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  #1  
Old February 15th, 2002, 08:15 PM

derb derb is offline
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Default 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...
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Old February 15th, 2002, 09:34 PM

Gryphin Gryphin is offline
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Default 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.
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  #3  
Old February 16th, 2002, 01:54 AM
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Suicide Junkie Suicide Junkie is offline
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Default 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
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Old February 16th, 2002, 02:05 AM

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Default 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.

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Old February 19th, 2002, 12:59 AM
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Default Re: keeping captured planets

Don't the defenders magically regrow light infantry based on population? Is the regrow on a per turn basis?
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Old February 19th, 2002, 01:19 AM
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Default 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 .
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Old February 19th, 2002, 01:28 AM
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Default 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.

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