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Re: 3 neat tricks for bombing/invasion and gathering intel Thu, 19 January 2012 14:47 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
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Messages: 1068
Registered: August 2005
Location: Berlin
neilhoward wrote on Fri, 13 January 2012 08:13


1) Ian (Traceroute) showed me that a player can have bombers set to depopulate an enemy planet in the next year, AND have waypoint zero orders to drop colonist without any loss. This saves you a colonising ship, and there are no enemy colonists or defences operated to diminish your occupation force.


The reason is in the order of events:
20. Bombing
22. Waypoint 1 unload tasks
24. Planets with 0 pop become uninhabited

As you can see: first comes bombing, then WP1-orders and only then occures the check wether a planet is depopulated. So you can invade a planet even if there is no more enemy pop alive.

Concerning tech gains:
I have never really tested it out wether you gain tech with this method but always assumed you cannot. For this reason I always try to bomb with let's say 99% bombing capacity (after defenses), so a few poor souls are still alive to spill out the tech secrets when my troops land.
The method to bomb with around 99% kill ratio has, of course, one weakness: if the opponent builds defenses in the last turn, more pop survives than calculated.
But if one missed the conquest of the planet due to too many survivors, one can still decide afterwards wether to go for
a) another round of bombing
or
b) additonal pop drop with WP0-order and to move on with the fleet rightaway

Sometimes it is quite interesting to have the choice wether to go for a WP0 or WP1 invasion. So you could first try to gain tech from your opponent with WP0 orders and if that fails you might still gain tech from your ally at WP1 within the same round. Or the other way around if you consider your ally's tech as more important.


[Updated on: Thu, 19 January 2012 16:55]

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