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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: Maximum Ground Defense  (Read 1270 times)

BigBrainEnergy

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Maximum Ground Defense
« on: January 03, 2025, 10:51:22 PM »

What do you think? Is it enough to cover early pirate raids?


I believe this is the maximum possible ground defense in vanilla.

Fortress World
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Beep Boop

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Re: Maximum Ground Defense
« Reply #1 on: January 04, 2025, 02:57:45 AM »

Honestly, if you have a size-6 planet, I think you're past "early" pirate raids. Also, the Star Fortress bonus won't last, because for them to make the attempt, they'd most likely have to fight it first, and they CAN destroy that.
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Killer of Fate

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Re: Maximum Ground Defense
« Reply #2 on: January 04, 2025, 03:59:50 AM »

Alpha Core admin also boosts ground defenses
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BigBrainEnergy

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Re: Maximum Ground Defense
« Reply #3 on: January 04, 2025, 04:08:40 AM »

Alpha Core admin also boosts ground defenses

I completely forgot it does that.
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Juno

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Re: Maximum Ground Defense
« Reply #4 on: January 04, 2025, 05:00:38 AM »

As in any game, e.g. Stellaris, any sort of ground defense is pointless if you don't have a fleet in orbit to back it up.
There's 0 reason to build these Batteries in Starsector, since all they do is costing you extra upkeep.
What you should have is maxed patrol buildings everywhere so your systems are swarmed with your free patrol fleets.
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Bungee_man

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Re: Maximum Ground Defense
« Reply #5 on: January 04, 2025, 05:09:14 AM »

I think the idea is just to find the maximum possible ground defense value, for fun. I think OP managed it - max out stability, get batteries, high command, and star fortress, and install the drone replicator.

As for ground defense not being useful, I think we could stand to see opposition doing more of what the players do. Maybe replace the respawning pre-crisis fleets with intermittent, pre-announced raids, some of which try to tac-bomb (maybe the Hegemony would do this, if hostile), some of which try to raid planets without taking out the station (maybe the pirates would do this), and some of which try to take out the station and then disrupt a targeted industry (maybe the Diktat would do this). This would give ground defense a broader sense of value, and provide a sense of buildup before a crisis.
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BigBrainEnergy

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Re: Maximum Ground Defense
« Reply #6 on: January 04, 2025, 05:23:55 AM »

With the addition of an alpha core admin, ground defenses reach 83'294. Too bad, it's so close to 100k. All it would take is just one more x1.25 multiplier but I think I've already grabbed every possible bonus.
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Pizzarugi

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Re: Maximum Ground Defense
« Reply #7 on: January 04, 2025, 05:48:04 AM »

Wanna know the sad thing? Far as I understand, as NPC fleets go, it's all a chance based thing on whether they successfully raid your planet regardless of how strong your defenses get. There is no threshold that brings attacking fleets to 0% chance. I found this out from modding, with the Adversary faction (who also juices their defenses to be as ridiculous as OP) still being susceptible to raids and invasions by other factions.

It's why I stopped bothering with ground defenses. If they can't guarantee to ward off any raids or expedition forces, then they're little more than a drain on credits and building space. As Juno had already said, you're better off saturating your space with fleets to blow the enemy out of the void.
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Doctorhealsgood

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Re: Maximum Ground Defense
« Reply #8 on: January 04, 2025, 07:29:20 AM »

They could at the very least delay things so you could have time to try and break the siege before it is too late or something...
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Phenir

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Re: Maximum Ground Defense
« Reply #9 on: January 04, 2025, 09:04:23 PM »

They could at the very least delay things so you could have time to try and break the siege before it is too late or something...
Why? Anything that actually threatens your colony warns you months in advance so you can be there before they even arrive, which is the actual reason defenses are useless.
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Daynen

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Re: Maximum Ground Defense
« Reply #10 on: January 07, 2025, 10:07:21 AM »

Massive ground defense there.  Shame it won't matter because the game just does the math and goes "okay I'll spawn enough marines anyway."
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WhisperDSP

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Re: Maximum Ground Defense
« Reply #11 on: January 07, 2025, 01:45:31 PM »

With the addition of an alpha core admin, ground defenses reach 83'294. Too bad, it's so close to 100k. All it would take is just one more x1.25 multiplier but I think I've already grabbed every possible bonus.
Is it possible to storypoint the Star Fortress? I’ve never looked.

Killer of Fate

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Re: Maximum Ground Defense
« Reply #12 on: January 07, 2025, 01:46:10 PM »

With the addition of an alpha core admin, ground defenses reach 83'294. Too bad, it's so close to 100k. All it would take is just one more x1.25 multiplier but I think I've already grabbed every possible bonus.
Is it possible to storypoint the Star Fortress? I’ve never looked.
it boosts stability not ground defenses
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Nettle

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Re: Maximum Ground Defense
« Reply #13 on: January 07, 2025, 02:19:49 PM »

Is it possible to storypoint the Star Fortress? I’ve never looked.
it boosts stability not ground defenses

Stability is a multiplier for ground defenses strength so it all makes sense in the end.
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Killer of Fate

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Re: Maximum Ground Defense
« Reply #14 on: January 07, 2025, 03:26:04 PM »

Is it possible to storypoint the Star Fortress? I’ve never looked.
it boosts stability not ground defenses

Stability is a multiplier for ground defenses strength so it all makes sense in the end.
it was always an amazing s-point investment if you have decivilized on a planet. Or want to make Commerce + Military Base to buy military ships of the market. At least for aesthetic reasons.

I wish vanilla had a smaller s-mod cost, but tried to balance that out by having colonies earn less money and have to compete better against the accessibility of Core Worlds which are closer to each other. I kinda rebalanced it this way in my mod... It's fun... But eh... I guess it's not a solution all people would enjoy.
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