Planetary Invasion
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Planetary Invasion is a critical part of the game. Until you have researched scan modules or the [[Mission_Chains#Planet_Transformer_Chain| Planet Transformer Chain]] of missions, finding excellent planets is a huge challenge. The solution is to take excellent planets from others ! However, be warned that an active pilot will not likely to be happy about it, so you should expect some retaliation from them or their legion mates. | Planetary Invasion is a critical part of the game. Until you have researched scan modules or the [[Mission_Chains#Planet_Transformer_Chain| Planet Transformer Chain]] of missions, finding excellent planets is a huge challenge. The solution is to take excellent planets from others ! However, be warned that an active pilot will not likely to be happy about it, so you should expect some retaliation from them or their legion mates. | ||
- | In order to invade an enemy planet, you must first attack the planet enough times to drop the planet's population down to below 10. | + | In order to invade an enemy planet, you must first attack the planet enough times to drop the planet's population down to below 10. The maximum amount of population that will be killed per enemy attack is 20. This can be sped up using [[Quantum Bio-Vaporizer]]s. Once the population is below 10, an Invade button will become active on the Planetary Actions tab. Clicking invade will attempt an invasion. A successful invasion will award you the planet as well as a [[Combat_Badges| green badge]]. The normal cooldown period between invasion attempts is 24 hours. |
If your ship has a [[Calming Amplifier]] effect, you will be prevented from invading enemy planets. You can invade after clearing the effect by making a non.attack offensive action (hack, use an offensive artifact, etc.) against an enemy ship. | If your ship has a [[Calming Amplifier]] effect, you will be prevented from invading enemy planets. You can invade after clearing the effect by making a non.attack offensive action (hack, use an offensive artifact, etc.) against an enemy ship. |
Revision as of 21:58, 23 January 2020
Planetary Invasion is a critical part of the game. Until you have researched scan modules or the Planet Transformer Chain of missions, finding excellent planets is a huge challenge. The solution is to take excellent planets from others ! However, be warned that an active pilot will not likely to be happy about it, so you should expect some retaliation from them or their legion mates.
In order to invade an enemy planet, you must first attack the planet enough times to drop the planet's population down to below 10. The maximum amount of population that will be killed per enemy attack is 20. This can be sped up using Quantum Bio-Vaporizers. Once the population is below 10, an Invade button will become active on the Planetary Actions tab. Clicking invade will attempt an invasion. A successful invasion will award you the planet as well as a green badge. The normal cooldown period between invasion attempts is 24 hours.
If your ship has a Calming Amplifier effect, you will be prevented from invading enemy planets. You can invade after clearing the effect by making a non.attack offensive action (hack, use an offensive artifact, etc.) against an enemy ship.
Invasion Chance
From the Equations page:
With thanks to Darth Flagitious
Chance% = (InvAtt/(3*InvDef))*100
Invasion Defense
Some planetary structures will increase your planetary defense, but only during planetary invasions.[1] A higher invasion defense improves your chances at defending a planet. The maximum invasion chance of an attacker is set at 90%. The Xecti race bonus applies to invasion defense.
InvDef% =(Planet Attack + Planet Defense + Invasion Defense Items) * (1+(LegionBonus/100))
Invasion Attack
Some modules and abilities will increase your attack, but only during planetary invasions.[2] A higher invasion attack improves your chances at conquering a planet up to a maximum invasion chance of 90%. The Konqul race bonus also applies to invasion attack.
InvAtt = Your Invasion Attack (Your "Normal" Attack + "normal" buffs (i.e. crux/crimson/crystal etc.) + Invasion-specific attack (from modules) + Invasion buffs (Stryll Pathogen, Mutagenic Cartridges etc.)) * Invasion %Bonus (Decimators, Kulgox)
Ship modules which provide invasion attack
sources: [3] [4] [5] [6] [7] [8] [9]
Artifacts and Abilities which provide temporary buffs to invasion attack
Name | Type | Invasion Attack | Number Available | Duration | Cooldown | Cost | Gained From |
---|---|---|---|---|---|---|---|
Alarri Probability Core | Ability | 5% | random | 1 hour | 20 hours | charges ? | Mission: The Aperture Principle |
Bane Shriek | Ability | 5% | - | 1 hour | 20 hours | 250 energy | Apparitious Fearcaster GP purchase during Bane seasonal event |
Kulgox Octal-Sac | Artifact | 10% | - | 4 hours | - | - | NPC: Kulgox Entity |
Mutagenic Cartridges | Artifact | 1500 | 5 | 5 minutes | - | 20 energy | NPC: Bane Revenant |
Stryll Pathogen | Artifact | 200 | - | 48 hours | - | 5 energy | NPC: Sketh, Stryll Predator |
Vorean Biocharge | Ability | 8% | 2 charges per Vorean Bio-Ray | 1 hour | - | charges refilled via GP | Legion Mission: Vorean Extinction |
Invasion Cost
Also from the Equations page:
Each successful invasion will result in your acquisition of the planet, for double the credit cost of a Planetary colonization.
