeding out spy's, raiding supply lines, issuing tactics, choosing supporting planets, and trying to keep up with the incredible expenses can make for a truly immersive, dramatic, and eventful wargame that actually has a real sense of being in a grand war beyond what takes place in space.  I can already think of experiences player can have with such a system.  Choosing just the right defense tactic a turn away ffrom defeat, giving just enough time for your attack fleet to clear the blockade turning the tables on an exhausting 2 year siege.

9,080 views 6 replies
Reply #1 Top

This is a great idea - even if it ends up as a mod. (I hope at least it will end up as a mod)

Reply #2 Top

If not vanilla, hopefully a mod at least.  Which seems more likely, since chances are they have already dumped months into a different system and probably can't pick much from this suggestion if they even wanted too. :c

And its probably going to involve 1-turn invasions with multiple redundant invasion options and transport spam.. But with a flashy battle viewer of some sort..

sigh...

But we can only wait, maybe they have something amazing up their sleeve.  All I know is I'm tired of waiting for that one space 4x that has immersive, fun, and intuitive gameplay in every area of empire management especially concerning planetary invasion as well as smart, non-cheating ai..

Reply #3 Top

Yeah....I'm with you on the last sentence. I am cautiously optimistic about M.O.R.E. from the Polish team. An Indie title for sure - and with a low budget - but I hope it turns out well. I also really like the GC games, and I hope some good modding will continue on this game.

Reply #4 Top

M.O.R.E. does seem like it has some pretty good potential but due to the low budget and sky high ambition it seems to me that they will end up with more game on their plate than they can chew.  But still nonetheless I've back them, cause you never know...  

My biggest fear though actually is that they are going to try to do too much and succeed, but it ends up becoming a huge, unintuitive, buggy, micromanagement nightmare like moo3 did.  Or turn out to be the exact opposite of that but with terrible AI, which can break an otherwise well made game for me.  Reason I still play GalCiv 2 and Moo2.  To this day they still have the most challenging AI in the genre without cheating so much even on low levels its insulting.

Reply #5 Top

I really like how invasions take more than one turn in this system.  No more sneaking in a troop transport and taking a planet with almost no effort and no counter play aside from shoot down the transport.

 

Once engine tech gets going its currently too easy for transports to dart in.

Reply #6 Top

That's actually a big reason why I figured it should be multiturn.  Its so damn easy to exploit by players.  And its just totally unrealistic.  There is no way in hell you can or should be able to take an entire world of 8 billion in a matter of a few weeks.

 

Guerillia, hidden bunkers, resistance fighters, militias, and covert ops all with around 200 million square kilometers to do all those in.  Not to mention years of digging themselves, especially regarding the home world, which your talking thousands of years to discover and fill each nook and cranny of your planet with resistance and knowing it well enough to turn it into an extreme advantage against your attackers.  Not even orbital bombardment could do that in a turn considering the amount of time a turn takes in the game world.

 

Only time it should be possible is if there is an EXTREME technological difference between the two races, like almost class 4 civ to class 3 civ big..