<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.galciv.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DominikX04</id>
	<title>Galactic Civilizations - Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.galciv.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DominikX04"/>
	<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php/Special:Contributions/DominikX04"/>
	<updated>2026-04-25T13:31:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Diplomacy&amp;diff=11007</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Diplomacy&amp;diff=11007"/>
		<updated>2019-04-09T11:07:48Z</updated>

		<summary type="html">&lt;p&gt;DominikX04: /* Military Power Rating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders diplomacy.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomacy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is the fine art of working with other major races and minor factions throughout the galaxy. Various diplomatic actions can be taken to foster or hinder good relations with your galactic neighbors.&lt;br /&gt;
== Factors affecting diplomacy ==&lt;br /&gt;
There are no perfectly rational beings in the galaxy; cooperation must be earned. There are numerous factors that determine the other races’ or factions’ approach to you. Any innate characteristics of your civilization (predisposing the other party towards you or the opposite), chosen ideology, your power (both actual and potential), and more are all factored into the approach.&lt;br /&gt;
&lt;br /&gt;
== Military Power Rating ==&lt;br /&gt;
Your and the AI&#039;s military rating is based entirely on the total attack power of all your ships. The size of ships, hit points, defenses, speed, range, are not considered. Neither are weapons&#039; range or rate of fire.&lt;br /&gt;
A low military rating can be a great disadvantage in diplomacy, so even when not acting aggressively you need ships to be seen as equals, or possibly to gain an advantage in negotiations without intending to actually use your military. This is sometimes called Gunboat Diplomacy.&lt;br /&gt;
The easiest way to build military strength is with smaller ships with multiple weapon types, combined with military starbases. Military starbases add attack power to any of your ships in range as long as they have that weapon type already equipped. Also since it gives a flat bonus to every ship this means multiple smaller ships gain more than fewer larger ships. So the ideal ship to boost military rating is a tiny ship with all three weapon types. This won&#039;t be possible until technology allows you to fit more weapons into smaller hulls, so you may need switch between tiny an small ships, using whichever of the two can currently hold the most out of the three weapon types. But tiny ships are best both in efficient use of logistics and maintenance cost, which is zero.&lt;br /&gt;
While your power rating will be high, this does not mean you will necessarily fare well in a war. This is known as being a Paper Tiger. Your ships pack a punch, but won&#039;t last long and can&#039;t move well. Ships with more focused designs using support modules and with escorts to draw fire and engines and life support to get to targets will be more combat effective.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomatic states &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomatic states&#039;&#039;&#039; are a part of diplomacy defining the current formal relationship between you and the other civilization.&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Neutral&#039;&#039;&#039; - you have encountered a civilization, but have no relationship with it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Trading&#039;&#039;&#039; - trade exists between your colonies and theirs. (indicated by a yellow line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Allied&#039;&#039;&#039; - a mutual commitment to defense exists between you and them. (indicated by a green line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;At War&#039;&#039;&#039; - whether it&#039;s a trade dispute or a war of annihilation, you and them are fighting an all-out war.(indicated by a red line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomatic Treaties &amp;lt;/h1&amp;gt;&lt;br /&gt;
== Treaties ==&lt;br /&gt;
Treaties are formalized commitments that have a large impact on relations with the other civilization.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Treaty Types and Effects ===&lt;br /&gt;
&#039;&#039;&#039;Declare War&#039;&#039;&#039; - Go to war with another civilization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peace&#039;&#039;&#039; - End the war between two civilizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance&#039;&#039;&#039; - Vow to support an ally’s side in any war and form an alliance with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Embargo&#039;&#039;&#039; - Refuse the establishment of trade routes and severe existing trade routes with a third party’s civilzation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declare War on Another Civilization&#039;&#039;&#039; - Go to war with a third party’s civilization&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Borders&#039;&#039;&#039; - Allow each other’s ships to pass through your respective territories without diplomatic penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration&#039;&#039;&#039; - Share each other’s sight in the fog of war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-aggression&#039;&#039;&#039; - A civil pact that prevents each party from declaring war on the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cultural&#039;&#039;&#039; - Give a 10% bonus to influence for the other culture per turn through the sharing of culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Trade&#039;&#039;&#039; - Give a 5% bonus to colony research and wealth generation to the other civilization through the sharing of markets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slave&#039;&#039;&#039; - Give a 5% bonus to colony manufacturing and wealth to the other civilization by agreeing to open slave markets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic Resource&#039;&#039;&#039; - Allow the other civilization to use some of a strategic resource.&lt;/div&gt;</summary>
