|
|
|
 |

February 15th, 2002, 08:15 PM
|
Corporal
|
|
Join Date: Apr 2001
Location: London, UK
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: keeping captured planets
so it seems in general once your enemy's planet has been conquered it stays conquered with very little effort. Something I think should be included in future editions is the need for a garrison, at least for the first several years, in approximate proportion to the population.
There should be a %age chance depending on the difference between your politics and theirs and the strength of your garrison that the population will revolt (generate a new militia and fight you).
Conquering planets at the moment (at least when fighting the computer) is really too easy...
__________________
My SEIV code:SEIV code: L+++GdY$!-Fr-C-SdT++SfTCP+A---M-MP!R!-Pw++Fq++Nd*Rp-G++AuMm++
|

February 15th, 2002, 09:34 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: keeping captured planets
derb,
Yes, I have seen the suggestion in other threads. I my opinion it could be based on:
Racial Characteristics, Distance from Home World, Presence of Home World Ships in the Solar System, If the planet was bombarded befor the invasion, The racial characteristics of the Invaders.
and probably a whole lot of other factors.
|

February 16th, 2002, 01:54 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: keeping captured planets
Another alternative is to edit Settings.txt, and reduce the ground combat rounds to 3.
That way, even an overwhelming ground force may take three or four months to quell the resistance.
As an added bonus, you'd see more troop-on-troop combat, since the defenders would be able to construct more throughout the campaign.
An close battle could take years, with reinforcements pouring in from both sides 
__________________
Things you want:
|

February 16th, 2002, 02:05 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: keeping captured planets
Ooo, good idea. I think I'll do that. Plus, it would actually let you use multiple transports. Maybe not down to 3 though.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

February 19th, 2002, 12:59 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Dec 2001
Location: Scottsdale AZ
Posts: 1,277
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: keeping captured planets
Don't the defenders magically regrow light infantry based on population? Is the regrow on a per turn basis?
__________________
So many ugly women, so little beer.
|

February 19th, 2002, 01:19 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: keeping captured planets
Defending militia only regenerate when there are no hostiles on the planet. Any amount of time without hostiles is sufficient.
I'm thinking 2 GC rounds per turn would be better  .
__________________
Things you want:
|

February 19th, 2002, 01:28 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: keeping captured planets
Yes, I did this in my Proportions mod (3 ground combat rounds per turn - note though that low rounds/turn also affects balance of troops weapons with low ROF.).
One thing that occurs is that the invasion makes the population unhappy quickly, so the defenders can only build new defenders there for a short time, unless there are construction bases to build more.
PvK
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|