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Accueil » news » forums » Space Empires V » Space Empires V General

A Question About Taking Planets Over...

Soumis par rmicklit le Jeu, 2008-06-12 23:42 Space Empires V General

Is it worth while to drop troops on a planet and take it over? I usually destroy the planet and send a colony ship. I play standard SE5 and the AI never puts up much of a fight. Am I missing out by not taking their populations into my empire? It just seems so easy to raze the planet and rebuild with my population.

I am playing on medium and this is only my 2nd game.

Thanks!

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Re: A Question About Taking Planets Over...

Soumis par Randallw le Ven, 2008-06-13 00:18

It is extremely advantageous but it can be difficult.

If you conquer the planet you not only instantly get all the facilities on the planet but also the population, who might allow you to fully colonise another planet (if they breathe that atmosphere). In fact if they breathe the atmosphere on the planet you conquer you can get all the facilities you can on it rather than your own colony being domed, and thus limited.

I have been lucky on a few occasions that my attack has destroyed the enemy defences and the population, a bit of a loss, but the colony remains. My enemy can't build anymore defences as he has no population, so I drop one troop to claim the colony.

If the colony doesn't have any troops then it will get militia, which is one minor troop unit for every certain number of colonists. I'm not really certain how many you need per militia though, 40? 100? soemone else could explain it.

I have a game where we are limited to only our own planet type. Only by trading for ships or colonies can we get another type. My race, a bunch of insects, doesn't treade and half my economy is from enemy colonies I conquered.

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Image de Myrath

Re: A Question About Taking Planets Over...

Soumis par Myrath le Ven, 2008-06-13 04:33

What Randalw says. You can get quick boosts to your empire in capturing planets. Capturing a world at the front with a shipyard on it saves you zounds of turns before you can produce there! Massive advantages.

I might me in the same game as Randalw... or else a similar game. I have a large number of conquered worlds too and they are greatly advantageous to my growth. Especially the pile of homeworlds make a nice contribution!

It's risky though... when the enemy starts to get enough weapon platforms they can blow your troop ships out of the sky. That makes it more pricy than to just conquer any world you see. But so far I'm quite happy with the conquest results!

~Myrath

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Re: A Question About Taking Planets Over...

Soumis par Jozsf le Ven, 2008-06-13 05:16

Taking a planet can also allow you to capture a space port and resupply depot. These 2 structures also provide help in maintaining your captured planet.

I have found that 11 troops on any world will provide enough militia support to prevent revolts.

I like to send in 1 + number of exiting warp points. Take and Guard the exiting warp points, and have your extra fleet take planets. I usually try to take one system at a time.

Since I survey the target system, I also have the colonizers and transports ready to capitalize on the system for resources.

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Re: A Question About Taking Planets Over...

Soumis par Brad le Ven, 2008-06-13 05:23

I like to capture planets but truth be told it's generally more efficient to just glass it from orbit and recolonise. You can only capture one planet per turn with each troop transport but you can glass as many as you can reach with your fleet's movement. Depends on the colony though - if it has a large population of a race that breathes a different atmosphere from yours and/or already has a lot of facilities it can be worth capturing.

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Re: A Question About Taking Planets Over...

Soumis par marhawkman le Ven, 2008-06-13 05:39

I wouldn't say more efficient. faster? yes. Easier? also yes. but in the long run you do get better benefits from conquest.

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Re: A Question About Taking Planets Over...

Soumis par capnq le Ven, 2008-06-13 17:41

Randallw wrote:
If the colony doesn't have any troops then it will get militia, which is one minor troop unit for every certain number of colonists. I'm not really certain how many you need per militia though, 40? 100? soemone else could explain it.
The number of militia you get depends on the population of the planet, and is defined by a string of entries in Data\Settings.txt .

In SEIV, militia was in addition to any troops on the planet. I doubt that has changed in SEV, but I haven't tried to invade a planet yet in any of my SEV games.

capnq

-----
"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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Re: A Question About Taking Planets Over...

Soumis par marhawkman le Sam, 2008-06-14 06:24

Hmm, it appears you can actuall design your militia in this game. O_O'

Or at least you can in simulator. It seems to use the first small troop entry in your list.

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Re: A Question About Taking Planets Over...

Soumis par Randallw le Sam, 2008-06-14 08:21

yeah I noticed, however I thought it was the weakest troop you had. Therefore I edited the weakest troop I had so if it was going to be the basis for a militia it might as well be strong.

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Re: A Question About Taking Planets Over...

Soumis par z917183 le Dim, 2008-06-15 14:16

I prefer going in with a cloaked frigate as a troop carrier.

> you move onto the planet with the cloaked ship (alone - no escorts or other ships)
> you uncloak and then attack with the frigate - notice that you start right next to the planet! Turn the combat speed way down. Drop your troops immediately and run for your life - just make SURE that the troops are on the way down before breaking orbit. Otherwise you might have wasted a frigate for nothing.

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Re: A Question About Taking Planets Over...

Soumis par marhawkman le Lun, 2008-06-16 00:06

the cloak idea is also advantageous as you can reposition it to be on the side of planet with less defenders. good luck getting it in place though. AIs do sometimes research sensor tech.

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