I had thought this would be posted on Monday, but I didn’t have the time to do so – my apologies. This post will explain the basics of the ground combat system, which consists in three major steps: computing the “advantage” value, deciding which armies to drop to / to extract from the planet, and computing the results of the fight.
Before I start, two important precisions are necessary. First, while there is actual ground combat (which is quite different from previous versions), players have no direct influence over it – everything is based on fleet strategies, and there are no actual ground units. Second, this ground combat system is definitely not the final version, it will be rewritten for M3 when the “real” planet management system is added.
Origins of ground armies
Ground armies come from 3 different sources.
- The planet itself provides a ground army, whose size depend on the planet’s population and happiness at the beginning of the battle.
- Buildings may provide ground armies.
- All ships (both defensive and offensive) may carry ground army drop pods.
Advantage index
The advantage index is a value between 0 and 1 that determines which side has the advantage. It is initially slightly in favour of defensive armies. However, it is affected by ships and buildings on both sides. Each ship increases the advantage for its side by a value that is determined by its fleet’s strategy; of course, buildings provide a fixed, pre-defined advantage increase for the defenders. The closer the value is to 0.5, the less clear the ground situation is – casualties will be high on both sides. If the value gets close to 0, then the attackers gain the advantage and they can inflict massive damage without suffering too much in return. Of course, the situation is reversed if the value is close to 1.
Dropping and extracting armies
Ships carrying armies will drop or extract their armies depending on this advantage index and on a setting that is determined by the fleet’s strategy. For example, in the current simulations, attacking fleets drop their armies below 0.55 while defending fleets drop theirs above .3 (they will therefore defend as long as the situation isn’t too desperate). Of course, this does not apply to armies provided by the planet itself or by buildings, which will always be present on the planet’s surface.
Damage
Damage to ground armies is partially determined by the advantage index. It is also strongly affected by the armies’ size: a very small army will probably lose against a much bigger one, even if the advantage index is totally in its favour – while it will inflict quite a lot of damage to the big army and not lose much at each battle update, it will end up dead eventually.
In the case of ground armies provided by ships and building, any damage to the army will translate back to its “container”, and vice-versa (any damage to the ship or building will reduce the size of the army).
Conquest
A planet is conquered when defending ground armies have been killed. The major consequence of this is that it is now entirely possible to conquer a planet while the battle is still being fought in orbit. I am still hesitating about what to do when this happens regarding the status of fleets – the best thing being to make it a setting.
Next time…
Unless you have questions or suggestions, which you should post as comments, the next post will not appear for quite a while. It will be about the battle computation’s implementation or about the database’s structure in M2, whichever comes first…