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2.0 版本
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=== Army rework === * Attachments have been cut from the game. Some of their effects were rolled into techs * Defensive armies are no longer built, but are rather created automatically to garrison planets from certain buildings, such as Capitals and Fortresses * Orbital Bombardment was changed. While a fleet is bombarding a planet, it will now deal damage to both armies defending the planet, and the planet itself. Planet damage is a value that goes from 0 to 100%, and once it hits maximum, a tile on the planet will be damaged, ruining any building on it and potentially killing pops and creating blockers. More severe forms of bombardment do more damage to both armies and planets * Planets can now construct Fortress buildings that provide additional defensive garrisons. Armies spawned by a Fortress cannot suffer any damage from orbital bombardment while the Fortress is functional * Assault armies engaged in battle on a planet will now cause collateral damage to the planet, in the form of planetary damage similar to from bombardment. Different types of armies cause different amounts of collateral damage * Armies at low (<50%) morale will now have their combat ability reduced, in addition to the more severe penalty that already exists for being at 0 morale * Planets now have a combat width that determines how many units can take and deal damage at the same time during combat * Planets no longer have a limit to how many armies can be garrisoned on them * Armies now have a chance to disengage from battle when they take damage and their health is at <50%. Disengaged units will not deal damage or take damage as long as there are other units to fill the combat width * Retreating from an invasion now results in each retreating unit having a chance of being overrun and destroyed. The chance increases if the unit is at low health
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