		<author><name>DominikX04</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Diplomacy&amp;diff=7993</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Diplomacy&amp;diff=7993"/>
		<updated>2018-10-16T01:15:36Z</updated>

		<summary type="html">&lt;p&gt;DominikX04: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders diplomacy.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomacy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is the fine art of working with other major races and minor factions throughout the galaxy. Various diplomatic actions can be taken to foster or hinder good relations with your galactic neighbors.&lt;br /&gt;
== Factors affecting diplomacy ==&lt;br /&gt;
There are no perfectly rational beings in the galaxy; cooperation must be earned. There are numerous factors that determine the other races’ or factions’ approach to you. Any innate characteristics of your civilization (predisposing the other party towards you or the opposite), chosen ideology, your power (both actual and potential), and more are all factored into the approach.&lt;br /&gt;
&lt;br /&gt;
== Military Power Rating ==&lt;br /&gt;
Your and the AI&#039;s military rating is based entirely on the total attack power of all your ships. The size of ships, hit points, defenses, speed, range, are not considered. Neither are weapons&#039; range or rate of fire.&lt;br /&gt;
A low military rating can be a great disadvantage in diplomacy, so even when not acting aggressively you need ships to be seen as equals, or possibly to gain an advantage in negotiations without intending to actually use your military. This is sometimes called Gunboat Diplomacy.&lt;br /&gt;
The easiest way to build military strength is with smaller ships with multiple weapon types, combined with military starbases. Military starbases add attack power to any of your ships in range as long as they have that weapon type already equipped. Also since it gives a flat bonus to every ship this means multiple smaller ships gain more than fewer larger ships. So the ideal ship to boost military rating is a tiny ship with all three weapon types. This won&#039;t be possible until technology allows you to fit more weapons into smaller hulls, so you will likely switch between tiny an small ships several times, using whichever of the two can currently hold the most out of the three weapon types.&lt;br /&gt;
While your power rating will be high, this does not mean you will necessarily fare well in a war. This is known as being a Paper Tiger. While they pack a punch, your ships won&#039;t last long and can&#039;t move well. Ships with more focused designs using support modules and with escorts to draw fire and engines and life support to get to targets will be more combat effective.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomatic states &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomatic states&#039;&#039;&#039; are a part of diplomacy defining the current formal relationship between you and the other civilization.&lt;br /&gt;
== States ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Neutral&#039;&#039;&#039; - you have encountered a civilization, but have no relationship with it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Trading&#039;&#039;&#039; - trade exists between your colonies and theirs. (indicated by a yellow line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Allied&#039;&#039;&#039; - a mutual commitment to defense exists between you and them. (indicated by a green line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;At War&#039;&#039;&#039; - whether it&#039;s a trade dispute or a war of annihilation, you and them are fighting an all-out war.(indicated by a red line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomatic Treaties &amp;lt;/h1&amp;gt;&lt;br /&gt;
== Treaties ==&lt;br /&gt;
Treaties are formalized commitments that have a large impact on relations with the other civilization.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Treaty Types and Effects ===&lt;br /&gt;
&#039;&#039;&#039;Declare War&#039;&#039;&#039; - Go to war with another civilization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peace&#039;&#039;&#039; - End the war between two civilizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance&#039;&#039;&#039; - Vow to support an ally’s side in any war and form an alliance with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Embargo&#039;&#039;&#039; - Refuse the establishment of trade routes and severe existing trade routes with a third party’s civilzation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declare War on Another Civilization&#039;&#039;&#039; - Go to war with a third party’s civilization&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Borders&#039;&#039;&#039; - Allow each other’s ships to pass through your respective territories without diplomatic penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration&#039;&#039;&#039; - Share each other’s sight in the fog of war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-aggression&#039;&#039;&#039; - A civil pact that prevents each party from declaring war on the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cultural&#039;&#039;&#039; - Give a 10% bonus to influence for the other culture per turn through the sharing of culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Trade&#039;&#039;&#039; - Give a 5% bonus to colony research and wealth generation to the other civilization through the sharing of markets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slave&#039;&#039;&#039; - Give a 5% bonus to colony manufacturing and wealth to the other civilization by agreeing to open slave markets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic Resource&#039;&#039;&#039; - Allow the other civilization to use some of a strategic resource.&lt;/div&gt;</summary>
