User:Wethospu
Contents
Battle
Battle occurs when at least two land or naval armies of states currently at war with each other are in the same city. The army that entered the tile first is considered the defender, unless the other side has control over fortifications in the tile.
On each side, more than 1 army can partake in combat. The simplest way to achieve this is by attaching armies to a leading army. Armies may be attached to allied armies or to the state's own.
Battlefield
The battlefield consists of two rows facing each other. Both rows have 30 slots. The top row is for attacker's units and the bottom row is for defender's units.
Rows consist of left flank, main front and right flank. The size of flanks depends on amount of units in the battle and the preferred flank size option.
At start of the battle, units are placed in the battle field until slots are filled or units run out. Remaining units are put to reserve where they replace any defeated units.
Each day, empty slots are filled with units from the reserve. Every unit in the battlefield attack an enemy unit within their range. All units deal both morale and strength damage. At end of the day, units with less than 0.25 morale or 0 strength are removed from the battlefield.
The battle ends when all units from side are defeated. The defeated army disengages in a shattered retreat.
Order of battle
Day 0: Initial deployment for both sides. Armies are locked in the battle. Every 5 days, dice are rolled. Every day: Attacker reinforces. Attacker picks targets. Defender reinforces. Defender picks target. Both sides deal damage. Defeated units are removed.
Deployment
Targeting
Units try to first pick a target in front of them. If there is no target then a target is picked within the maneuver attribute. Each maneuver extends the range with one slot. For example 1 maneuver allows the unit to attack the opposite slot and slots next to it.
Combat tactics
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Please help with verifying or updating this section. It was last verified for version 1.1. |
Combat tactics add a rock-paper-scissors-style of a mechanic to land and naval combat. Tactics are selected for each army and they can be freely changed when not in a battle. During the battle, tactics of both participants are compared which results in three cases:
- Selected tactic counters the enemy tactic: Results in a damage bonus while the enemy gets a damage penalty.
- Selected tactic gets countered by the enemy tactic: Results in a damage penalty while the enemy gets a damage bonus.
- Tactics are neutral to each other: No damage bonus or penalty.
A tactic may also increase or reduce casualties which applies to both sides even when tactics are neutral to each other.
Overall the tactic system doesn't have a significant effect on battles because the damage bonus and penalty are not high and require tactics countering each other.
Effectiveness
The army composition determines how effective the army is with the selected tactic. The effectiveness only affects the damage bonus. The damage penalty is same regardless of the effectiveness.
The effectiveness is calculated by scaling the amount of each unit type by their specific effectiveness. The effectiveness caps at 100%.
effectiveness = min(sum(unit_type => unit_type_manpower * unit_type_effectivness) / total_manpower, 1.0)
For example 5 units with 100% effectiveness and 5 units with 50% effectiveness would result in (5 * 100% + 5 * 50%) / 10 = 75% effectiveness.
Land tactics
Land combat has a total of 10 tactics. 5 basic tactics are available to all countries at all times while 5 special tactics require a specific military tradition to unlock. Each tactic counters and gets countered by one basic tactic and one special tactic. This results that a tactic is strong against 20% of tactics, weak against 20% of tactics and neutral against 60% of tactics.
Basic tactics give 20% damage bonus while special tactics give 25% damage bonus when countering. Both tactic types have the same -10% damage penalty.
The default tactic is "Shock Action".
Tactic | Unit effectiveness | Against other tactics | Casualties | Description | |
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Bottleneck | Against a massed charge, nothing performs better than a solid defensive line. However, if the enemy is clever enough to pick us off one by one, we may encounter problems.
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Deception | A staggered assault can wear down an enemy's resolve faster than one might imagine, and allows us to respond to mobile threats with great ease. The greatest weakness of this tactic stems from our vulnerability to skirmishing behavior.
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Envelopment | Drawing forth an enemy counterattack, and then plunging into the side of their exposed formation can cause massive losses. Against an enemy who can quickly martial their men to multiple fronts however, increases the risk of this maneuver.
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Shock Action | +10% | Sometimes, caution must be thrown to the wind - few foes can stand against a massed charge, though we must be wary of those that can field a staunch defense.
This is the default tactic for any new army
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Skirmishing | −25% | If the enemy exposes a series of flanks for us to harry, this maneuver will surely pay off. We should not employ this tactic against stalwart offensive lines, however. |
Tactic | Unit effectiveness | Against other tactics | Casualties | Description | |
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Cavalry Skirmish | −10% | Ordering cavalry to harass and skirmish, rather than remain in formation, can often be used as a tool to deny an entire flank to hostile troops.
