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Thread: Magna Mundi Developer's Diary #19: Provincial Warfare (3 of 3)

  1. #1
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    Magna Mundi Developer's Diary #19: Provincial Warfare (3 of 3)

    LAND COMBAT – PROVINCIAL WARFARE (III of III)



    When an army marches into an enemy province not defended by another army, the militia there will defend it until a friendly army arrives, it defeats the invading force or the invading force actually occupies the whole province, expelling the defending militia. The system is an abstraction of the % of occupation of the province. So, at 0% occupation the invading army has been defeated while at 100% occupation the defending militia has been routed and the province is occupied by the invader.





    MECHANICS

    FREQUENCY OF ROLLS

    The rolls to change the occupation of a province are every ten days (with a random offset) . If the “Major Offensive” button is selected, the frequency of the rolls are 5 days (with a random offset).

    ROLL RANGE

    Rolls are made with ten sided dice.

    MAJOR OFFENSIVE BUTTON

    The invading player may elect to press the Major Offensive button in the interface to force a faster decision over the Provincial Warfare, while rolling with bonuses. Based on the Maneuver Stat of the side commander he may be able to enact it or not. The chance of the action to be successful is given by the invader commander Maneuver Rating*10%. Thus, a Commander with 3 Maneuver Rating has 30% chance of accomplishing a major offensive. If it fails, the Major Offensive button will remain ghosted until a new Provincial Warfare starts.
    A Major Offensive gives +20% casualties to the invader per turn over the normal casualties. A failed major offensive (Commander cannot pass the roll to comply with player order) automatically makes the invader lose the next round of Provincial Warfare with maximum penalties.





    PLUNDER BUTTON

    If the player commands the invader side he can order the armies to Plunder the province. Plunder is automatic and gives the following effects:

    • +2 Infamy
    • -25% on casualties from attrition while combat lasts
    • Pop in Province = -(5 + D5)%
    • Treasury += Base Value of Province + (D6) * 2

    A province cannot be plundered while suffering from the plundered modifier.


    PROVINCIAL COMMANDERS

    A commander can be appointed to a province or a neighbour one to defend it BEFORE that province is under Provincial Warfare. A Commander influences the province he is appointed to and all neighbour provinces of his country. Influence over his appointed province is doubled.
    When under provincial warfare, the Provincial commander first picked is the one assigned directly to that province. If no commander is assigned there, but more than one are assigned to neighbour provinces of this, the most senior province commander takes charge of the defence. IF there is a tie in the rank of province commanders, the one with the best sum of stats is picked.





    STACKING

    Like in combat, the invader Commander can carry to provincial warfare as many units as his strategic rating allows. Follow the rules on combat for that. Only those troops are eligible for the attrition bonus in case of the plunder order is in effect. If a invader stack is defeated and more invader units are present in the province, these units can now again attempt to seize the province.


    SENIORITY

    The Commander of the invader side is always sorted by who is the most senior of commanders. If there is more than one of the same top rank, then one with best sum of stats is picked.


    DELIBERATE RETREAT

    The player may decide to retreat whenever he wants. The forces will retreat to the province of their origin. The occupation will revert to 0, even if more invader units not engaging are present and another Provincial Warfare action begins.
    Coward Commanders may also decide to retreat (5% chance per occupation roll lost). Other than this, all the decision is in the hands of the player.


    FORCED RETREAT

    When the morale of an invader reaches 0 or the occupancy goes to <0%, he will retreat to the province of origin.

    PROVINCIAL WARFARE DYNAMICS

    Two rolls are made per Turn, one for each side. The side that rolls best is the one that wins that turn, either increasing the occupation on the province or losing it.





