Intense Planetary Invasions becoming Sieges?

Sieges lasting several weeks

Hey guys,

I was thinking after reading someones post about brutal invasions...well...one thing that kinda felt odd to me was that planetary invasions were always resolved very fast (within 1 turn, which is 1 week i believe?). I felt it kinda trivialized the intensity and accomplishment of what you did (as per the successful invasion description it talks of billions of people and logistics involved) how about this for an idea/suggestion?

Normally in the current game, you see the battle going in turns while it is auto resolving (example you have 3000 they have 10000, then you have 2800 they have 7400, etc). Well it would be nice if each of those auto resolving turns happened at one real game turn.

I know this would significantly lengthen the battles, but it also shows the intensity of the literal global conflict. Say in the 1st week of the assault the first landing ship arrives with 2000 men and the battle starts against 10000. then next week you can send in more transports to bolster your forces. Also maybe hide the technology advantage number (maybe use espionage to show it? or obscure an exact number) so that you can make choices each week on invasion tactics... such as Frontal assault that week (your damage increases but so are the casualties) and also defense...probing...even special strategy tactics (pull off a chance for a hail mary strategy that gives you a generally more favorable result that week, but risks).

Also while the defender is being invaded, if he has 50% of the population still and the invader has less troops on planet than the defender troops) then the invaded planet can still build things...but may take a huge 50% build penalty that cant be purchased (trying to crank out that ship to help in defense of the planet. Kinda how Russia during world war 2 moved its industrial base where it could still manufacture things in world war 2, even though it was in the middle of an invasion. After all, when your invaded, life doesnt go on pause for every single citizen on the planet, the fight can be on one continent before it expands to the next, etc.

The reason i suggest this is, imagine you get invaded by 2000 guys on your 8000 planet...and while the weeks pass, it becomes a quagmire as you send in more troops to help hold the planet (and likewise the computer could send in troops as well), this helps create a frontline sorta that goes on for several turns and even allows the battle to be a long term hotspot in the overal game map. So if your invaded and are at a disadvantage...you can choose a defensive strategy, which minimizes your casualties and lets your guys stay around long enough till they get reinforcements. And in some cases if you go offensive and the enemy chooses an offensive strategy and someone has a tech advantage, then it would show even more so in damage (but if the tech advantage side went offense, while the lower advantage had went defense...they could reduce their casualties as long as they can). Think of the Guadalcanal situation in World War 2.

This allows huge population planets to have an ongoing battle that could possibly last many turns (at the risk of burning up population from other planets if the computer/you choose to reinforce the ongoing war).

You can introduce blockades where the invader blockades the planet from being reinforced (but needs a clear high amount of ships maybe based on size of planet, can't have 1 tiny scout blockaded a 23b planet). If you blockaded it successfully then you deny the defender from sending in reinforcements in a panic to hold the ship. But perhaps you can introduce a new tech that is a blockade runner (stealth? partial stealth? not true invisibillity but reduce visibility/sensor signature). (dont think klingon, think B2 bomber/F117A stealth fighter). This allows the defender if they are technologically advanced to try to still slip in some blockade runner troop reinforcement ships. (kinda like the star wars blockade runner idea).

Also maybe have minor categories to research/adopt...to choose styles of major categories researched. Example...Yes you researched space marines, but also maybe you outfit them with say rifles which is good in assault but not in defense strategies, This part I dont know...but i think it would be kinda fun to allow you to 'tweak' the generic troops you have. (remember that very old game Sword of Aragon, you can equip your troops with weapons, and armors etc). That might be overkill but it would add a really nice flavor to the game. Just like how ships have more than one choice of weapon (laser, missile, ballistic), you sorta add varying types of troops as well.

I think it wouldnt be too hard to add code to adapt the AI to use these strategies and i think for most of the gamers here, we are not looking for a reflex based / instant gratification experience. Having a prolonged thought out invasion with varying dynamic results can help foster a brutal planetery siege. (using planetary bombardments to help you out that game week, etc)

And for those that dont like this, during the creation of a new game when setting up the universion there can easily be a toggle option to turn off 'planetary sieges', and use the current auto resolve for planetary invasions.

Sorry for the long text, just trying to add something I hope some folks would find interesting

Covetek
7,176 views 12 replies
Reply #1 Top
The "week" timeframe for turns is absurd, this has been mentioned many times, you are right.
Just read it as "years", and it will feel right.
The planetary combat is very "thin", you are also right there too, It could use some sprucing up.
Gal Civ 3 anyone??
Reply #2 Top
I concur whole-heartedly with the nessesity of improving the planetary invasion battles to seem more "realistic" for the time period. What advanced civilization is ever going to merely resort to a simple pitched battle a la the ancient Greeks? We don't even have that today, much less 225 years from now. And while implementing this would be quite a bit of an undertaking, I feel it would be more feasible to have it be in some manner of update, rather than waiting another 3 years for gal civ 3, as the previous poster sugessted.
Reply #3 Top
I like this idea. At least the part of it taking weeks for the battle to complete. It world be cool to have Partial control of the planet for a few weeks. If it looks like you will lose, raze all the improvements on the planet and retreat if there are available transport ships.
On another point of interest in planetary invasion, I don't like the fact you have to kill every resident of the planet, have a good/evil choice to keep the non-combatants alive, enslave them, or kill them all. If you are already aligned (researched xeno ethics) then let that make your choice (or have the option of enslavement or death for evil).
Reply #4 Top
expansion idea anyone?
Reply #6 Top
I agree that it seems in line with current miilitay expectations that one would expect to see long-lived sieges and wars of attrition, based on our current way of post-20th century thought.