		<author><name>DominikX04</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Diplomacy&amp;diff=7540</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Diplomacy&amp;diff=7540"/>
		<updated>2018-06-29T23:46:07Z</updated>

		<summary type="html">&lt;p&gt;DominikX04: added explaination of military power rating and how to effectively use it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders diplomacy.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomacy &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is the fine art of working with other major races and minor factions throughout the galaxy. Various diplomatic actions can be taken to foster or hinder good relations with your galactic neighbors.&lt;br /&gt;
== Factors affecting diplomacy ==&lt;br /&gt;
There are no perfectly rational beings in the galaxy; cooperation must be earned. There are numerous factors that determine the other races’ or factions’ approach to you. Any innate characteristics of your civilization (predisposing the other party towards you or the opposite), chosen ideology, your power (both actual and potential), and more are all factored into the approach.&lt;br /&gt;
&lt;br /&gt;
== Military Power Rating ==&lt;br /&gt;
Your and the AI&#039;s military rating is based entirely on the total attack power of all your ships. The size of ships, hit points, defenses, speed, range, are not considered. Neither are weapons&#039; range or rate of fire.&lt;br /&gt;
A low military rating can be a great disadvantage in diplomacy, so even when not acting aggressively you need ships to be seen as equals, or possibly to gain an advantage in negotiations without intending to actually use your military. This is sometimes called Gunboat Diplomacy.&lt;br /&gt;
The easiest way to build military strength is with smaller ships with multiple weapon types, combined with military starbases. Military starbases add attack power to any of your ships in range as long as they have that weapon type already equipped. Also since it gives a flat bonus to every ship this means multiple smaller ships gain more than fewer larger ships. So the ideal ship to boost military rating is a tiny ship with all three weapon types. This won&#039;t be possible until technology allows you to fit more weapons into smaller hulls, so you will likely switch between tiny an small ships several times, using whichever of the two can currently hold the most out of the three weapon types.&lt;br /&gt;
While your power rating will be high, this does not mean you will necessarily fare well in a war. This is known as being a Paper Tiger. While they pack a punch, your ships won&#039;t last long and can&#039;t move well. Ships will more focused designs using support modules with escorts to draw fire and engines and life support will be more combat effective.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomatic states &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomatic states&#039;&#039;&#039; are a part of diplomacy defining the current formal relationship between you and the other civilization.&lt;br /&gt;
== States ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Neutral&#039;&#039;&#039; - you have encountered a civilization, but have no relationship with it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Trading&#039;&#039;&#039; - trade exists between your colonies and theirs. (indicated by a yellow line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Allied&#039;&#039;&#039; - a mutual commitment to defense exists between you and them. (indicated by a green line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;At War&#039;&#039;&#039; - whether it&#039;s a trade dispute or a war of annihilation, you and them are fighting an all-out war.(indicated by a red line)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Diplomatic Treaties &amp;lt;/h1&amp;gt;&lt;br /&gt;
== Treaties ==&lt;br /&gt;
Treaties are formalized commitments that have a large impact on relations with the other civilization.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Treaty Types and Effects ===&lt;br /&gt;
&#039;&#039;&#039;Declare War&#039;&#039;&#039; - Go to war with another civilization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peace&#039;&#039;&#039; - End the war between two civilizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance&#039;&#039;&#039; - Vow to support an ally’s side in any war and form an alliance with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Embargo&#039;&#039;&#039; - Refuse the establishment of trade routes and severe existing trade routes with a third party’s civilzation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declare War on Another Civilization&#039;&#039;&#039; - Go to war with a third party’s civilization&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Borders&#039;&#039;&#039; - Allow each other’s ships to pass through your respective territories without diplomatic penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration&#039;&#039;&#039; - Share each other’s sight in the fog of war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-aggression&#039;&#039;&#039; - A civil pact that prevents each party from declaring war on the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cultural&#039;&#039;&#039; - Give a 10% bonus to influence for the other culture per turn through the sharing of culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Trade&#039;&#039;&#039; - Give a 5% bonus to colony research and wealth generation to the other civilization through the sharing of markets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slave&#039;&#039;&#039; - Give a 5% bonus to colony manufacturing and wealth to the other civilization by agreeing to open slave markets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic Resource&#039;&#039;&#039; - Allow the other civilization to use some of a strategic resource.&lt;/div&gt;</summary>
		<author><name>DominikX04</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7423</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7423"/>
		<updated>2018-05-06T17:53:55Z</updated>

