(同步到官方百科11:28, 11 May 2019 Dauth) |
(同步到官方百科22:14, 17 April 2020 Hairy Dude) |
||
(未显示同一用户的1个中间版本) | |||
第1行: | 第1行: | ||
{{Version|1. | {{Version|1.1}} | ||
{{evt | |||
| service= youtube | |||
| id= 3vKcQWUhtkk | |||
| description= Imperator: Rome tutorial #2 - military and war. | |||
| alignment= right | |||
| container=frame | |||
}} | |||
Land combat in Imperator occurs when at least two '''[[Army|armies]]''' of [[states]] currently [[Diplomacy#War|at war]] with each other are in the same [[Territories|territory]]. The army that entered the territory first is considered the defender, unless the other side has control over fortifications in the province. | |||
On each side, more than 1 army can partake in combat. The simplest way to achieve this is by [[Army#Actions|attaching]] armies to a leading army. Armies may be attached to allied armies or to the state's own. | |||
In the | == Combat == | ||
{{SVersion|1.1}} | |||
=== Battle chess board === | |||
In Imperator: Rome, the '''battle chess board''' is divided into squares, grouped into 2 rows with 30 squares each. Each side has a single row. One [[cohort]] fills one square. | |||
=== Deployment === | |||
{{main|Deployment}} | |||
At the start of a battle, [[cohorts]] from both armies deploy on the battlefield. Deployment may also happen during the battle when [[cohorts]] retreat or new armies join the battle (often referred as '''reinforcement'''). | |||
The | The order of deployment can be customized by selecting preferred unit types. | ||
=== Battle === | |||
Each day, each [[cohorts|cohort]] in the first battle row of each side will attack another within its range. A unit type's range in squares is equal to its maneuver value. | |||
The opposing cohorts inflict strength-damage and morale-damage. | |||
Casualties and morale depletion are applied at the end of each day to each cohort taking part in the battle. The ''Attacker-role'' and ''Defender-role'' are calculated the the same way, but may be subject to some [[#modifiers|modifiers]]. | |||
Each cohort has separate base values for strength-damage and morale-damage. These are subject to a random dice roll every 5 days and by other [[#modifiers|modifiers]]. | |||
At the end of each day units with less than 0.25 Morale disengage until the end of the battle. On the next day, other units or reserves fill in the ranks to take their place. The day after the last available unit from either side disengages, combat ends and the defeated army is forced into a shattered retreat. | |||
<br> | |||
Unlike some other games (e.g. CK2), there is no pursuit phase where the victors run down and inflict heavy casualties upon the broken forces. | |||
=== | ==== Ordered retreat ==== | ||
[[ | After 5 days of combat have passed, it becomes possible to order a retreat by ordering an army to move to another territory. At that point the battle is considered lost with corresponding [[#How a battle affects warscore|reduction of the warscore]] and [[#How a battle affects general's popularity|losses to the general's popularity]]. | ||
Each army in a combat engagement can be separately ordered to retreat by selecting it from the outliner. Any remaining armies continue fighting and deploying reserves to fill in abandoned positions. | |||
Because of this possibility it might prove advantageous to group {{icon|archers}} ({{red|+25%}} morale damage) or {{icon|light infantry}} ({{green|-25%}} morale damage) into armies of their own and have them retreat prematurely. | |||
=== Stack wiping === | |||
Stack wiping means that one side of a battle gets totally wiped out, losing all of its men. This usually happens when one side is much stronger than the other. The exact rules are: | |||
* Total manpower is greater than 10x of the enemy manpower. This is checked at start and also at end of the battle. | |||
* Enemy can't deploy any cohorts. This happens when all cohorts have less than 0.25 morale. | |||
* Enemy is defeated before retreat is possible and total manpower is greater than 2x of the enemy manpower. | |||
If both sides would stack wipe then only the defender stack wipes. | |||
==== Tips: Largest impact ==== | |||
In summary, the variables that impact the combat the most are: | |||
