Post by imryn on Nov 13, 2019 8:58:31 GMT -6
There are currently a number of colonies in the game that it is not possible to invade or claim as reparations in a peace treaty due to their high points value.
I propose that the system of assigning a fixed points value to colonies be changed to one that is based on a number of factors.
Each colony should have a starting value of 0. 1 point is then added for each naval port (and airfield once air power becomes available) the colony can have. Each upgrade to base or airfield capacity adds an additional point. Each shore battery adds additional points (sub 12" 1 point, over 12" 2 points perhaps). Ships stationed in the sea zone add points to all colonies in the sea zone based on the fleet strength present (1 point per 50 fleet strength perhaps). Aircraft stationed at the airbases add points in a similar way.
This gives a dynamic value to each colony that is heavily based on the player or AI investing resources into developing and defending the colony.
When an attacker sets a colony as an invasion target he starts to erode the defences (and therefore the points value of the colony). For this process to start he must have the 4 to 1 force ratio currently in effect, and it would be represented by a turn by turn reduction in the base capacity, airfield capacity and number of shore batteries the colony has. If the attacker has multiple colonies within invasion range of the target each one acts as a multiplier to the rate of erosion of the defences. Scenarios such as convoy defence / attack and shore bombardment can speed up or slow down the erosion. If the attacker loses his 4 to 1 force advantage the process stops, but the colony does not recover until the lost capacity / batteries are rebuilt.
The invasion can trigger before the colony value reaches its lowest value (RNG just like now) but once there are no further points that can be eroded (i.e. all bases / airfields have been stripped of upgrades, all batteries are gone) then the invasion automatically triggers on the next turn.
To complement this functionality we should be able to invade neutral states so that we can build up force multipliers against particularly hard targets.
When calculating points value for selecting colonies as war reparations the current point value, less any points for fleet / aircraft strength, should be used.
These changes would have the benefit of encouraging the player to invest in their colonies if they want to keep them, and give some added benefit to building coastal batteries. It would also give the player a way to invade high value targets if they were willing to invest enough time. Finally, it would also be a process that the player could see progressing turn by turn.
I propose that the system of assigning a fixed points value to colonies be changed to one that is based on a number of factors.
Each colony should have a starting value of 0. 1 point is then added for each naval port (and airfield once air power becomes available) the colony can have. Each upgrade to base or airfield capacity adds an additional point. Each shore battery adds additional points (sub 12" 1 point, over 12" 2 points perhaps). Ships stationed in the sea zone add points to all colonies in the sea zone based on the fleet strength present (1 point per 50 fleet strength perhaps). Aircraft stationed at the airbases add points in a similar way.
This gives a dynamic value to each colony that is heavily based on the player or AI investing resources into developing and defending the colony.
When an attacker sets a colony as an invasion target he starts to erode the defences (and therefore the points value of the colony). For this process to start he must have the 4 to 1 force ratio currently in effect, and it would be represented by a turn by turn reduction in the base capacity, airfield capacity and number of shore batteries the colony has. If the attacker has multiple colonies within invasion range of the target each one acts as a multiplier to the rate of erosion of the defences. Scenarios such as convoy defence / attack and shore bombardment can speed up or slow down the erosion. If the attacker loses his 4 to 1 force advantage the process stops, but the colony does not recover until the lost capacity / batteries are rebuilt.
The invasion can trigger before the colony value reaches its lowest value (RNG just like now) but once there are no further points that can be eroded (i.e. all bases / airfields have been stripped of upgrades, all batteries are gone) then the invasion automatically triggers on the next turn.
To complement this functionality we should be able to invade neutral states so that we can build up force multipliers against particularly hard targets.
When calculating points value for selecting colonies as war reparations the current point value, less any points for fleet / aircraft strength, should be used.
These changes would have the benefit of encouraging the player to invest in their colonies if they want to keep them, and give some added benefit to building coastal batteries. It would also give the player a way to invade high value targets if they were willing to invest enough time. Finally, it would also be a process that the player could see progressing turn by turn.