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Laporkan kesalahan penerjemahan
Battle Plan can be set to each unit in an army individually. So for example it is valid to have an army as follows:
1st row is 4 Spearmen set to Attack
2nd row center is 2 Archers set to Harass
2nd row left flank is General set to Reserve (to avoid fighting)
2nd row right flank is Cavalry set to Flanking
CHARGE plan may also mean that unit which attacks city should go to assault first, according to the developer. Though in my experience it's definitely not always so.
== BATTLE DISTANCE, BATTLE MOVEMENT and REINFORCEMENTS
FIELD battle starts when 2 armies are separated by just 1 hex and one of them has an intention to move into that hex. That hex is then considered as a center of battlefield.
I'm saying has an intention, rather than moved into, because:
- battle starts before such movement actually happens
- it seems possible that battle happens if unit has planned movement but it's planned for next turn (not absolutely sure)
As really bad point here is that when battle starts an army may fail to rotate into enemy direction (because the movement did not actually start). So its formation is basically broken. I would consider this as a bug.
Not sure at what exactly distance should be other nearest armies to join the battle, still it's somewhere around 2 hexes from battlefield center. But even armies moved from outside may join the battle in progress. Exception - 3rd party armies wait till battle ends before continuing movement.
SIEGE battle starts similarly, but battlefield is larger. Looks like every unit inside 3 hexes radius from city center joins the battle.
STRATEGIC movement is interrupted if battle outcome is defeat or "indecisive" battle. Latter is usual case for Sieges. So if you plan for example to move one of your armies out from siege you should NOT attack the city that turn (by other armies). Probably there are exceptions here, for example if besieging armies are not very close to city - so battle starts with a delay.
Strategic movement seems has no influence to any battle movements. AI is fully responsible how to move units in battle (though it somehow takes battleplans into account).
== HOW SIEGE WORKS
Unwalled city has 4 entrances. Undamaged walled city has 0 entrances, but attacker may use archers (not crossbowmen) or siege weapons to breach holes in the wall or gates (even more than 4 holes possible). Without archers or siege weapons one may only attack a walled city if it has some holes in the wall/gates already (due previous sieges or fire, or earthquake).
Each turn city repairs up to 2 towers/holes. So to succeed you may need to damage the wall faster than it is being repaired.
It is rumored that garrisoned archers/crossbowmen help city towers to shoot more attackers. Though I'm not sure how much that helps, or what is good ratio of archer units in a garrison. Actually I rarely defended own cities, and it seems you may need to fear food shortage more than enemy army. (At least with how Granary works at the moment)
There are 2 ways how to capture a city:
1. If one of attacker units reaches an undefended hole/gate (or entrance), city surrenders
2. If one of attacker units kills a unit which defends a hole/gate/entrance, city surrenders
== BATTLE LENGTH
Any battle is limited in time. This is especially important in sieges, because archers have limited time to break walls (after what defenders may repair them), and melee units then have even more limited time to assault. It's better to have a hole remained from previous turn, so melee units may start assault immediately.
Not sure if battle time depends if battle starts sooner or later during a turn.
== OTHER
At this point it's unclear when an army is destroyed. Should it have less than 25% people remaining after defeat or what?
At what direction defeated army retreats? Quite often enemy retreats very much unpredictable. And this is important because retreated unit may pillage your farms.
A unit seems destroyed after it looses certain amount of people. Miltia spearmen seems need to loose 60%. Noble cavalry seems may get larger hit. So may be related to Morale somehow.
So to destroy rebel stack of militia you need 3 battles on average, unless cavalry makes successful charge.
Additonal unclear points:
- seems 2 damaged similar units may be merged automatically
- could winning unit being destroyed or unit must have been routed to be destroyed
Well observed, but is it correct? :)
The answer seem to be as mysterious as the game mechanic itself :p
A city normally has 4 gate tiles (unless some are blocked by terrain) - 2 tiles north/south/east/west of city center.
1st combat went OK - spearmen were destroyed, archers halved. Still outcome was undecisive. All next battles trying to finish the archers went at 0/0 losses.
So, fighting at forest gives a penalty like -50% for cavalry. Then let's assume tired units get another -50%. So the final result is that no one was able to kill anyone.
I believe this is possible if ATT / DEF were affected, but armor is not.
Similar may happen when fighting at river tiles.
Some tactics are pointless: defence do nothing and using it wiill only kill your unit. It should let atack for archers or atack when enemy is very close.
Ambush dont work for me - it should work as invisibility in forests and allow atack on enemy when battle ocure but works as defence so your units are whipped one by one by enemy.
Archers in a city should shoot to enemy. I have seen they do it but they didn't kill anybody.
Also you should have option to atack from city without leaving it. Maybe archers only.
So you want to set things up so the ambush is one or two hexes in front of your main battle line, and a hex to the side. Your main line will probably need to be on defend to keep it place and draw the enemy to it.
Units on defend can attack enemy close by, but I'll try to tweak the rules a bit to make them more useful.
I will try to ambush as you said, but looks complicated to use. At this moment most used tactics by me are: attack, outflank (but sometimes its just a movement dance :)) and harass. Defence didn't work for me. My units were dying. Maybe as it said, best defence is to atack ;P.
Is it a chance Charge may interupt enemy harass and help reach missle unit before they will run?
What about cavalry chasing running units? Is it possible? Or it will break your battle mechanic?
Game is not perfect, but it has something what catch my attention. I like your battle mechanic. Its simpler than Total War so game is more strategical not tactical.
I am happy you still want to improve things to make it better. Good lack and I will wait for some DLC or mods.
So far I found few uses for:
- when you want or don't want to enter difficult terrain (some units get penalties)
- when you fight with single unit against single melee unit (it usually allowed me to win many evenly matched battles),
- under city walls to lure enemies into range of city towers (which also can potentially dismount cavalry),
- to safeguard artillery (as it cost a lot and want to make sure it reaches enemy city intact)
- in big battles when you are trying to outmanouver enemy to create favourable battle scenario with some big flank happening,
- potentially in MP when you have some ranged duels for melee infantry,
That said It is more of strategic than tactical stance for me. Still it does provide some small defence bonus so I don't have an issue with it's overall balance.