* For morale damage - current morale. A unit at full morale does 5x morale damage of a unit that is on low maintenance. | |||
* With small armies - flanking/maneuver. Flanking with 5 horse archers on each side makes enemy side units take 6x damage, while horse archers themselves stay at full morale and manpower. | |||
* General skill and terrain. A 5 pip advantage (e.g. 10 skill general vs 1 skill general) gives +100% base damage. | |||
* Heavily countering unit types. E.g. Light Cavalry vs Heavy Infantry does only 50% normal damage. | |||
* Low manpower. A battered non-consolidated 500-man cohort will only do 50% of the damage of a full 1000-man cohort, while still taking a full space on the front line. | |||
== Effect on Warscore == | |||
{{main|warscore}} | |||
{{Expand}} | |||
Won and lost battles affect the warscore, and so do the number of casualties inflicted and received. | |||
== Effect on General's Popularity == | |||
{{Expand}} | |||
Won and lost battles affect the {{icon|popularity}} popularity of the character hired as army leader. | |||
== Modifiers == | |||
(see concept: [[modifiers]]) | |||
=== Leader modifiers === | |||
The {{icon|mil}} [[Attributes#Martial|martial skill]] of the characters hired as army leaders are compared, with every 2 levels difference giving a {{green|+1}} bonus to the army of the better general. | |||
=== Terrain modifiers === | |||
{{main|Terrain types}} | |||
The attacker receives one or more penalties depending on the territory's terrain and map features.<br> | |||
The defender '''never''' suffers terrain penalties.<br> | |||
The value can only be zero or less, it cannot be positive. | |||
* Hills, Marsh and Forests give {{red|-1}} to the attacker | |||
* Mountains give {{red|-2}} to the attacker | |||
The following penalties stack on top of any terrain effect: | |||
* Crossing a river {{red|-1}} | |||
* Attempting a naval landing {{red|-2}} | |||
* Crossing a strait {{red|-2}} | |||
Thus the maximum possible penalty is {{red|-4}} (E.G. a naval landing into mountains). | |||
=== | === Discipline === | ||
{{icon|discipline}} Discipline is a generalized summary of various modifiers to damage done in battle. It exists as an overview to aid players. Discipline doesn't reduce damage taken unlike what the tooltip may mention. | |||
Discipline itself is a value that serves solely as a modifier, and then other modifiers may adjust the discipline value further. It is calculated on a state level per unit type. When pressing the [[Beginner's_guide#Military|military button]] in the top bar, it is possible to see the current modifiers for all unit types. | |||
A unit's final discipline value is determined by a combination of factors including:<br> | |||
The {{icon|mil}} [[Attributes#Martial|martial skill]] of the character holding the state's "Military tribune" position, some [[Inventions]], some [[trade goods]], the [[Religion#Omen_effects|Blessing of Mars]], and many other factors. | |||
Most sources of discipline stack additively which means two sources of +10% discipline ends up as +20% discipline. The exception to this rule is cohort's personal loyalty which increases total discipline by 10%. | |||
=== | === Experience === | ||
Every unit accumulates experience when a battle ends. Experience gives ~0.3 damage reduction per 1% of experience. So a unit with 100% experience will receive ~30% less damage. Recovering manpower decays unit's experience with 50% efficiency. | |||
= | experience = previous_experience * (1 - recovered_manpower / previous_manpower * (0.5 - reduced_experience_decay)) | ||
Archers have a slightly increased damage reduction because of extra morale damage taken. Similarly Heavy Infantry, Light Infantry and War Elephants have a slightly decreased damage reduction. | |||
=== Combat tactics === | |||
{{hatnote|"Combat tactics" redirects here. For naval combat tactics, see [[Naval warfare#Combat tactics|Naval warfare § Combat tactics]].}} | |||
* | {{SVersion|1.1}} | ||
* | The available '''combat tactics''' add a [[wikipedia:Rock–paper–scissors#Additional_weapons|rock-paper-scissors-Spock-lizard]]-mechanic to battles, i.e. each tactic is strong against two other tactics, and poor against two more. | ||
