User:Wethospu

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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

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
Bottleneck Bottleneck
  • Unit archers.png Archers: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 80%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit light infantry.png Light Infantry: 25%
  • Shock action Shock Action: +20%
  • Hit-and-Run Hit-and-Run: +20%
  • Skirmishing Skirmishing: −10%
  • Cavalry skirmish Cavalry Skirmish: −10%
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.


Deception Deception
  • Unit camel cavalry.png Camel Cavalry: 100%
  • Unit chariots.png Chariots: 100%
  • Unit horse archers.png Horse Archers: 150%
  • Unit light cavalry.png Light Cavalry: 150%
  • Skirmishing Skirmishing: +20%
  • Triplex acies Triplex Acies: +20%
  • Envelopment Envelopment: −10%
  • Hit-and-Run Hit-and-Run: −10%
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.


Envelopment Envelopment
  • Unit camel cavalry.png Camel Cavalry: 100%
  • Unit chariots.png Chariots: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 50%
  • Unit horse archers.png Horse Archers: 50%
  • Unit light cavalry.png Light Cavalry: 100%
  • Deception Deception: +20%
  • Phalanx Phalanx: +20%
  • Shock action Shock Action: −10%
  • Padma vyuha Padma Vyuha: −10%
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.


Shock action Shock Action
  • Unit heavy cavalry.png Heavy Cavalry: 100%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit war elephants.png War Elephants: 200%
  • Envelopment Envelopment: +20%
  • Padma vyuha Padma Vyuha: +20%
  • Bottleneck Bottleneck: −10%
  • Phalanx Phalanx: −10%
+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


Skirmishing Skirmishing
  • Unit archers.png Archers: 50%
  • Unit camel cavalry.png Camel Cavalry: 25%
  • Unit horse archers.png Horse Archers: 25%
  • Unit light cavalry.png Light Cavalry: 25%
  • Unit light infantry.png Light Infantry: 100%
  • Bottleneck Bottleneck: +20%
  • Cavalry skirmish Cavalry Skirmish: +20%
  • Deception Deception: −10%
  • Triplex acies Triplex Acies: −10%
−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
Cavalry skirmish Cavalry Skirmish
  • Unit camel cavalry.png Camel Cavalry: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 50%
  • Unit horse archers.png Horse Archers: 150%
  • Unit light cavalry.png Light Cavalry: 150%
  • Bottleneck Bottleneck: +25%
  • Padma vyuha Padma Vyuha: +25%
  • Skirmishing Skirmishing: −10%
  • Phalanx Phalanx: −10%
−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".

Hit-and-Run Hit-and-Run
  • Unit archers.png Archers: 50%
  • Unit camel cavalry.png Camel Cavalry: 50%
  • Unit chariots.png Chariots: 50%
  • Unit horse archers.png Horse Archers: 100%
  • Unit light cavalry.png Light Cavalry: 100%
  • Unit light infantry.png Light Infantry: 100%
  • Deception Deception: +25%
  • Triplex acies Triplex Acies: +25%
  • Bottleneck Bottleneck: −10%
  • Padma vyuha Padma Vyuha: −10%
−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".

Padma vyuha Padma Vyuha
  • Unit archers.png Archers: 100%
  • Unit chariots.png Chariots: 50%
  • Unit heavy infantry.png Heavy Infantry: 75%
  • Unit light cavalry.png Light Cavalry: 50%
  • Unit war elephants.png War Elephants: 100%
  • Envelopment Envelopment: +25%
  • Hit-and-Run Hit-and-Run: +25%
  • Shock action Shock Action: −10%
  • Cavalry skirmish Cavalry Skirmish: −10%
−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".

Phalanx Phalanx
  • Unit war elephants.png War Elephants: 100%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit light cavalry.png Light Cavalry: 75%
  • Unit light infantry.png Light Infantry: 75%
  • Shock action Shock Action: +25%
  • Cavalry skirmish Cavalry Skirmish: +25%
  • Envelopment Envelopment: −10%
  • Triplex acies Triplex Acies: −10%
−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".

Triplex acies Triplex Acies
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit light cavalry.png Light Cavalry: 60%
  • Unit light infantry.png Light Infantry: 100%
  • Skirmishing Skirmishing: +25%
  • Phalanx Phalanx: +25%
  • Deception Deception: −10%
  • Hit-and-Run Hit-and-Run: −10%
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 tactics

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
Frontal assault Frontal Assault
  • Unit liburnian.png Liburnian: 50%
  • Unit trireme.png Trireme: 100%
  • Unit octere.png Octere: 100%
  • Unit mega-polyreme.png Mega-Polyreme: 200%
  • Harassment Harassment: +20%
  • Close ranks Close Ranks: −10%
Todo


Deception Deception
  • Unit camel cavalry.png Camel Cavalry: 100%
  • Unit chariots.png Chariots: 100%
  • Unit horse archers.png Horse Archers: 150%
  • Unit light cavalry.png Light Cavalry: 150%
  • Skirmishing Skirmishing: +20%
  • Triplex acies Triplex Acies: +20%
  • Envelopment Envelopment: −10%
  • Hit-and-Run Hit-and-Run: −10%
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.


Envelopment Envelopment
  • Unit camel cavalry.png Camel Cavalry: 100%
  • Unit chariots.png Chariots: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 50%
  • Unit horse archers.png Horse Archers: 50%
  • Unit light cavalry.png Light Cavalry: 100%
  • Deception Deception: +20%
  • Phalanx Phalanx: +20%
  • Shock action Shock Action: −10%
  • Padma vyuha Padma Vyuha: −10%
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.


Shock action Shock Action
  • Unit heavy cavalry.png Heavy Cavalry: 100%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit war elephants.png War Elephants: 200%
  • Envelopment Envelopment: +20%
  • Padma vyuha Padma Vyuha: +20%
  • Bottleneck Bottleneck: −10%
  • Phalanx Phalanx: −10%
+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


Skirmishing Skirmishing
  • Unit archers.png Archers: 50%
  • Unit camel cavalry.png Camel Cavalry: 25%
  • Unit horse archers.png Horse Archers: 25%
  • Unit light cavalry.png Light Cavalry: 25%
  • Unit light infantry.png Light Infantry: 100%
  • Bottleneck Bottleneck: +20%
  • Cavalry skirmish Cavalry Skirmish: +20%
  • Deception Deception: −10%
  • Triplex acies Triplex Acies: −10%
−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%