Requires Greek war tradition "The Companion Cavalry", North African war tradition "Wild Charge", or Persian war tradition "Cavalry Skirmish". | ||
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Hit-and-Run | −10% | In the face of an overwhelming enemy an asymmetric approach can often be more successful than a head-on one. Ambushes, raids, and hit-and-run style tactics were common in ancient warfare, especially in Gaul, Germania, and Iberia
Requires Barbarian war tradition "Ambush". | ||
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Padma Vyuha | −10% | A highly complex defensive formation, the labyrinthine appearance of the Padma Vyuha is designed to confuse and misdirect foes while defending more vulnerable friendly troops at the core.
Requires Indian war tradition "Padma Vyuha". | ||
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Phalanx | −10% | The Phalanx originated as a highly defensive method of formation fighting, used primarily by Greek city-states. It was further developed by the Macedonian military, who built their armies around a heavily armored Phalanx formation.
Requires Greek war traditions, or Levantine and Arabian war tradition "Greek Warfare". | ||
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Triplex Acies | Like the Hellenistic Phalanx the Roman tactic formation known as the Triplex Acies, or triple lines, is inspired by the Phalanx of the Greek City states. Where the Macedonian or Hellenistic Phalanx has gone for cohesion the Roman Formation instead emphasized flexibility.
Requires Latin war tradition "Triplex Acies". |
Naval combat has a total of 5 basic tactics which are available to all countries at all times. Each tactic counters and gets countered by one tactic. This results that a tactic is strong against 20% of tactics, weak against 20% of tactics and neutral against 60% of tactics.
Tactic | Unit effectiveness | Against other tactics | Casualties | Description | |
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Frontal Assault | Todo
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Deception | A staggered assault can wear down an enemy's resolve faster than one might imagine, and allows us to respond to mobile threats with great ease. The greatest weakness of this tactic stems from our vulnerability to skirmishing behavior.
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Envelopment | Drawing forth an enemy counterattack, and then plunging into the side of their exposed formation can cause massive losses. Against an enemy who can quickly martial their men to multiple fronts however, increases the risk of this maneuver.
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Shock Action | +10% | Sometimes, caution must be thrown to the wind - few foes can stand against a massed charge, though we must be wary of those that can field a staunch defense.
This is the default tactic for any new army
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Skirmishing | −25% | If the enemy exposes a series of flanks for us to harry, this maneuver will surely pay off. We should not employ this tactic against stalwart offensive lines, however. |
Type | Modifier | Value | Asd |
---|---|---|---|
City State | City State | +20% | Local |
Governor Policy | Borderlands | +2% * (1 + Governor Finesse) | Local |
Food Supply | 24 months | +2.5% * Years of food stored | Local |
Food Supply | Starving | -50% | Local |
Event | Civic Architecture Bill | -10% | Global |
Event | Border Control Bill | +20% | Global |
Event | Inspiring Soldier | +5% | Global |
Event | Rome Defense Focus | +5% | Global |
Event | Revanchism | +25% | Global |
Heritage | River Plain | -10% | Global |
Heritage | Montane | +5% | Global |
Heritage | Massalian | +5% | Global |
Heritage | Judea | +10% | Global |
Heritage | Rhodian | +10% | Global |
Heritage | Antigonid | -10% | Global |
Heritage | Argive | -10% | Global |
Economy | Ignored Garrisons | -50% | Global |
Economy | Improved Fortifications | +10% | Global |
Trade | Stone Import | +25% | Local |
Trade | Stone Surplus | +5% | Local |
Trade | Stone Export | +10% | Global |
Trait | Proud | +10% | Local |
Trait | Stubborn | +10% | Local |
Trait | Weak Willed | -10% | Local |
Trait | Blood of the Antigonid | +10% | Global |
Tradition | Persian Greco-Bactria | +15% | Global |
Tradition | North African Imposing Edifices | +15% | Global |
Tradition | Indian City of the World's Desire | +10% | Global |
Tradition | Levantine and Arabian Stone Movers | +15% | Global |
Tradition | Italic | +15% | Global |
Tradition | Greek City State Fortifications | +15% | Global |
Type | Modifier | Value |
---|---|---|
Tradition | Greek Siegecraft | +10% |
Tradition | Latin Scale the Walls | +10% |
Tradition | Persian Massed Assault | +10% |
Tradition | Barbaian Scale the Walls! | +10% |
Invention | Martial 1 (Extraordinary Ordnance) | +5% |