		<summary type="html">&lt;p&gt;DominikX04: /* Invasion Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Moderate  || Moderate  || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || High || Low || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>DominikX04</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7422</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7422"/>
		<updated>2018-05-06T17:48:55Z</updated>

		<summary type="html">&lt;p&gt;DominikX04: added some details but this seems like outdated information and I don&amp;#039;t think some of the headers even apply anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Moderate || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Very High || Very High || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 4000 || -25% Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Resistance || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || 1500 || -75% Resistance || Unknown || Unknown || Unknown || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -95% Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>DominikX04</name></author>
	</entry>
	<entry>
		<id>https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7421</id>
		<title>Combat and Invasions</title>
		<link rel="alternate" type="text/html" href="https://wiki.galciv.com/index.php?title=Combat_and_Invasions&amp;diff=7421"/>
		<updated>2018-05-06T17:38:58Z</updated>

		<summary type="html">&lt;p&gt;DominikX04: added information on Crusade legions and general citizens. if it can be better formated please fix it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Gc3 subpageheaders combat.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ship Combat &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship combat&#039;&#039;&#039; takes place when a fleet attempts to enter a tile occupied by a fleet owned by a hostile power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
At the start of combat, each ship will target an enemy ship of a type based on their [[Ship_roles |role]]. If there are multiple enemy ships of the preferred type, the ship will choose one of them at random.&lt;br /&gt;
&lt;br /&gt;
Interceptor, assault, and capital ships will begin moving forward on the battlefield towards their primary target. Support ships will not move unless all of the other types of combat ships in its fleet have been destroyed, at which point the support ships will also start moving towards their primary target. Escorts and guardians will not move unless the ship they are defending has started moving forward as well.&lt;br /&gt;
&lt;br /&gt;
A ship will only stop advancing once it is even with the target ship, and will move further only if the target ship moves out of range.&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon is ready, the ship will fire on its primary target. If its chosen target is out of range, it will attack another nearby ship.  All weapons of similar type on the attacking ship will fire as one single attack.&lt;br /&gt;
Hits on a target that has a correlating defense (point defense for missiles, shields for beams, or armor for mass drivers) will do damage to the defense itself. Damage done to a ship’s defense is displayed in orange on the battle log. &lt;br /&gt;
&lt;br /&gt;
Hits on a target with no remaining defense of the appropriate type will instead do full attack damage to the ship’s hit points. Spacecraft (ships, starbases, and shipyards) that are reduced to zero hit points are permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Combat continues until all of the ships from one side are destroyed. Retreating once a combat has been initiated is not an option.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Retreat ==&lt;br /&gt;
There is no retreating from combat for either the attacker or defender. Combat proceeds until one side or the other is annihilated.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Combat Viewer ==&lt;br /&gt;
The Combat Viewer shows your ships fighting against your enemy. Combat in the game is automated, so once you’ve chosen to engage you can either “auto resolve” the combat or watch it play out. Whichever you choose, it has no effect on the outcome of battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Starbase Support ==&lt;br /&gt;
Certain military starbases modules give powerful fleet-wide bonuses to any combat that takes place within their area of influence. It may be helpful to try and lure enemy fleets into the range of the Starbase before engaging in combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Ship Repair ==&lt;br /&gt;
Damaged starships repair at a base rate of 1 hit point per turn, whether they move during the turn or not. Starships that end their turn in orbit around a planet repair at a base rate of 5 hit points per turn. Starships that end their turn in a shipyard repair at a base rate of 4 hit points per turn. Starships that end their turn in a starbase repair at a base rate of 6 hit points per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The mix of ships in your fleet is incredibly important to its success in battle. Equipping support ships with appropriate modules, ensuring ship roles are handled well so you don&#039;t have vulnerable carriers engaging point-blank with enemy destroyers, and other similar tactics can multiply any force&#039;s capabilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;background-color: #000000; color: #e3a726; padding: 2px 6px;&amp;quot;&amp;gt; Ground invasions &amp;lt;/h1&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ground invasions&#039;&#039;&#039; are the usual method of conquering enemy planets. Transport ships equip people from a friendly colony with appropriate gear and carry them across the void to an enemy world that has been cleared of space-based defenses.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== How to Invade (pre Crusade expansion) ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Research the Planetary Invasion technology.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Build Transport ships at a friendly shipyard and launch them a percentage of your population.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Transports onto an undefended enemy world.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose your invasion tactics.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Await the results of your attack.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Victory! ...assuming you brought a sufficient amount of your population to fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
