Warfare: Difference between revisions
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[[File:Large battle.jpg|thumb|300px|A large battle]] | [[File:Large battle.jpg|thumb|300px|A large battle]] | ||
Each army is made up of a commander and warriors. Only lords can be commanders. The higher the commander's [[File:Command.png|25px]] Command skill, the lower the chances of warriors fleeing when taking damage. | Each army is made up of a commander and warriors. Only lords can be commanders. The higher the commander's [[File:Command.png|25px]] Command skill, the lower the chances of warriors fleeing when taking damage. | ||
Every character has a [[File:Combat.png|25px]] Combat skill, which gives a chance to evade an enemy's attack based on the difference in skill level. Lords can increase it by learning Warfare and warriors can increase it at a Training Ground building. | |||
Armies can be selected either by selective their commander or their banner on the map. They can be ordered to move or attack manually with the right mouse button. | Armies can be selected either by selective their commander or their banner on the map. They can be ordered to move or attack manually with the right mouse button. | ||
__TOC__ | __TOC__ | ||
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In the Army menu you can recruit warriors. The menu will display the [[File:Combat.png|25px]] Combat skill underneath each character. There are four ways of recruiting warriors: | In the Army menu you can recruit warriors. The menu will display the [[File:Combat.png|25px]] Combat skill underneath each character. There are four ways of recruiting warriors: | ||
# From peasants, which requires a Training Ground building. They will be more cowardly for a short while after being recruited. | # From peasants, which requires a Training Ground building. They will be more cowardly for a short while after being recruited. | ||
# From | # From prisoners, which will give them freedom. | ||
# From mercenaries, which cost | # From mercenaries, which cost 14 [[File:Gold.png|25px]] Gold for every point of [[File:Combat.png|25px]] Combat skill they have and need a day to arrive. | ||
# Lords can always be added as warriors. | # Lords can always be added as warriors. | ||
Warriors are more effective if they have weapons, armor and shields. If they have any in the inventory they will use them, otherwise they can be given equipment. Shields and armor are very effective against speaks, moderately effective against swords, not very effective against maces and and destroyed by axes. | Warriors are more effective if they have weapons, armor and shields. If they have any in the inventory they will use them, otherwise they can be given equipment. Shields and armor are very effective against speaks, moderately effective against swords, not very effective against maces and and destroyed by axes. | ||
Warriors who are not in an army can be ordered to patrol the area around a placed Patrol Banner during evening. Warriors on patrol will catch vagabonds and prevent the escape of prisoners. Patrol reduces Rest but if there are any free warriors the ones on patrol will be automatically rotate to avoid this being an issue. | |||
Warriors sleep in Barracks buildings. | |||
There is a tax on warriors that each king must pay. It accumulated daily and must be paid when the Holy Caravan arrives. The tax for each warrior is 2 Gold per combat skill level at the time they were recruited and does not increase if their skill level increases. The tax may also be increased if the kingdom expands sufficiently. | |||
== Combat mechanics == | == Combat mechanics == | ||
[[File:Pain.png|thumb|300px|A warrior with multiple injuries]] | |||
Units hit during combat will accumulate injuries, which cause pain and are displayed in the States list when a warrior is selected. There are various types of injuries, each with its own pain and time it takes to go away. Illnesses cause pain too. The Thoughts list will also display a "Pain from injury" and a "Pain from sickness" thoughts that shows the total pain. There are three thresholds for pain to keep track of: | |||
Each | * Each warrior has a '''disorientation threshold''' of 30. If pain increases above the disorientation threshold the warrior will move slower and become vulnerable to deadly strikes. | ||
* Each warrior has a '''pain threshold''' of 50. If pain increases above the pain threshold the warrior will die. | |||
* Each warrior has a '''courage threshold''' equal to 70% of its mood. If pain increases above the courage threshold the warrior will flee. Mood is also increased by enemies being killed, unconscious or running away, especially the commander, and decreased by the same happening to allies. If Mood is below 5 the warrior will flee as soon as the battle starts. | |||
Wounds may cause bleeding, typically if caused by cutting or piercing weapons. Minor bleedings can accumulate into moderate and then severe bleeding, which can kill a | Wounds may cause bleeding, typically if caused by cutting or piercing weapons. Minor bleedings can accumulate into moderate and then severe bleeding, which can kill a warrior. The severity of bleeding will be displayed with an icon in the States list when a warrior is selected. A warrior with bleeding can apply self-treatment or be aided by other warriors using improvised means to stop the bleeding. Wounds have a chance to be infected, which has to be treated with a Medicinal Salve in less than 48 hours or will become gangrene. | ||
If a | If a warrior loses consciousness during a battle and their army loses they victorious army will tie them up as prisoners and peasants will later bring them to the settlement where they will become prisoners. | ||
Once an army begin fighting it cannot be given new orders until is victorious or defeated. | Once an army begin fighting it cannot be given new orders until is victorious or defeated. | ||
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=== Battle calculation === | === Battle calculation === | ||
In battle, | In battle, warriors take turns attacking each other. Depending on the attacker's weapon and the defender's armor, different-sized packets of "tickets" are thrown into a figurative "bag" and one ticket is drawn from this bag with each attack - this is the result of the attack. | ||
For example, a dagger adds 10 "cut" tickets into the bag, while light armor adds 10 "blocked by armor" tickets. Thus, there will be a 50% (10:10) chance that the attack will hit the target and the defender will receive a "cut". Heavy armor adds a packet of 30 "blocked by armor" tickets, so the chance of a cut in this case will be 25% (10:30). | For example, a dagger adds 10 "cut" tickets into the bag, while light armor adds 10 "blocked by armor" tickets. Thus, there will be a 50% (10:10) chance that the attack will hit the target and the defender will receive a "cut". Heavy armor adds a packet of 30 "blocked by armor" tickets, so the chance of a cut in this case will be 25% (10:30). | ||
The bag will also have a number of "dodged attack" tickets for the | The bag will also have a number of "dodged attack" tickets for the warrior with higher [[File:Combat.png|25px]] Combat skill, equal to the difference in skill between the opponents. | ||
Tickets can include not only wounds or parrying attacks but also weapon damage, armor damage and stun. | Tickets can include not only wounds or parrying attacks but also weapon damage, armor damage and stun. |
Latest revision as of 07:39, 30 June 2024
Each army is made up of a commander and warriors. Only lords can be commanders. The higher the commander's Command skill, the lower the chances of warriors fleeing when taking damage.