Current Simplified Formula In English (Translated By - QCubed, Corrector - FerrusManus):
Invasion Cost = ((Number Of Planets Controlled)^3) * 2000
Invasion Cooldown Timer
The normal cooldown period between invasion attempts is 24 hours.
The Bane Hypershroud series of ship modules will modify your invasion timer, with success or failure setting different cooldowns as follows:
Upgrade | GP Cost | HyperShroud Version | (single mod) Cooldown Timer: Successful Invasion | (single mod) Cooldown Timer: Invasion Failure | (set of 2) Cooldown Timer: Successful Invasion | (set of 2) Cooldown Timer: Invasion Failure | First Year Available |
---|---|---|---|---|---|---|---|
n/a | 78 | Bane HyperShroud | 23 hours | 22 hours | 22 hours | 20 hours | 2015 |
Bane HyperShroud II Upgrade | 71 | Bane HyperShroud II | 22 hours | 20 hours | 20 hours | 16 hours | 2016 |
Bane HyperShroud III Upgrade | 63 | Bane HyperShroud III | 21 hours | 18 hours | 18 hours | 12 hours | 2017 |
Bane HyperShroud IV Upgrade | 61 | Bane HyperShroud IV | 20 hours | 16 hours | 16 hours | 8 hours | 2018 |
The Paradox Generator removes any active timers for your invade, daily reward, share, abandon, hack, raid, repair, and trade abilities.
The Annex Decree removes any active timer for your invade ability, but can not be used within 4 hours of your previous invasion attempt.
Invasion Events
These events have a chance of occurring when a planet is successfully invaded. They last for one week.
Image | Name | Effect |
---|---|---|
http://galaxylegion.erismedia.netdna-cdn.com/galaxylegion/images/planets/effects/destroyed.jpg | Devastated Landscape | +100% build costs |
http://galaxylegion.erismedia.netdna-cdn.com/galaxylegion/images/planets/effects/enslaved2.jpg | Enslaved Prisoners | -50% to build cost (half cost in credits AND minerals) |
http://galaxylegion.erismedia.netdna-cdn.com/galaxylegion/images/planets/effects/flash1.png | Insurgent Uprising | -50% to total defenses |
Invasion Upgrade
How to get the invasion upgrade ?
Obtained by completing The Lone Conqueror medal. Invasion upgrade is an ability gained by successfully invading 15 planets while you're not a member of a legion.
What does it do ?
Each time you successfully invade a planet, a 50% 'Improved Invasion' production bonus is applied to this planet for 2 days.
--Butterfly3007 01:46, 18 August 2012 (UTC)
Invasion Medals
There are a variety of Medals related to invading planets:
Non.seasonal
- Clear Skies: Go 40 days without attempting an invasion on an enemy planet.
- Rebellious Recapture: Successfully Invade 10 planets while they are under the effects of an Insurgent Uprising.
- The Lone Conqueror: Successfully invade 15 planets while you are not in a legion
Seasonal
- Coveted Takeover: During the Hallows Bane event, invade 8 planets that have been scanned by no greater than 2 other ships.