== Invasion Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Invading&#039;&#039;&#039;: Transports bring “Soldiers” to a target planet. “Soldiering” modifies the amount of people you bring. So, a transport with 4 people with a 50% soldiering bonus is the equivalent of 6 Soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;: A planet&#039;s defense is determined by 3 things:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The population of a planet is divided by its class, so a class 10 planet with 20 population, ends up with 2 defending troops per tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Resistance is the % of that population that will fight. If the planet has a 50% resistance, then each tile will have 1 defender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Planetary Defense is what percentage of the invading troops are killed immediately before landing on the planet surface. If 6 soldiers try to invade a planet with 50% planetary defense, half of them die immediately. 6 Invading Soldiers becomes 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Any invading troops that made it through the Planetary defense system land and take out one tile at a time. The casualty rate for both sides is dependent on what invasion methods and tactics are used. For this example, we will say the invader has a casualty rate of 50%, which is pretty high.&lt;br /&gt;
&lt;br /&gt;
Tile 1, 3 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 2, 2 Invaders &amp;gt; 1 Defender, Invader wins, but loses 1 soldier Tile 3, 1 Invaders &amp;lt;= 1 Defender, Invader loses, invasion repulsed.&lt;br /&gt;
&lt;br /&gt;
This is a really simple example, but is more or less how it works. The strategy comes in with the invasion types, since these can modify Soldiering, Resistance, and Planetary Defense.&lt;br /&gt;
&lt;br /&gt;
Unlike in GC2, invasions do not kill everyone on a planet. Depending on the invasion type, the casualties can vary from light to genocidal. As each tile falls, a certain amount of defenders will survive. If the invader wins, they will become part of the planet&#039;s population after the invasion is over.&lt;br /&gt;
&lt;br /&gt;
Some invasion types are so horrific that they will do damage to the planet or destroy improvements. Sometimes, there are additional long term effects, often leaving the invaded planet with durational modifiers, like low approval for X number of turns.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Invasion Tactics ==&lt;br /&gt;
If you&#039;ve researched appropriate technology such as Biological Warfare, you can pay credits to enable special tactics during an invasion. Biological Warfare, for example, reduces the enemy&#039;s ability to resist your assault while simultaneously reducing the chance for existing improvements to be damaged during the invasion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tactic !! Cost (bc) !! Extra Effect !! Invader Casualty Rate !! Defender Casualty Rate !! Planet Damage !! Lingering Effect&lt;br /&gt;
|-&lt;br /&gt;
| Conventional Warfare || 0 || None || Low || High || Moderate || None&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Bombardment || 500 || -50% Resistance || Low || Very High || Very High || -50% Approval for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
| Information Warfare || 1000 || -25% Defense and Resistance || Very Low || Low || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Biological Warfare || 500 || -50% Defense || Low || Very High || Very Low || None&lt;br /&gt;
|-&lt;br /&gt;
| Tidal Disruption || Unknown || Unknown || Unknown || Unknown || Unknown || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| Core Detonation || 1000 || -50% Defense and Resistance || Very Low || Very High || Very High || None&lt;br /&gt;
|}&lt;br /&gt;
== Defensive Tactics ==&lt;br /&gt;
The ability to resist a ground invasion depends on planetary defenses, resistance, and soldiering ability.&lt;br /&gt;
Resistance determines the percentage of the planet&#039;s population that will try to defend the planet from an invasion. The rest of the population will suffer losses from the invading force, but they do not assist in repelling the invaders.&lt;br /&gt;
&lt;br /&gt;
== Legions and General Citizens ==&lt;br /&gt;
When you create a general citizen they add five legions to your global pool. These legions can be loaded onto a transport or stationed on individual planets for defense. Once you do this they can&#039;t be put back into the global pool.&lt;br /&gt;
&lt;br /&gt;
When you assign a general to a colony they will bring with them 5 defending legions, however these legions are NOT subtracted from the global pool. They will defend the planet the same as if you stationed them as a garrison but are not permanently assigned to that colony. If some die during a failed invasion those will be subtracted from the global pool. If you still have legions remaining then they will be able to defend the colony again without having to use the station garrison project to reinforce the colony. If you place generals on more than one planet, then each planet will get 5 defenders from the global pool, however since it isn&#039;t removing any legions from the global pool (unless they are killed), you can have the same 5 legions (or as many as you have if you have less than 5 in the pool) guard more than one planet. General citizens grant you free legions while also letting you defend more planets with fewer legions, allowing you to either have a large reserve for defense, or a bigger supply for invasions.&lt;/div&gt;</summary>
		<author><name>DominikX04</name></author>
	</entry>
</feed>