Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.
However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.
Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
Can even a tiny faction launch an arbitrarily large attack if your system is say crammed full of large Fleet HQed up colonies? 10 of them at say size 7 would be uh 30 pickets, 30 medium and 30 heavy at 200% size or something.
It's capped to a level based on the faction's availability of ships/marines/supplies/fuel (this is also used for invasion point accumulation), so a sufficiently small faction won't be able to send large invasion forces.
(The cap is greatly increased for the "resurgence" events when a faction is trying to respawn)
But if the fleet is always going to be scale to your defenses, what's the point in even having defenses (well, beyond that needed to fend off vanilla fleets)?
The defense strength increases faster than the corresponding invasion strength. Also, if the enemy can take your planets with smaller forces, they can send them more often.
(There's also a market size element to the invasion strength, so a larger market with insufficient defenses is at risk, but having enough defenses for expeditions should cover this)
@Sheluna: Glad you're liking it!
- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.
If you mean specify the colony interval in the new game options, I can do that, yeah. (And maybe other settings currently in the config files as well; although honestly, it'd work much better if I had access to a proper GUI).
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?
New NPC colonies shouldn't normally have zero stability. If you ever check some of them out, do you see in the stability tooltip what's causing them to destabilize?
Either way I could counteract whatever problem is happening by letting NPC factions use a version of the player's credits-to-stabilize mechanic. But I'd prefer not to add abstracted AI buffs that the player can't interact with.
As for continually annoying the player: If it's happening as part of a war that's arguably to be expected, but for other cases... you might be interested in the exerelin_config option to turn expeditions off