* | * The modifier applies to the damage done. | ||
* The positive modifier applies only to certain [[Land units#List_of_unit_types|unit types]], i.e. the displayed "total effectiveness" of a tactic is determined by the army's composition. | |||
* The negative modifier applies fully regardless of army's composition. | |||
* Casualties modifier applies to both armies. | |||
* For each [[army]] a combat tactic is chosen from the available ones. | |||
* The ''default'' is "Shock Action". | |||
* The combat tactic can be changed at any time prior to a battle at no cost. | |||
The effect of any specific tactic is not overwhelmingly powerful. See [[#Tips:_Largest_impact|Tips: Largest impact]] above to compare the magnitude of other combat modifiers. | |||
==== General tactics ==== | |||
These five tactics are available to all states. | |||
{| class="mildtable plainlist" width=100% | {| class="mildtable plainlist" width=100% | ||
第98行: | 第146行: | ||
| ''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.'' | | ''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.'' | ||
|- id="Deception" | |- id="Deception" | ||
第129行: | 第161行: | ||
| | | | ||
| ''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.'' | | ''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.'' | ||
|- id="Envelopment" | |- id="Envelopment" | ||
第145行: | 第178行: | ||
| | | | ||
| ''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.'' | | ''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.'' | ||
|- id="Shock Action" | |||
| {{icon|shock action}} || Shock Action | |||
| | |||
* {{icon|heavy cavalry}} Heavy Cavalry: {{green|100%}} | |||
* {{nowrap|{{icon|heavy infantry}} Heavy Infantry: {{green|100%}}}} | |||
* {{icon|war elephants}} War Elephants: {{green|200%}} | |||
| | |||
* {{icon|envelopment}} Envelopment: {{green|+20%}} | |||
* {{icon|padma vyuha}} Padma Vyuha: {{green|+20%}} | |||
* {{icon|bottleneck}} Bottleneck: {{red|−10%}} | |||
* {{icon|phalanx}} Phalanx: {{red|−10%}} | |||
| {{red|+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]] | |||
|- id="Skirmishing" | |||
| {{icon|skirmishing}} || Skirmishing | |||
| | |||
* {{icon|archers}} Archers: {{green|50%}} | |||
* {{icon|camel cavalry}} Camel Cavalry: {{green|25%}} | |||
* {{icon|horse archers}} Horse Archers: {{green|25%}} | |||
* {{icon|light cavalry}} Light Cavalry: {{green|25%}} | |||
* {{icon|light infantry}} Light Infantry: {{green|100%}} | |||
| | |||
* {{icon|bottleneck}} Bottleneck: {{green|+20%}} | |||
* {{nowrap|{{icon|cavalry skirmish}} Cavalry Skirmish: {{green|+20%}}}} | |||
* {{icon|deception}} Deception: {{red|−10%}} | |||
* {{icon|triplex acies}} Triplex Acies: {{red|−10%}} | |||
| {{green|−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.'' | |||
|} | |||
==== Specialized tactics ==== | |||
These other tactics are only unlocked by specific [[military traditions]]. | |||
{| class="mildtable plainlist" width=100% | |||
! !! width=5%| Tactic | |||
! width=12%| Unit effectiveness | |||
! width=12%| Against other tactics | |||
! width=5%| Casualties | |||
! Description | |||
|- id="Cavalry Skirmish" | |||
| {{icon|cavalry skirmish}} || Cavalry Skirmish | |||
| | |||
* {{icon|camel cavalry}} Camel Cavalry: {{green|50%}} | |||
* {{icon|heavy cavalry}} Heavy Cavalry: {{green|50%}} | |||
* {{icon|horse archers}} Horse Archers: {{green|150%}} | |||
* {{icon|light cavalry}} Light Cavalry: {{green|150%}} | |||
| | |||
* {{icon|bottleneck}} Bottleneck: {{green|+25%}} | |||
* {{icon|padma vyuha}} Padma Vyuha: {{green|+25%}} | |||
* {{icon|skirmishing}} Skirmishing: {{red|−10%}} | |||
* {{icon|phalanx}} Phalanx: {{red|−10%}} | |||
| {{green|−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 traditions|war tradition]] "The Companion Cavalry", North African war tradition "Wild Charge", or Persian war tradition "Cavalry Skirmish". | |||
|- id="Hit-and-Run" | |- id="Hit-and-Run" | ||
第181行: | 第277行: | ||
| ''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.'' | | ''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 | Requires Indian [[war traditions|war tradition]] "Padma Vyuha". | ||
|- id="Phalanx" | |- id="Phalanx" | ||
第198行: | 第294行: | ||
