mharmless wrote:
2) The virtual cards are shuffled.
2a) Defender's armor cards are shuffled to the top, militia cards are under that.
2b) Attackers cards receive no preferential shuffleing
Both attacker and defender decks get the same preferential shuffling -- armor units always go ontop.
mharmless wrote:
3) The top card of each deck fights, strength to strength. Attacker has a chance of winning equal to A / (A+D), where A is attacker's str and D is defender's unit str.
4) The loser is defeated.
Note that both cards attack each other "simultaneously", and thus, there's a chance that neither will be defeated, or that both will.
mharmless wrote:
4a) Some tech might provide a defeat-negation chance at this point. If such tech fires, the actual result of that fight is nobody was defeated.
At present there is no such tech. Techs that provide "saving throws" of various sorts are all applied in the "destroyed roll" phase, which is different than the "defeated roll".
mharmless wrote:
6) Undefeated units are sent to the bottom of their deck.
6a) Undefeated defending armor are sent to the bottom of their armor deck, which sits on top of the militia.
Not that it really matters, but, technically, undefeated defending armor simply stays ontop of its deck. There's no separate "armor" and "militia" decks.
mharmless wrote:
7) The decks are gone through some number of times? Super hazy here.
Combat continues until we've gone through the attacking deck twice, or all defenders have been defeated.
mharmless wrote:
9) After the combat, each side goes through their own defeated units and has a base fifty percent chance to save each unit. Technology can increase this.
9a) Additive or multiplicative? Does +20% from tech mean a total of 70% to save, or is it 20% reduction in the 50% to lose, resulting in 60% to save?
Formally, neither. If you get a 20% saving throw from energy shields tech, and then another 50% throw from your tank armor, first you roll for the energy shields save, and then, if that fails, roll again for your armor save. There are presently 2 different "types" of ground combat saves -- energy shields (a 20%-50% chance unlocked by Advanced Field Theory / Personal Shields, usable only by both militia and armor units), and the various tank armor saves (which increase from 20% to 50% to 70%, depending on armor tech level). Only "armored" units get the armor save -- so, your infantry is limited to personal energy shields, or nothing.
Interestingly, only units in the *attacking* deck receive any technology saves at the end of the ground combat phase -- defending units also get all the same saves, but, they apply during bombardment, rather than post-combat. This means that if you have equally matched attacking and defending ground forces, and fight out multiple strategic turns worth of invasions, the attackers are considerably more likely to win than the defenders -- especially if both sides have access to high-level armor and shields tech. I'm not certain that's wrong -- as a high-level consequence, having the attacking side get an edge sortof makes sense -- strategic initiative is good and all that. But, that the attackers edge comes from their *armor* tech is admittedly a little strange.
Conversely -- if you're planing to defend planets, the big benefit of researching ground armor/shields/bunker tech is that it protects you from bombardments.
mharmless wrote:
9b) Technology increases apply only to your own deck? Upping your tech can improve odds of your defeated militia during an invasion being captured?
No, it can't, because armor/shield saves never apply to defending units defeated during ground combat.
mharmless wrote:
10) Check the planet to see if enough population survived. Needs to be at least one million people left or the world is lost (along with its fractional millions)
10a) If the attacker had surviving infantry and depopulation is on the table, an attacking infantry is converted to a citizen to prevent depopulation.
10a1) At random? First by unit ID? A unit of invading population most suited to the world, as judged by maximum population size? Matching the type of fractional remains of the defender?
10b) Does the fractional remains of the defender persist if an invader pop is used to prevent depopulation, or is it lost as it would have been in the absence of attacking infantry?
All of these special rules got simplified when I actually coded up the ground combat logic. The way it currently works is: any time we have a chance to destroy a unit of population post-ground combat, if destroying that pop unit would reduce the planet to < 250,000 total inhabitants, and the invasion has succeeded, then the chance of destruction goes to 0. I.e., it's not possible to both succeed in the invasion, and not have any population survive to be conquered. You'll end up with a planet of at least 250,000. (Which will show as 0 in the many of the game screens -- but, is big enough to recover to 1+ pop sizes via natural growth over a few turns.)
mharmless wrote:Look about right? Where are the holes? Which parts am I understanding wrong? Which questions have answers?
The bottom line, really, is that the ground combat system, like the population growth system, and the guts of some of the ship to-hit and weapon/system damage rules, is actually complex enough that we've not trying to explain all the details to players. What's most important, I think, is that the system behaves in ways that make sense, given what we are telling players about how everything works. So, having more high strength units is good, teching up to get armor/shield saves is good, bunkers and/or better tank armor can protect your colonies from bombardment, etc. I think the current system achieves all that. The next important priority is balance; there I'm a bit fuzzier on just how successful we've been. Hovertanks are probably unlocked too early, atm, and the AI probably isn't prioritizing ground techs as much as it should -- but, I think there's certainly room to get the balance right inside the current rule set. After those two -- I'd like to make the rules as transparent and clear as possible -- that we're not doing a great job at -- in particular, we could probably do a better job of explaining some important details, like the way the various saving throws interact. But under the current rules, I don't think we'll ever have a truly transparent system. The defeated/destroyed distinction is important for balance/mechanics reasons, but I think it's too inherently complex to be worth trying to explain through the UIs.