- Fire and Brimstone: While under the effects of both 'Bane Nightmare' and a 'Hallows Bane' from an enemy trap, invade the following types of planets: Terra, Toxic, Plasma, Demon
- Living Nightmare: While under the effects of 'Bane Nightmare', invade the following types of common/uncommon planets: Icy, Volcanic, Gas, Barren, Desert
- Vile Encounters: During the Hallows Bane event, invade planets scanned by 2 or fewer other ships that have the following criteria: Massive or larger; 25 or more structures; 2000 or more passive attack (only 1 matching criteria validated per invasion - at random - so minimum 3 invasions)
- Toil and Trouble: While under the effects of 'Krow Gaze' and a 'Hallows Bane' from an enemy trap, invade the following types of planets: Metallic, Oceanic, Irradiated, Crystal
- Unending Horrors: While under the effects of 'Krow Gaze', 'Bane Nightmare', and a 'Hallows Bane' from an enemy trap, invade the following types of planets: Barren, Volcanic, Gas, Desert
Planet Artifacts Impacted By Planetary Attacks
Recently Attacked = 1 hour
- Engineered Virus - stops population growth on a recently-attacked enemy planet for 1 day
- Sabotage ability - destroy one standard attack, defense or population structure on an enemy planet for 10 energy (enemy planet population must be less than 100)
- Assimilation Locus - all effects double if used on a new colony (within 24 hours of invasion, without using any Planetary Time Vortex) that you recently invaded
1 day or less
- Tranquil Monolith - minimum cloak bonus of 5% (+5% every 2 months calm)
2 days
- Bane Psybeacon - Can only be built on planets attacked within the last 48 hours
- Uldri Recovery Capsule - Can only be build on planets attacked in the last 48 hours
- Orion Menagerie - Can only be placed on a planet attacked in the last 48 hours
3 days
- Sub-Tachyonic Detector - Can only use on planets attacked in the last 3 days, or irradiated planets
7 days or 1 week
- Temporal Flux Orb - Can not be used on planets that have been attacked in the past week
- XRP Warp Inhibitor - Can only be constructed on planets that have not been attacked in the past week
- Chronofield Projector - Can only use on a planet that has not been attacked in the last week
- Bane Psybeacon - Mark II - Planet must be calm for 1 week to upgrade to Bane Psybeacon - Mark II
- Uldri Spacial Marker - Must be calm for 1 week to upgrade to mark 2
- Uldri Recovery Capsule - Must be calm for 1 week to upgrade to mark 2
14 days or 2 weeks
- VARA Interface - boosts planet production by 4% for 2 days, plus an additional 4% for planets attacked in the last 2 weeks
- Bane Psybeacon - Mark III - Planet must be calm for 2 weeks to upgrade to Bane Psybeacon - Mark III
31 days or 1 month
- N-Dimensional Compressor - can not be used on planets that have been attacked within the past month
- Bane Psybeacon - Mark IV - Planet must be calm for 1 month to upgrade to Bane Psybeacon - Mark IV
- Uldri Spacial Marker - Must be calm for 1 month to upgrade to mark 3
- Uldri Recovery Capsule - Must be calm for 1 month to upgrade to mark 3
62 days or 2 months
- Uldri Recovery Capsule - Must be calm for 2 months to upgrade to mark 4
- Tranquil Monolith - cloak bonus of 10% (+5% every 2 months calm)
93 days or 3 months
- Argent Consulate - Can only be built on planets that have been calm for 3+ months, or that have never been attacked.
- Galakis Transport - can only be placed on a planet with a Galakis Route Marker (Cannot use on planets attacked in the last 3 months)
123 days or 4 months
- Tranquil Monolith - cloak bonus of 15% (+5% every 2 months calm)
184 days or 6 months
- Tranquil Monolith - cloak bonus of 20% (+5% every 2 months calm)
245 days or 8 months
- Tranquil Monolith - cloak bonus of 25% (+5% every 2 months calm)
273 days or 9 months
- Galactic Concord Station - effects doubled if planet has not been attacked in the 9 months prior to construction
303 days or 10 months
- Tranquil Monolith - cloak bonus of 30% (+5% every 2 months calm)
366 days or 12 months = 1 year
- Tranquil Monolith - cloak bonus of 35% (+5% every 2 months calm)
425 days or 14 months
- Tranquil Monolith - cloak bonus of 40% (+5% every 2 months calm)
485 days or 16 months
- Tranquil Monolith - cloak bonus of 45% (+5% every 2 months calm)
550 days or 18 months
- Tranquil Monolith - maximum cloak bonus of 50%
1000 days or 2 years 9 months
- 'Last attacked XX' becomes 'Planet has never been attacked'
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