    MODIFIERS

    Both the invader and well as the defender have their own set of modifiers to the dice roll:

    INVADER (Modifiers of same color non cumulative):

    • Less men than garrison
    • Less than 2* men of garrison
    • Less than 3* men of garrison
    • Less than 4* men of garrison
    • Less than 5* men of garrison
    • Less than 6* men of garrison
    • Less than 7* men of garrison
    • Less than 8* men of garrison
    • Less than 9* men of garrison
    • Less than 10* men of garrison
    • More than 10* men of garrison

    • Artillery > ½ of garrison
    • Artillery > garrison

    • Commander Fire (per point)
    • Commander Shock (per point)
    • Commander Strategic (per point)
    • <11% Occupied
    • <21% Occupied
    • <31% Occupied
    • >69% Occupied
    • >79% Occupied
    • >89% Occupied

    • Major Offensive
    • General Not Ranked
    • General Captain
    • General Colonel
    • General Brigadier
    • General General
    • General Marshal
    • General High Constable



    DEFENDER

    • Per Level of Fort

    • Neighbour Commander Present
    • Commander Present

    • Commander Strategic (per point)
    • Per % Defensiveness +(*)
    • Mild Winter
    • Normal Winter
    • Harsh Winter

    • >30% Occupied
    • >39% Occupied
    • >59% Occupied



    (*) – Defensiveness gives a % chance every roll of adding D10 to defence. If defensiveness is >100% the D10 is automatically granted and a second chance, based on DEFENSIVENESS – 100 is made for a second D10 bonus.



    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  2. #2
    Yay! I´ve been looking forward to this

  3. #3
    Un Canadien Errant Featauril's Avatar
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    I've a few questions...

    What type of troops are the defenders in the provincial warfare leading? Their own special type, or militia/feudal troops the country can raise? Can this be modded?

    Does it always have to be regiments of 1000 apiece, or can it ever be intermediate amounts?

    What determines how many "points of occupation" are needed to conquer the province? Fort level?

    Are there other buildings other than fort levels that will impact the defense?

  4. #4
    Second Lieutenant HappyFred321's Avatar
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    I have a few questions.

    What determines the number of militia in a province ?

    Does militia have an upkeep cost? If so how are they paid for ?

    How are militia reinforced ?

    Does militia in colonial provinces defend against natives ?

    Are militia numbers and fort levels connected or separate ? meaning can you increase one without increasing the other ?

    Thank You.

  5. #5
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    Quote Originally Posted by Featauril View Post
    I've a few questions...

    What type of troops are the defenders in the provincial warfare leading? Their own special type, or militia/feudal troops the country can raise? Can this be modded?
    They are generic troops. They come attached to the for level.

    Does it always have to be regiments of 1000 apiece, or can it ever be intermediate amounts?
    I believe you can set whatever amount for the armies. Garrison has a fixed amount though.

    What determines how many "points of occupation" are needed to conquer the province? Fort level?
    You need to occupy 100% of the province to get control over it. It's independent of anything else.

    Are there other buildings other than fort levels that will impact the defense?
    Any building that provides defensiveness or fortification levels counts.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  6. #6
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    Quote Originally Posted by HappyFred321 View Post
    I have a few questions.

    What determines the number of militia in a province ?
    Fortification level there.

    Does militia have an upkeep cost? If so how are they paid for ?
    You mean the troops defending the province? No, they don't have a cost.

    How are militia reinforced ?
    From the owner manpower pool.

    Does militia in colonial provinces defend against natives ?
    Sure.

    Are militia numbers and fort levels connected or separate ? meaning can you increase one without increasing the other ?
    Nope.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  7. #7
    Sanctioned OT Hall Monitor Thistletooth's Avatar
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    If the player commands the invader side he can order the armies to Plunder the province. Plunder is automatic and gives the following effects:

    • +2 Infamy
    • -25% on casualties from attrition while combat lasts
    • Pop in Province = -(5 + D5)%
    • Treasury += Base Value of Province + (D6) * 2

    A province cannot be plundered while suffering from the plundered modifier.
    This looks like it could get out of hand. Is the AI going to know when to use this, and will they not use this so as to nuke the population of every province you have with the push of a single button?