| ''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.'' | | ''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 | Requires Greek [[war traditions]], or Levantine and Arabian war tradition "Greek Warfare". | ||
|- id="Triplex Acies" | |- id="Triplex Acies" | ||
第250行: | 第314行: | ||
|} | |} | ||
== | == Damage formula == | ||
{{main|Damage formula}} | |||
The damage formula is used to calculate strength and morale losses in combat. Each day every unit in the frontline attacks one enemy unit within their range. | |||
== 参考资料 == | == 参考资料 == |
2020年9月29日 (二) 16:22的最新版本
Land combat in Imperator occurs when at least two armies of states currently at war with each other are in the same territory. The army that entered the territory first is considered the defender, unless the other side has control over fortifications in the province.
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.
Combat
这部分内容可能已不适合当前版本,最后更新于1.1。 |
Battle chess board
In Imperator: Rome, the battle chess board is divided into squares, grouped into 2 rows with 30 squares each. Each side has a single row. One cohort fills one square.
Deployment
- 主条目:Deployment
At the start of a battle, cohorts from both armies deploy on the battlefield. Deployment may also happen during the battle when cohorts retreat or new armies join the battle (often referred as reinforcement).
The order of deployment can be customized by selecting preferred unit types.
Battle
Each day, each cohort in the first battle row of each side will attack another within its range. A unit type's range in squares is equal to its maneuver value.
The opposing cohorts inflict strength-damage and morale-damage.
Casualties and morale depletion are applied at the end of each day to each cohort taking part in the battle. The Attacker-role and Defender-role are calculated the the same way, but may be subject to some modifiers.
Each cohort has separate base values for strength-damage and morale-damage. These are subject to a random dice roll every 5 days and by other modifiers.
At the end of each day units with less than 0.25 Morale disengage until the end of the battle. On the next day, other units or reserves fill in the ranks to take their place. The day after the last available unit from either side disengages, combat ends and the defeated army is forced into a shattered retreat.
Unlike some other games (e.g. CK2), there is no pursuit phase where the victors run down and inflict heavy casualties upon the broken forces.
Ordered retreat
After 5 days of combat have passed, it becomes possible to order a retreat by ordering an army to move to another territory. At that point the battle is considered lost with corresponding reduction of the warscore and losses to the general's popularity.
Each army in a combat engagement can be separately ordered to retreat by selecting it from the outliner. Any remaining armies continue fighting and deploying reserves to fill in abandoned positions.
Because of this possibility it might prove advantageous to group (+25% morale damage) or (-25% morale damage) into armies of their own and have them retreat prematurely.
Stack wiping
Stack wiping means that one side of a battle gets totally wiped out, losing all of its men. This usually happens when one side is much stronger than the other. The exact rules are:
- Total manpower is greater than 10x of the enemy manpower. This is checked at start and also at end of the battle.
- Enemy can't deploy any cohorts. This happens when all cohorts have less than 0.25 morale.
- Enemy is defeated before retreat is possible and total manpower is greater than 2x of the enemy manpower.
If both sides would stack wipe then only the defender stack wipes.
Tips: Largest impact
In summary, the variables that impact the combat the most are:
- For morale damage - current morale. A unit at full morale does 5x morale damage of a unit that is on low maintenance.
- With small armies - flanking/maneuver. Flanking with 5 horse archers on each side makes enemy side units take 6x damage, while horse archers themselves stay at full morale and manpower.
- General skill and terrain. A 5 pip advantage (e.g. 10 skill general vs 1 skill general) gives +100% base damage.