My opninion is, that in this game we are not dealing with 'current' military conventions. In the 23rd century warfare may be fast, brutal and resolved in a space of time that is inconceivable by our current standards of technology.

Warfare in the future may be such a thing. In the 23rd century historians and gamers may look back to our time and regard military conflicts lasting several weeks in the same way as we do when we look back on medieval sieges lasting for several months. Future land warfare is fast.
Reply #7 Top
Well certainly the depiction of ground war is absurd. It's the future! Let's all bunch up on a big plain and walk towards each other, guns blazing!
Reply #8 Top
Yes, yes, yes!!! You beat me to my post of something similar, and i agree to ur ideas wholeheartedly. Not for GalCiv3, that would take too long, expansion!!!
Reply #9 Top
Future land warfare is fast...but an actual small scale battle that makes up a global 'fast' warfare isnt. I'll assume your in the mindset of the mechanized armor from world war 2 (blitzkrieg)...but in the future, individuals would also be very advanced and have the ability to blow up an armored fast unit. (stinger/shoulder mounted ati air missile from a lone soildier taking out an multi million dollar apache). Which falls down to the individuals fighting, granted they can be very mobile and fast (Rocketeer, etc...small cateogery tech/outfit gear anyone?) but even fast individuals can melt into the landscape to avoid fights till it wants to. Yes there can be technology to detect him, and yes there can be technology to avoid being detected (small category techs anyone? ) but i think the chicken existed before the egg, what do you thin?

Also dont assume that future technologies will render convential combat not necessary (vietnam era, removing machine guns from US aircraft because missiles are only whats needed). And in an all out slugfest, it will invariable fall apart to individual semi guerrella warfare style combats (look at any losing side in relatively modern times disolving from a major force into pockets of resistance, also look at the huge russian city fights of building to building in world war 2).

Now there can be an option (tech? / offensive Over Run tactic option) that can do things like you describe, but risks decimating planet quality / severe repercusions. But still i can see a losing defender choose an 'every man for themself method' and the convential force falls apart into pockets of resistance that can till be prolonged (unless you assume technology is so absolute that you can assuredly decimate 99.99% / 100% of the population within 1 week. Ah i know people are thinking of nukes, chemical, biological and assortment of uber conventioanl weapons, but then when you do that, your not planetary invading anymore, your just nuking (so to speak the planet) which would destroy the planet quality (arguebly biological may not...but anyone with a creative word or to can figure a similiar penalty).

Perhaps if you win the battle so fast (1 week uber convential weapon), you risk resistance fights or even 'hidden' population coming back in a few turns to try to retake the planet, periodic penalty to planet resources/destroy resources. etc. (French resistance in world war 2) Yes technology can find out resistance...technology can also hide the resistance too. (VIVA LA RESISTANCE!)

Perhaps when you vote for the vast nuke 1 week battle (not autoresolve but as was described before with high tech's wrapping a battle up in 1 week)....well if you have BILLIONS of people killed off in 1 week...there probably would be some serious penalties on that planet after...clean up...(corpses anyone? ew) so much collateral damage that infrastructure is trashed, planet quality could turn to crap (demanding on minor tech/gear/outfit used), and / or even render the planet unusuable or with huge penalties for several turns while you clean up. (after all you couldnt wipe out planet in 1 week, then settle in and resume full commercial/manufacturing use of the planet the same week.

Be interesting to add some good/evil choices too during the invasion like a previous poster mentioned... also even after the battle is fought (Many corpses litter the battlefield, but you won, do you decide to let the corpses stay and use hte planet right away and take a morale/financial hit but no production hit, or clean up corpses, but take a production hit for some time and some financial hit/moral improvement, etc. Be creative am sure you can add tons of things on this one.

Then again...a good empire invading a planet, wiping out billions of people, and then faced with making good decisions sounds kinda odd if not slightly funny/ironic.

(like that movie about the alien that always says I come in peace as he killed everyone to use their brain? for drugs)
Reply #10 Top
Coveteks idea is awesome. Do it if possible, it would make the game more strategically complete!
Reply #11 Top
I really don't have a problem with the time period. Guerilla warfare would be more difficult in the future- just slay all the enemy with designer viruses- things along that nature. Insurgencies do grow more difficult with advanced technology...

Reply #12 Top
This is a fantastic idea, though maybe some parts would be too difficult to implement. I like the whole thing, but the basic premise of expanding land battles over multiple turns would, without any further tweaking (beyond teaching the AI to deal with it) result in a massive amount of emergent gameplay. Plus, it doesn't seem like it would be too hard to do; if covetek is right, the mechanic is already built in, teaching the AI would be the only hard part. I strongly recommend this for a future update, it would greatly enhance the immersion for me.