Ground battle unbalanced?

invasion power vs defender power

In my game, invader with 20% soldiering bonus and 2.5 troops that totaled 3.7 invasion power. My planet has over 22.2 population, 80% resistance, with 17.4 defending power. Somehow invader won and I lost? Invader was using conventional tactic

Is that a bug?

14,623 views 10 replies
Reply #1 Top

No.

They had soldiers with cool uniforms and even cooler laser guns. 

You had grandmas with shotguns loaded with plastic bingo dots while smoking cigarettes.

The outcome was obvious. 

:grin: :grin: :grin:

 

Reply #2 Top


In my game, invader with 20% soldiering bonus and 2.5 troops that totaled 3.7 invasion power. My planet has over 22.2 population, 80% resistance, with 17.4 defending power. Somehow invader won and I lost? Invader was using conventional tactic

Is that a bug?
End of quote

What were your restistance and defense values? Apart from that, the vanilla invasion system favors the attacker so much that it's nearly impossible to fend off invasions. I have made me a private mod that changes that, although that has the disadvantage that the AI cannot handle it very good since they attack always with a single transport with 2.5 pop.

Reply #3 Top

Unfortunately no it is not a bug.  Planetary invasions are immensely lopsided in favor of the attacker.  The only real planetary defense is to kill the invading transport before it reaches one of your planets.

 

Reply #4 Top

Invasions are not balanced as they are being redone with the expansion, and fixing a broken system is pointless

Reply #5 Top

invasion 2.5 pop + 20% soldering+conventional tactic=3.7 invasion value

vs

defending 22.5 pop  + 80% resistance=17.4 defending value

Defender still lost.

Does that even make sense?

Reply #6 Top

Whats the difference between resistance and defense?

Reply #7 Top

Currently, Resistance is used to defend against non physical attacks like information/propaganda. Only 'Defense' which scales with population is used to defend. The basic defense building which i think gives +20% to planetary defense would NOT survive against a transport with a 20% soldiering. 

 

This entire system is broken at the moment and the devs know it. As stated in the post the best defense against invasion right now is to kill the transport before it hits. 

 

Crusade is the expansion where we will see fundamental changes in the game 'across the board' in all aspects, production/research/economy/espionage and invasions. Everything will need to be re learned and we will likely see issues crop up that will be addressed as we post them. 

Reply #8 Top

Quoting Larsenex, reply 7

Currently, Resistance is used to defend against non physical attacks like information/propaganda. Only 'Defense' which scales with population is used to defend. The basic defense building which i think gives +20% to planetary defense would NOT survive against a transport with a 20% soldiering.
End of Larsenex's quote

Unless things have changed since I last looked, this is wrong.

The way I understand planetary invasions to work is that the attacker comes in with I invaders. I * (1 - [planetary defense] + [invasion tactic modifier to planetary defense]) survive the landing process and face [planet quality] fights against [planetary population]*([resistance] - [invasion tactic modifier to resistance])/[planet quality] troops.

Example:

The target planet is a class-10 world with 20 population, a resistance of 50%, and a planetary defense score of 20%. I decide that I'm going to invade this world using Conventional Invasion (no modifiers to resistance or planetary defense) and a single transport loaded with 2.5 troops. Because I used an invasion tactic which does not modify planetary defense, I lose 0.5 troops (20% of 2.5) immediately. The surviving 2 troops all land in a single tile, where they're faced with 20 (total population) * 0.5 (resistance) / 10 (planet class) = 0.5 troops, who they presumably crush with few losses. After the invaders take that tile, all of the surviving invading troops move onto another tile, where they face another 0.5 defenders. This process continues until the invading force takes all 10 tiles or runs out of troops. Obviously, this greatly favors the invader.

 

That also isn't the only imbalance in the invasion mechanics; looking at the XML, it seems as though the kill:loss ratio is set to favor invading forces.

Reply #9 Top

Quoting joeball123, reply 8


Quoting Larsenex,

Currently, Resistance is used to defend against non physical attacks like information/propaganda. Only 'Defense' which scales with population is used to defend. The basic defense building which i think gives +20% to planetary defense would NOT survive against a transport with a 20% soldiering.



Unless things have changed since I last looked, this is wrong.

The way I understand planetary invasions to work is that the attacker comes in with I invaders. I * (1 - [planetary defense] + [invasion tactic modifier to planetary defense]) survive the landing process and face [planet quality] fights against [planetary population]*([resistance] - [invasion tactic modifier to resistance])/[planet quality] troops.