- Heavily countering unit types. E.g. Light Cavalry vs Heavy Infantry does only 50% normal damage.
- Low manpower. A battered non-consolidated 500-man cohort will only do 50% of the damage of a full 1000-man cohort, while still taking a full space on the front line.
Effect on Warscore
- 主条目:warscore
请帮助改进这个词条或者段落来 完善它。 |
Won and lost battles affect the warscore, and so do the number of casualties inflicted and received.
Effect on General's Popularity
请帮助改进这个词条或者段落来 完善它。 |
Won and lost battles affect the popularity of the character hired as army leader.
Modifiers
(see concept: modifiers)
Leader modifiers
The martial skill of the characters hired as army leaders are compared, with every 2 levels difference giving a +1 bonus to the army of the better general.
Terrain modifiers
- 主条目:Terrain types
The attacker receives one or more penalties depending on the territory's terrain and map features.
The defender never suffers terrain penalties.
The value can only be zero or less, it cannot be positive.
- Hills, Marsh and Forests give -1 to the attacker
- Mountains give -2 to the attacker
The following penalties stack on top of any terrain effect:
- Crossing a river -1
- Attempting a naval landing -2
- Crossing a strait -2
Thus the maximum possible penalty is -4 (E.G. a naval landing into mountains).
Discipline
Discipline is a generalized summary of various modifiers to damage done in battle. It exists as an overview to aid players. Discipline doesn't reduce damage taken unlike what the tooltip may mention. Discipline itself is a value that serves solely as a modifier, and then other modifiers may adjust the discipline value further. It is calculated on a state level per unit type. When pressing the military button in the top bar, it is possible to see the current modifiers for all unit types.
A unit's final discipline value is determined by a combination of factors including:
The martial skill of the character holding the state's "Military tribune" position, some Inventions, some trade goods, the Blessing of Mars, and many other factors.
Most sources of discipline stack additively which means two sources of +10% discipline ends up as +20% discipline. The exception to this rule is cohort's personal loyalty which increases total discipline by 10%.
Experience
Every unit accumulates experience when a battle ends. Experience gives ~0.3 damage reduction per 1% of experience. So a unit with 100% experience will receive ~30% less damage. Recovering manpower decays unit's experience with 50% efficiency.
experience = previous_experience * (1 - recovered_manpower / previous_manpower * (0.5 - reduced_experience_decay))
Archers have a slightly increased damage reduction because of extra morale damage taken. Similarly Heavy Infantry, Light Infantry and War Elephants have a slightly decreased damage reduction.
Combat tactics
- "Combat tactics" redirects here. For naval combat tactics, see Naval warfare § Combat tactics.
这部分内容可能已不适合当前版本,最后更新于1.1。 |
The available combat tactics add a rock-paper-scissors-Spock-lizard-mechanic to battles, i.e. each tactic is strong against two other tactics, and poor against two more.
- The modifier applies to the damage done.
- The positive modifier applies only to certain unit types, i.e. the displayed "total effectiveness" of a tactic is determined by the army's composition.
- The negative modifier applies fully regardless of army's composition.
- Casualties modifier applies to both armies.
- For each army a combat tactic is chosen from the available ones.
- The default is "Shock Action".
- The combat tactic can be changed at any time prior to a battle at no cost.
The effect of any specific tactic is not overwhelmingly powerful. See Tips: Largest impact above to compare the magnitude of other combat modifiers.
General tactics
These five tactics are available to all states.
Tactic | Unit effectiveness | Against other tactics | Casualties | Description | |
---|---|---|---|---|---|
Bottleneck | 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 | 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 | 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 | +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 | −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. |
Specialized tactics
These other tactics are only unlocked by specific military traditions.
Tactic | Unit effectiveness | Against other tactics | Casualties | Description | |
---|---|---|---|---|---|
Cavalry Skirmish | −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 | −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 | −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 | −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 | 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". |
Damage formula
- 主条目:Damage formula
The damage formula is used to calculate strength and morale losses in combat. Each day every unit in the frontline attacks one enemy unit within their range.
参考资料