Preface: while we await for 2.0 release, some players crave for changes in how battles are simulated. @Iosue Yu thread about how to improve units, @Decius thread about how to improve tactics, and my own thread on how to improve warfare.
Observation: the game only allows one line to attack at the same time, while allowing the choice of primary, secondary and flanking cohorts of that same line.
Suggestion: allow the player to set up formations with two or three levels that interact with tactics, terrain and general skill to simulate the outcome of battles. Improve the end battle screen with more information for the player.
How:
Observation: the game only allows one line to attack at the same time, while allowing the choice of primary, secondary and flanking cohorts of that same line.
Suggestion: allow the player to set up formations with two or three levels that interact with tactics, terrain and general skill to simulate the outcome of battles. Improve the end battle screen with more information for the player.
How:
On the levy or legion screen we can see that formation in 2.0 remains the same primary, secondary and flanking cohorts:
Instead of this simplistic formation, we would like to have three levels that actually matter, something like this:
For this formations to matter, we need to change how battles are resolved. See next spoiler.
Instead of this simplistic formation, we would like to have three levels that actually matter, something like this:
For this formations to matter, we need to change how battles are resolved. See next spoiler.
I already argued in the Battle Simulator suggestion that the existing system to resolve battles is deterministic and a poor implementation of the many variables involved in a battle. For this reason I would change how battles are resolved implementing this system that incorporates battle formations as seen in the previous spoiler:
Movement Phase: troops will move according the commander instructions and is affected by the general military skill and terrain & tactic synergies:
P(M) = (80/(100 - Commander Martial Skill) * (Tactic synergies with terrain)
Attack Phase: troops will hit the opponent depending on the tactic effectiveness but also on the formation that the player has decided:
P(A) = (Tactic Effectiveness / 100) * P (formation)
With this system, all rows facing and enemy will attack at the same time, no need to wait to face the enemy to hit it. This simulates the fast pace of ancient battles where everything was resolved in one day. Second and third line will engage the enemy by its available means. For example, heavy infantry will follow the elephants and engage the enemy front line not waiting the elephants to retreat.
When the battle starts, every unit will attack as usual, but the damage will only happen if the movement and attack phases are both successful. With a success event, the damage formula will apply as it is now, but with the dice_roll value fixed by default to 6. With a non-successful event, there will be no damage as it will mean that the unit will have not successfully moved or landed the attack.
At the end of the battle we can show some statistics, see next spoiler.
Movement Phase: troops will move according the commander instructions and is affected by the general military skill and terrain & tactic synergies:
- If the General skill is high enough the troops will have clear instructions to move.
- If the terrain and tactic chosen will help each other or work against it, for example:
- Desert and deception will have a good synergies as our troops will move easily to achieve our deceptive objective through the desert P(D&D) = 0.9
- Mountains and Envelopment will have a low synergy because your units will have a difficult time trying to envelop in a rough terrain (PM&E) = 0.5
- Farmland and Shock action will have a high synergies as our troops will not have terrain obstacles to charge the enemy P(P&S) = 1
P(M) = (80/(100 - Commander Martial Skill) * (Tactic synergies with terrain)
Attack Phase: troops will hit the opponent depending on the tactic effectiveness but also on the formation that the player has decided:
- The tactic effectiveness expresses the coordination between units to perform the tactical attack. It is calculated in every combat phase to consider the current army composition after discarding destroyed or low morale units.
- The formation affects the hit chance by the starting location of the units. For example:
- An archer unit located in the third row will have a bonus on morale damage taken from +25% to -25% but a decreased chance to hit the opponent as they are far behind your lines P(formation) = 0.5
- The same archer unit located in the first row will have their morale damage at +25% but the chance to hit the opponent will be P(formation) = 1.
- The elephants situated in the first row will have a formation chance P(formation) = 1. However, if you want to situate them on the second row the chances will diminish to P(formation) = 0.3 and if you think to put them on the last row P(formation) = 0.1. This is to describe the less chances an elephant will hit the enemy if it starts from behind your lines.
P(A) = (Tactic Effectiveness / 100) * P (formation)
With this system, all rows facing and enemy will attack at the same time, no need to wait to face the enemy to hit it. This simulates the fast pace of ancient battles where everything was resolved in one day. Second and third line will engage the enemy by its available means. For example, heavy infantry will follow the elephants and engage the enemy front line not waiting the elephants to retreat.
When the battle starts, every unit will attack as usual, but the damage will only happen if the movement and attack phases are both successful. With a success event, the damage formula will apply as it is now, but with the dice_roll value fixed by default to 6. With a non-successful event, there will be no damage as it will mean that the unit will have not successfully moved or landed the attack.
At the end of the battle we can show some statistics, see next spoiler.
The end battle screen will show how successful the tactic and the formation chosen, showing how many hits were achieved by each unit:
Battle of Ipsus
Land: Hills
General Skills: 8 vs 4
Terrain Vs Tactic synergy: X
Initial Tactic effectiveness: 30%
Units Performance:
Elephants:
etc...
This way the player can learn from each battle. Formation, unit composition, terrain, commander skills and tactic effectiveness all play a significant role in each battle, making them all different and exciting.
Battle of Ipsus
Land: Hills
General Skills: 8 vs 4
Terrain Vs Tactic synergy: X
Initial Tactic effectiveness: 30%
Units Performance:
Elephants:
Average Formation chance hit: 100%
Average Movement success rate 24%
Average Hit rate 45%
Total Damage done: 200
Total Morale Damage done: 1000
Heavy Infantry:Average Formation chance hit: 80%
Average Movement success rate 50%
Average Hit rate 55%
Total Damage done: 100
Total Morale Damage done: 400
etc...
This way the player can learn from each battle. Formation, unit composition, terrain, commander skills and tactic effectiveness all play a significant role in each battle, making them all different and exciting.
Last edited:
- 15