Example:

The target planet is a class-10 world with 20 population, a resistance of 50%, and a planetary defense score of 20%. I decide that I'm going to invade this world using Conventional Invasion (no modifiers to resistance or planetary defense) and a single transport loaded with 2.5 troops. Because I used an invasion tactic which does not modify planetary defense, I lose 0.5 troops (20% of 2.5) immediately. The surviving 2 troops all land in a single tile, where they're faced with 20 (total population) * 0.5 (resistance) / 10 (planet class) = 0.5 troops, who they presumably crush with few losses. After the invaders take that tile, all of the surviving invading troops move onto another tile, where they face another 0.5 defenders. This process continues until the invading force takes all 10 tiles or runs out of troops. Obviously, this greatly favors the invader.

 

That also isn't the only imbalance in the invasion mechanics; looking at the XML, it seems as though the kill:loss ratio is set to favor invading forces.

End of joeball123's quote

That's still correct for the current mechanics.

My private mod I changed especially the casualty rate. For anyone interested:

Code: xml
  1. <?xml version="1.0" encoding="utf-8" standalone="yes" ?>
  2. <InvasionStyleList
  3. xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
  4. xsi:noNamespaceSchemaLocation="../Schema/InvasionStyleDefs.xsd">
  5.   <InvasionStyle>
  6.         <InternalName>ConventionalWarfare</InternalName>
  7.     <Title>CONVENTIONAL_WARFARE_TITLE</Title>
  8.     <Description>CONVENTIONAL_WARFARE_DESCRIPTION</Description>
  9.     <ImmunityStat>IsImmuneToInvasion0</ImmunityStat>
  10.     <ImmunityDescription>IsImmuneToInvasion0_Label</ImmunityDescription>
  11.     <Cost>0</Cost>    
  12.     <DefenseMod>0.0</DefenseMod>
  13.     <ResistanceMod>0.0</ResistanceMod>
  14.     <SoldieringMod>0.0</SoldieringMod>
  15.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  16.     <InvaderCasualtyMax>1.0</InvaderCasualtyMax>
  17.     <DefenderCasualtyMin>0.4</DefenderCasualtyMin>
  18.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  19.     <ImprovementDamageThreshold>0.95</ImprovementDamageThreshold>
  20.     <SurfaceDamageThreshold>0.99</SurfaceDamageThreshold>
  21.   </InvasionStyle>
  22.   <InvasionStyle>
  23.     <InternalName>InformationWarfare</InternalName>
  24.     <Title>INFORMATION_WARFARE_TITLE</Title>
  25.     <Description>INFORMATION_WARFARE_DESCRIPTION</Description>
  26.     <Prerequ>
  27.       <Techs>
  28.         <Option>InvasionOptimization2</Option>
  29.       </Techs>
  30.     </Prerequ>
  31.     <ImmunityStat>IsImmuneToInvasion1</ImmunityStat>
  32.     <ImmunityDescription>IsImmuneToInvasion1_Label</ImmunityDescription>
  33.     <Cost>1000</Cost>
  34.     <DefenseMod>-0.25</DefenseMod>
  35.     <ResistanceMod>-0.25</ResistanceMod>
  36.     <SoldieringMod>0.0</SoldieringMod>
  37.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  38.     <InvaderCasualtyMax>0.5</InvaderCasualtyMax>
  39.     <DefenderCasualtyMin>0.1</DefenderCasualtyMin>
  40.     <DefenderCasualtyMax>0.25</DefenderCasualtyMax>
  41.     <ImprovementDamageThreshold>1.0</ImprovementDamageThreshold>
  42.     <SurfaceDamageThreshold>1.0</SurfaceDamageThreshold>
  43.   </InvasionStyle>
  44.   <InvasionStyle>
  45.     <InternalName>BiologicalWarfare</InternalName>
  46.     <Title>BIOLOGICAL_WARFARE_TITLE</Title>
  47.     <Description>BIOLOGICAL_WARFARE_DESCRIPTION</Description>
  48.     <Prerequ>
  49.       <Techs>
  50.         <Option>InvasionOptimization3</Option>
  51.       </Techs>
  52.     </Prerequ>
  53.     <ImmunityStat>IsImmuneToInvasion2</ImmunityStat>
  54.     <ImmunityDescription>IsImmuneToInvasion2_Label</ImmunityDescription>
  55.     <Cost>500</Cost>
  56.     <DefenseMod>-0.5</DefenseMod>
  57.     <ResistanceMod>0.0</ResistanceMod>
  58.     <SoldieringMod>0.0</SoldieringMod>
