Dev Diary #26 – Troops & Invasions

Hi all, a new dev diary has gone up.

Any comments are probably best added here instead though, as the post is related to what’s been discussed there. Thanks :slight_smile:

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@joe - Question, what will happen with existing military bases after this upgrade is complete? Will they stay with the military they have at that time, or will we be required to train them.

The 25/hr seems a little harsh and will pretty much end invasions. For one existing base that contains only 1500 troops, it will take 60 hours to convert them from basic population to military, that is 2 1/2 days. You are “increasing” the conversion rate as you level the bases, but you can’t get to T2 or T3 without going through T1 first. So increasing the conversion rate for T2 and T3 seems meaningless as the difference in the number of troops at T3 is only 1900 vs 1500 at T1.

The capacities of each base should not be less than 2k at t1. It should probably also increase by at least 1k per tier as it is upgraded but depends on too many other factors to really go into detail. Basically, each race should be able to fend off 1 bombardment and 1 max Ripchee invasion with resonable odds. I feel that each base should be between 6 to 10k at t3 depending on race.

@joe

So will colonists have multiple roles… so population of a planet say 500,000 could be 300,000 untrained, workers, 100,000 trained workers (reserves) and 100,000 hardened troops of level 1.

So troops (resources) could be of levels 1 to 5 each with more toughness and skill in battle. Some troops engaged in battle rank up a level in each invasion or defense…

a military base could require 1500 workers and can support 10,000 troops… each base tech brings in larger bases that can make and store more troops…

Initially transferring troops would take proportionally levels 1-5 of troops in each transfer, however later features to allow pure level 5 transfers etc…

If you think laterally each troop type is a resource, then you’ve just opened up the playing field for tanks, mechs, bombers etc all new resources that can be constructed and deployed in invasions…

A more advanced civ will have more tools in the box and not be subject to simplistic attrition mechanics…

Each race could also have a fundamental advantage over others in a battle… such that an alliance will choose the right players to advance on a particular race…

By the way A3 is dead and I wonder how much the planetary and fleet caps have influenced that… when you’re logistically bound its impossible to move onwards… I hope you have plans to deal with that… all this about troops is great but there a monumentally larger issues in play…

(praying for beta without insidious caps)

Don’t want to discuss other player’s suggestions. And ever think about it.

But this new change from dev’s post have a big question. Is this troops will count as workers as it now or not?
If the answer is “yes they can work” then players, escpecially me, will just make one big military only planet where they will train troops and then transport them to all their planets without barrackes on them. And make it regulary. And thats will be funny since planets becames untakable.

And if it’s not than barrackes becames almost two times more costly in terms of works power making it half negating last increase of defending capabilities. And thats even more funny since initial purpose of this update is to increase one.

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While we’ll have to wait on official response, i am VERY confident that troops will not used as workers. I think that troops should be the only way that population could be over the normal planetary limits. Any troops in excess of either barracks or invasion fleets capacity to support will convert back to civilian, but if when they do convert they should simply die off immediatly to avoid any chance of working the system to get usable workers above planetary cap. Can’t imagine it’d be too teriibly difficult to have a check made when troops are converted to verify if a planet is at cap or not and act accordingly.

They would do well to keep them separate… so that troops are not colonists anymore but still require food, so if you want to over populate troops then you need capacity to store them and farms to feed them… such that with adequate farms the die off is say 1K per hour and where there is insufficient farms they die off at 2K until you have the food capacity… Still like your 17M pop planet over stacking is possible if you have several troop production planets… Does need careful thought though, while a planet with 17M troops is hard to take its not impossible if the attacker controls the space around your planet and can afford the time to attrition it… That said once a planet is over troop max then it should not allow the creation of more troops…

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