    Also, can an occupying army move from friendly province A to enemy province B, then decide that it doesn't want to try to occupy B at this time, and then move on to enemy province C (which does not border A)? Could it move from A to C freely, so long as it doesn't actually spend a day stopped in B? Is there any way for an army to penetrate deep into an enemy country without first capturing any provinces standing in its path?

  8. #8
    Colonel Seelensturm's Avatar
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    Is there an EU3 like attrition system on top of this or is it represented by defender bonuses?

    We can only retreat/move in the province we came from? So no ignoring province A to attack province B?

  9. #9
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    Quote Originally Posted by Thistletooth View Post
    Could it move from A to C freely, so long as it doesn't actually spend a day stopped in B? Is there any way for an army to penetrate deep into an enemy country without first capturing any provinces standing in its path?
    Yes.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  10. #10
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    Quote Originally Posted by Seelensturm View Post
    Is there an EU3 like attrition system on top of this or is it represented by defender bonuses?
    Sure, there is also attrition.

    We can only retreat/move in the province we came from? So no ignoring province A to attack province B?
    You can set the destination from the begining of the move.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  11. #11
    I think that the 'flavour texts' really add a lot to the atmosphere of the game, will they moddable?

  12. #12
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    Quote Originally Posted by Panjer View Post
    I think that the 'flavour texts' really add a lot to the atmosphere of the game, will they moddable?
    Absolutely.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  13. #13
    Corporal Nombre's Avatar
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    Very nice.
    How terrain applies at this level? Say invading a mountain province or the invading army coming from the sea? It has a direct effect on the occupation rolls or indirect through other modifiers (like defensiveness, i don't know) ?

  14. #14
    Captain bengrimm's Avatar
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    I know it's a insignifiant detail and maybe a stupid question but why switzerland doe have only 2 provinces and not 5 or 6 provinces with DW ?


    Perhaps, I will be looking forward this because I feel it's going to be a great game

  15. #15
    Colonel elboludox's Avatar
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    Quote Originally Posted by Nombre View Post
    Very nice.
    How terrain applies at this level? Say invading a mountain province or the invading army coming from the sea? It has a direct effect on the occupation rolls or indirect through other modifiers (like defensiveness, i don't know) ?
    The text that appears is influenced by terrain for instance. It would be weird if the troops retreated to a forest when fighting in north Africa

    Quote Originally Posted by bengrimm View Post
    I know it's a insignifiant detail and maybe a stupid question but why switzerland doe have only 2 provinces and not 5 or 6 provinces with DW ?
    That's ecause this is not DW and has no relation whatsoever with it. We started to develop from MMP2, which was for EU3:IN. As to how many provinces Switzerland has, only thing I can say is: game balance. There have been some map changes, though not that one.
    Magna Mundi Team Member

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  16. #16
    Recruit Novfanaion's Avatar
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    Looks awesome!

  17. #17
    Sounds solid enough.

  18. #18
    Corporal Nombre's Avatar
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    [QUOTE=elboludox;12608679]The text that appears is influenced by terrain for instance. It would be weird if the troops retreated to a forest when fighting in north Africa

    It seems that I underestimated flavour text

  19. #19
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    Quote Originally Posted by Nombre View Post
    Very nice.
    How terrain applies at this level? Say invading a mountain province or the invading army coming from the sea? It has a direct effect on the occupation rolls or indirect through other modifiers (like defensiveness, i don't know) ?
    Provicnes have several terrains and battles may end up in any of them, based on probabilities.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  20. #20
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    [QUOTE=Nombre;12608735]
    Quote Originally Posted by elboludox View Post
    The text that appears is influenced by terrain for instance. It would be weird if the troops retreated to a forest when fighting in north Africa

    It seems that I underestimated flavour text
    Sure, it provides info on what is going on, of course.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

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