Planetary Ground Battle options, possibilite ideas, stuff...

*Shrugs*

My concept for the Planetary Invasion begun in my first thread on GalCiv2 and I hope you all enjoyed it although how very long it is though, hopefully if you Developers toke a glance or read through it you understood me..

To gain locked Tactial options, increase effectivity and efficeny of units of armies, etc WarFare, Communication, Medical, Industrial technology permits this easily through the tech-tree.
To begin this I have spoken of Armies would be landing and attacking on each individual tile, square on the planet map, http://img100.exs.cx/img100/855/mapwithnewicons0dn.jpg I feel this would be an excellent way to conduct the campagins which would ensue in invasions or rebellions. Each tile is unique because depending upon the textures, terrain and building their would be in a virtual battlefield. In every tile trying to be said is a large field where the Armies would "move" through or engage against another Army, fortify, etc.
Instead though you, the Supreme Ruler (and possibly a assigned General to enhance your Army and you, read first thread) are being feed the situation by a large screen, covering a large portion of your screen. From this window you're viewing the conflict from a global eyesight particularly from your Flagship inspace or as Defender, in your Captiol or HQ.

This window is displaying a particular tile indepth in complete 3D. Something such as this. (In Pixel including lack of art skil..)
Armies would radiate an aura which aligns the area around it its side, how far an attackers Army progressed overall increase's its territory as seen in picture. The Bars are Armie units, from 5,000-100,000 thousand units, possibly Armour, Infantry, Aircraft. Although not in concept art, all territory is under the Defenders colour unless taken including the brown is mountains, very difficult to move your Armies.
Battles will simulate at an pace of weeks. Attacking Armies have many tactical options, some enhanced, allowed and unavailable due to Civilization, Technology, Terrain and Gravity. Like for example the Drengin Empire and Human Empire Will generally always posses's the racial ability to conduct "Blitskrieg", with their Armies, securing vast territory, causing confusion and mass casualites but if unsuccessful the battle is full of pockets of Allied and Enemy soldiers and Armour. Governments also are governers on the capacity of tactial options you can deploy.
When Armies clash in a specific area terrain, elevation and any obstacles, Urban, Rural, forests, etc are taken into account and the ATTACKER initates his already chosen strategy with a simple one dealing with the first obstacle or more and DEFENDER is allowed many options based fortifications and above, such as echelon if the eleveation and firepower is great, etc...
Units consisting of Infantry can have a minimun and maximum of 10,000 to 100,000 soldiers, Armour 5000-10,000 of Tanks/Artillery and Aerospace-Aircraft 1000-5000. Armies are established by combining units to a minimun, maximum, 1-8 depending on General, Civilization, Technology.
Units have 5 stats that influence EVERYTHING they do.
-Experince, This is the "skill" of the majority of individuals in an unit, From Conscript, Green, Specialist, Veteran, Elite. Drafted, Civilians begin at Conscript but Drengin begin at Green, all Units depending begin at Green.
If a Unit has sufficent medical, biological or WarFare technologies their experince level should already be at Specialist.
-Shield/Armour, Determines the individual soldier or machines hull or armour set durability, strength and possible shield emitters. Generally the minimum is 2-4 and highest 13.
-Weapon, The main weapon-system of a Aero-Space flyer, Tank and soldier. Depending upon technology the Soldier and Tank would probably employ a Ballistic cannon and Semi-Automatic for starters and in more advanced stage a Tank-90mm Gauss-Cannon and Full-Automatic Armour-Piercing Assault-Rifle or perhaps a Pusle-Rifle. ranges of unit mini, max, 1-15
-Numerical adv/disadv, If a Unit posses's to its max amount, extreme quantity than the amount of experince accumulated is very slow to achieve levels, time to produce in production is slow and moderatly cheap however much smaller Units, close or bordering minimum allows the achievement of certain Tactial options easier or harder likewise for bigger Armies example Smaller can conduct Blitksrieg easier while Larger Mass-Assault with ease. Smaller Units mean more professional, cohensive force dared to be reckoned with, reference to German Wehrmacht and above Soviet-Union during 1930-1940. -Supply, Every unit has a certain amount of supplies to sustain them in battle and overall stay on planet. They consume lots of amount for tactial options and movement across the map. Invaders need to be careful and conquer territory quickly but fericously to scrub more supplies and get the job done quickly before the entire force as whole is weared down and "tired".




