Planetary Invasion
TODO: In-game blurb
== Tactics ==
Invading a Xeno world will typically require many ships carrying ground soldiers to repeatedly assault the planet. Up to eight such invasion ships could attack a world at the same time. Doing so with eight, the planet cannot produce any ships as they would have no place to spawn. Typically an escort fleet is needed to ward off counter-attacks although a multi-purpose invasion ship could theoretically be built to also deflect attacks.
Invasion ships take damage representing both the loss of ground troops and counter-attacks by anti-orbital ground weapons hammering the ship itself. (Xeno ships, by contrast, have an inexhaustible supply of drop pods and stay further away from the planet when attacking, meaning their World Killers never take damage during invasion.) Invasion ships require at least some fuel to perform their attacks.
Invasion often takes a long time, especially against a maximum population Xeno world (20 population.) Once the population is reduced to 0, the world is available for colonization by Star Traders (or Xeno, if you let them.) If the quality is reduced to 0 or lower, the Xeno will have been eradicated, but the world is now inhospitable to any life forms.
== Combat Options ==
Invasion actions have three distinct options.
=== Bombardment ===
Bombardment risks the quality of the system more than Invasion and Scouting.TODO MORE
=== Scout ===
Scouting risks the quality of the system the least of the three actions. Scouting reveals the Defense level of the foe, which is particularly important if the world's defense is listed as "
". Once known, Scouting can reduce the Defense level of the foe, as well as doing minor damage to the population of the world. Scouting reduces the risk to your invasion force from radiation for the turn following its use.
=== Invasion ===
Invasion risks the quality of the system a moderate amount but deals solid damage to population and defenses (if known.)
== Relevant Statistics ==
=== Xeno Population ===
Xeno population ranges from 1 to 20. Each point of population requires 10 "damage" to be removed. Even during an invasion a Xeno world will frequently regenerate population, mitigating or completely reversing the damage from smaller invasion fleets. If the population reaches 0 while the quality is a positive number, the Xeno are removed and the world may be colonized anew.
=== Xeno Radiation ===
Xeno radiation increases the damage your invasion fleet will take during attacks. Scouting actions reduce the damage from radiation the turn after it is performed. Higher numbers for the radiation are more deadly.
=== Xeno Defense ===
Xeno Defense rating greatly increases the damage your invasion fleet will take during attacks. All three options can decrease this value. While this level is unknown by being listed as "
", the defense is particularly dangerous and some Scouting should be performed to avoid extreme damage.
=== Transport Sensors ===
Increases attack reliability.
=== Transport Invasion ===
Greatly (?) increases attack reliability.
=== Transport Pilot ===
Increases attack reliability.
=== Transport Durability ===
Soaks damage from attacks, and contributes to max HP (as always)
=== Transport Shielding ===
Reduces damage from Xeno Radiation. Also increases attack reliability.
=== Transport Armor ===
Reduces damage taken from Xeno Defenses.
=== Invasion Training ===
Higher level planetary invasion training will result in more damage to the Xeno colony during attacks. However, higher level attacks will also require more [[Water-Fuel]] than lower level attacks.
=== Drop Ships ===
Drop Ships must be equipped to invade Xeno Worlds. More powerful dropships will deal additional damage to the Xeno colony. It combines with the ship Captain's [[Invasion_(Skill)|Invasion]] skill and the crew's invasion training to calculate damage to the colony.
=== Other ===
Transports can benefit from higher repair and refueling values, much as other ships, unless you plan to scuttle the ships when their fuel expires.