  59.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  60.     <InvaderCasualtyMax>0.75</InvaderCasualtyMax>
  61.     <DefenderCasualtyMin>0.9</DefenderCasualtyMin>
  62.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  63.     <ImprovementDamageThreshold>1.0</ImprovementDamageThreshold>
  64.     <SurfaceDamageThreshold>1.0</SurfaceDamageThreshold>
  65.   </InvasionStyle>
  66.   <InvasionStyle>
  67.     <InternalName>PlanetaryBombardment</InternalName>
  68.     <Title>PLANETARY_BOMBARDMENT_TITLE</Title>
  69.     <Description>PLANETARY_BOMBARDMENT_DESCRIPTION</Description>
  70.     <Prerequ>
  71.       <Techs>
  72.         <Option>InvasionOptimization1</Option>
  73.       </Techs>
  74.     </Prerequ>
  75.     <ImmunityStat>IsImmuneToInvasion3</ImmunityStat>
  76.     <ImmunityDescription>IsImmuneToInvasion3_Label</ImmunityDescription>
  77.     <Cost>500</Cost>
  78.     <DefenseMod>-0.0</DefenseMod>
  79.     <ResistanceMod>-0.5</ResistanceMod>
  80.     <SoldieringMod>0.0</SoldieringMod>
  81.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  82.     <InvaderCasualtyMax>0.75</InvaderCasualtyMax>
  83.     <DefenderCasualtyMin>0.7</DefenderCasualtyMin>
  84.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  85.     <ImprovementDamageThreshold>0.85</ImprovementDamageThreshold>
  86.     <SurfaceDamageThreshold>0.95</SurfaceDamageThreshold>
  87.     <Trigger>
  88.       <OnEvent>OnConquerPlanet</OnEvent>
  89.       <Target>
  90.         <TargetType>Colony</TargetType>
  91.       </Target>
  92.       <PerformAction>
  93.         <Action>StatusEffect</Action>
  94.         <StringParam>PlanetConqueredStatus_Bombardment</StringParam>
  95.       </PerformAction>
  96.     </Trigger>
  97.     
  98.   </InvasionStyle>
  99.   <InvasionStyle>
  100.     <InternalName>TidalDisruption</InternalName>
  101.     <Title>TIDAL_DISRUPTION_TITLE</Title>
  102.     <Description>TIDAL_DISRUPTION_DESCRIPTION</Description>
  103.     <Prerequ>
  104.       <Techs>
  105.         <Option>GravitationalFocus1</Option>
  106.       </Techs>
  107.     </Prerequ>
  108.     <ImmunityStat>IsImmuneToInvasion4</ImmunityStat>
  109.     <ImmunityDescription>IsImmuneToInvasion4_Label</ImmunityDescription>
  110.     <Cost>1500</Cost>
  111.     <DefenseMod>-0.5</DefenseMod>
  112.     <ResistanceMod>-0.25</ResistanceMod>
  113.     <SoldieringMod>0.0</SoldieringMod>
  114.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  115.     <InvaderCasualtyMax>0.7</InvaderCasualtyMax>
  116.     <DefenderCasualtyMin>0.7</DefenderCasualtyMin>
  117.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  118.     <ImprovementDamageThreshold>0.85</ImprovementDamageThreshold>
  119.     <SurfaceDamageThreshold>0.95</SurfaceDamageThreshold>
  120.   </InvasionStyle>
  121.   <InvasionStyle>
  122.     <InternalName>CoreDetonation</InternalName>
  123.     <Title>CORE_DETONATION_TITLE</Title>
  124.     <Description>CORE_DETONATION_DESCRIPTION</Description>
  125.     <Prerequ>
  126.       <Techs>
  127.         <Option>GravitationalFocus2</Option>
  128.       </Techs>
  129.     </Prerequ>
  130.     <ImmunityStat>IsImmuneToInvasion5</ImmunityStat>
  131.     <ImmunityDescription>IsImmuneToInvasion5_Label</ImmunityDescription>
  132.     <Cost>1000</Cost>
  133.     <DefenseMod>-0.5</DefenseMod>
  134.     <ResistanceMod>-0.5</ResistanceMod>
  135.     <SoldieringMod>0.0</SoldieringMod>
  136.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  137.     <InvaderCasualtyMax>0.6</InvaderCasualtyMax>
  138.     <DefenderCasualtyMin>0.7</DefenderCasualtyMin>
  139.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  140.     <ImprovementDamageThreshold>0.85</ImprovementDamageThreshold>
  141.     <SurfaceDamageThreshold>0.95</SurfaceDamageThreshold>
  142.   </InvasionStyle>
  143. </InvasionStyleList>

Reply #10 Top

Well that explains it. Thanks. Time to expand those planetary defenses and farms for bigger planets.