7,931 views 5 replies
Reply #1 Top
That is a good idea maybe the it can be worked into the game... i have some ideas on planetary bombardment there can be 2 choices for it to be implaneted 1)A Starship With bombardment bays installed (i belive that more powerfull bays require larger ships... to prevent unbalcenement) and bomb the planet auto or 2)Galciv1 style a invansion tactic which requires aprox. $400 BC to bomb and can devast large amounts of planetary improvements and can Destroy lots of Civilans and Soilders However becasue of the Large Amount of Civilan Casualites The UP can Ban it The bombing is a weaker version of mass drivers 2 might work better However instead of Reg Battles in galciv1 it can be done like me and Yaguer say and also bombing can Alter terrian somehow maybe the Battle Terrian is random according to what Planet Quality. also depending on the planets Defenses and Solidering Quality Both Combined in galciv1 and should in galciv2 Anyways they determine how strong the miltiaries suport and Infantry power
Reply #2 Top
Thank you Lowa, I love how we can understand eachother greatly.

Well Bombs, Explosives, Naplam is Conventional weapons which has never been banned although this game isn't based on realism I still feel more powerful bombardment weapons such as Chemical, Biological and Nuclera/Fusion bombs and weapons should be bannable in GalCiv2.
A Mass Driver is a genre of Ballistic weapons, cannons, accelerated guns, rifles, etc..

What comes to mind is how do you feel about Generals, a Civilization has dozen along with Admirals and they command Armadas of ships or Armies of soldiers both on your and enemy planets, including each one is unique, offering bonus's, tactial options, etc?
Reply #3 Top
Units have 5 stats that influence EVERYTHING they do.


I think Master of Orion III had this sort of concept for ground troops. When you created a Troops unit (for loading on a transport) that unit had stats for Experience, Weapon type, Armor type, unit type (infantry/armor/etc). I hate to reference MOO3, because it totally sucked a$$, but that was one of the few aspects of that game that I thought was a good idea. I don't know where I'm going with this comment, but I just wanted to throw it in there.

- Proud Canadian
Reply #4 Top
I don't think that the map of Galciv II leaves enough options for a tactical planetery invasion as described above (plus it would be very time consuming). However the Galciv I model could be built upon greatly. We need a system by which a ground invasion could potentially last for months.

There are three types of soldiers in Galciv II. These are drafts, regulars and irregulars.

Regulars.

Drafts.
Drafts are troops that are drafted in from the local population, either beacause they were conscipted or have volunteered for the honor of serving ones civ in the army. Every planet has a militerism percentage, which sets the amount of the civilizations budget spent on militerising the population to serve in the army. The key here is that the militerism percentage represents how much of the population is in a fit state for militery service. However the more militerised the population is, the more it will cost to increase it further, so if you want to turn your planet into an armed camp, your going to need to bring in some cash from elsewhere. Reducing the militerism bar below 50% causes militerism to reduce, increasing it over 50% causes it to increase. You can try to keep a very low level of militerism, using draftables only to replace the garrison, or you can try and mantain a high level of militerism and use drafts in combat. Drafts fight reasonably well in battle against other drafts and militia, but fare badly in prolonged battles against regular armies. Militerism is the percentage of the available population that become drafts if a planet is invaded.

Regulars
Regulars are the proffesional standing army of a planet. In order to recieve regulars you will need to construct barracks. Each barracks support 100 million regulars. Regulars are highly trained and well equiped and will mop the floor with lesser troops if deployed in anything like significant numbers. However regulars are costly, in addition to the cost of building barracks, barracks also require mantainance. Mantaining large armies of regulars will require a substantial economy, something not all will have. The homeworlds of all races start of with a barracks, this represents the established martial traditions of those worlds, something which will not immediatly become established on a new colony. When a planet falls, all barracks on the planets are considered demolished in a final act of defiance by the defenders.