Every character has a Combat skill, which gives a chance to evade an enemy's attack based on the difference in skill level. Lords can increase it by learning Warfare and warriors can increase it at a Training Ground building.
Armies can be selected either by selective their commander or their banner on the map. They can be ordered to move or attack manually with the right mouse button.
Warriors
In the Army menu you can recruit warriors. The menu will display the Combat skill underneath each character. There are four ways of recruiting warriors:
- From peasants, which requires a Training Ground building. They will be more cowardly for a short while after being recruited.
- From prisoners, which will give them freedom.
- From mercenaries, which cost 14 Gold for every point of Combat skill they have and need a day to arrive.
- Lords can always be added as warriors.
Warriors are more effective if they have weapons, armor and shields. If they have any in the inventory they will use them, otherwise they can be given equipment. Shields and armor are very effective against speaks, moderately effective against swords, not very effective against maces and and destroyed by axes.
Warriors who are not in an army can be ordered to patrol the area around a placed Patrol Banner during evening. Warriors on patrol will catch vagabonds and prevent the escape of prisoners. Patrol reduces Rest but if there are any free warriors the ones on patrol will be automatically rotate to avoid this being an issue.
Warriors sleep in Barracks buildings.
There is a tax on warriors that each king must pay. It accumulated daily and must be paid when the Holy Caravan arrives. The tax for each warrior is 2 Gold per combat skill level at the time they were recruited and does not increase if their skill level increases. The tax may also be increased if the kingdom expands sufficiently.
Combat mechanics
Units hit during combat will accumulate injuries, which cause pain and are displayed in the States list when a warrior is selected. There are various types of injuries, each with its own pain and time it takes to go away. Illnesses cause pain too. The Thoughts list will also display a "Pain from injury" and a "Pain from sickness" thoughts that shows the total pain. There are three thresholds for pain to keep track of:
- Each warrior has a disorientation threshold of 30. If pain increases above the disorientation threshold the warrior will move slower and become vulnerable to deadly strikes.
- Each warrior has a pain threshold of 50. If pain increases above the pain threshold the warrior will die.
- Each warrior has a courage threshold equal to 70% of its mood. If pain increases above the courage threshold the warrior will flee. Mood is also increased by enemies being killed, unconscious or running away, especially the commander, and decreased by the same happening to allies. If Mood is below 5 the warrior will flee as soon as the battle starts.
Wounds may cause bleeding, typically if caused by cutting or piercing weapons. Minor bleedings can accumulate into moderate and then severe bleeding, which can kill a warrior. The severity of bleeding will be displayed with an icon in the States list when a warrior is selected. A warrior with bleeding can apply self-treatment or be aided by other warriors using improvised means to stop the bleeding. Wounds have a chance to be infected, which has to be treated with a Medicinal Salve in less than 48 hours or will become gangrene.
If a warrior loses consciousness during a battle and their army loses they victorious army will tie them up as prisoners and peasants will later bring them to the settlement where they will become prisoners.
Once an army begin fighting it cannot be given new orders until is victorious or defeated.
Warriors with a temple may become fanatics. Fanatics derive pleasure from pain but if unhappy can cause a religious uprising.
Battle calculation
In battle, warriors take turns attacking each other. Depending on the attacker's weapon and the defender's armor, different-sized packets of "tickets" are thrown into a figurative "bag" and one ticket is drawn from this bag with each attack - this is the result of the attack.
For example, a dagger adds 10 "cut" tickets into the bag, while light armor adds 10 "blocked by armor" tickets. Thus, there will be a 50% (10:10) chance that the attack will hit the target and the defender will receive a "cut". Heavy armor adds a packet of 30 "blocked by armor" tickets, so the chance of a cut in this case will be 25% (10:30).
The bag will also have a number of "dodged attack" tickets for the warrior with higher Combat skill, equal to the difference in skill between the opponents.
Tickets can include not only wounds or parrying attacks but also weapon damage, armor damage and stun.