Transports
Transport should be able to take a percentage of the local garrison, the regulars on board and/or a percentage of the draftable population. The key here is do you want a small elite attacking army or a horde. A small elite regular army takes fewer transports but requires militery complexes to be mantained on the planets. To complicate matters if you load regulars onto a transport, they still count as mobalised population on the planet, which isn't the case for drafts. A certain percentage of the local population, determined by the draft level of the planet can be loaded onto the transport. However in the process the militerism level of the planet is reduced. Loading large numbers of drafts is a good idea when you have a large expendable population, lots of spare transports and little time, or money to spend building up regular armies. It is often a good idea to load up hordes of drafts alongside regular troops in order to soak up defender bombardment, acting as cannon fodder to save their betters from harm.

Militia and civilians


The population that is not turned into drafts becomes civilians. These are dead weight and they do not take part in the fighting. However they do take casualties from "colateral damage" inflicted by attacking forces. The colateral damage level is usually fairly low and is determined by the following. Generally drafts inflict more civilian casualties than regulars as they are less accurate (but this is determined by morality, see below)

1. The invasion tactics used by the attacker, indiscriminate Weapons of mass destruction can kill possibly more civilians than they do soldiers due to collateral damage levels.
2. The morality of the invader, note this only counts for basic collateral damage levels, not that inflicted by special invasion tactics. The gooder a civilization is, the more gulf their is between the collateral damage rates of regulars and drafts (as civilian are killed by "accident", Drengin think nothing of wiping out the civilian population of an area, however experianced they are, indeed reducing the population to a manable size is well thought of in Drengii.

Irregulars
Irregulars are a rag-tag collection of poorly trained and poorly equiped troops hobbled together as the last line of defense of a planet. Basicly every turn a random number of the civilian population, increased primerily by courage, then by loyalty, then by soldiering ability and finally by planet morale and transferred from the civilian categary to the militia categary. Militia have little attack, but a defense skill which is actually equivilant of regulars. This represents the fact that such forces are usually well-hidden and have to be hunted down in a prolonged guerilla campaign. Typically good civilizations fighting against evil civilizations gain more irregulars, this is to make up for not bieng able to use certain invasion tactics (to represent the populations determination never to submit to their enemies). The reverse is true.

Morale bar
In a planetery invasion both attackers and defenders have a morale bar. The morale bar is determined solely by courage, loyalty and morale (planetery morale for defenders, average civ morale for the attackers). Good civilizations, due to their determination never to surrender have a considerable morale bonus, so good populations can be expected to hold out against evil civs for a long time. This is to make up for the good civs inability to use certain invasion tactics. The reverse is also true and evil civilization has a reduced morale when fighting good civilizations in defense of their own planets. This represents the fact that a good civilization can call upon internal divisions in the evil civilization and inspire the oppressed among them to rise up, often without even intending it.
Reply #5 Top
All I'm hoping for is......

1. Divide the planets into sectors. Allow aliens to control different continents, etc. I would like to see aliens controlling different parts of a planet. That way there will always be potential for ground combat or adhoc alliances.

2. Make troop tranports reusable. Make it easy to load troops into transports, launch them, land them, deloy only as many troops as you want, and be able to retrieve the survivors! I think it sucks if you land a troop transport, and everyone has to come out, and you can't pick them up again, or the transport has to disappear, etc. That's not realistic.

3. Planetary bombardment during ground combat. Please don't separate ground combat from planetary bombardment. There should not be "phases" like in MOO. They should happen at the exact same time. I should be able to bomb my enemy on a planet while moving my troops across the planet, or landing troops.

4. Rebellion and slavery. It would be nice if we can enslave another alien race on a planet and they rebel and fight the colonial population or troops.