陆战:修订间差异

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{{Version|1.0}}
{{Version|1.1}}
Combat in Imperator occurs when two armies at war with each other are in the same city. The army first in the city is considered the defender, unless the other side has control over fortifications in the province. 
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| description= Imperator: Rome tutorial #2 - military and war.
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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.


== Deployment ==
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 Imperator, there is a Primary Frontline and a Secondary Frontline. The First Frontline will enter battle first, damaging the opposing side until its morale breaks or it suffers enough damage to be eliminated. The Secondary Frontline will then begin to move forward to become the new front. On the sides the units designated as Flank units will be deployed; these will first fight and kill the opposing flank if there is one, and then start targeting the center if they can.


In the army interface, you can select which unit type you want to be prioritized for First Frontline, Second Frontline and Flank. The preselected choices will depend on your Military Traditions but they can be changed freely by the player or the AI for each army. The size of the flank can also be set, either 2 cohorts, 5 cohorts or 10 cohorts.
== 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.


Additionally some unit types deal or take more morale damage or more physical damage, making them more or less suited for each role. In most cases this means that there is effectively a first skirmish phase where the Primary Frontline of Archers or Light Infantry try to do as much damage as possible to the other side before their morale breaks and they retreat. They are then followed by the units of the Second Frontline, potentially composed of heavier units such as Heavy Infantry or/and Elephants.
=== 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 best units to deploy on the flanks are usually ones with a high maneuver value, such as Horse Archers, that would allow them to deal damage far into the center once they have defeated the opposing flank. However, it may be better to prioritize countering the opposing flank.
The order of deployment can be customized by selecting preferred unit types.


When there are not enough of the preferred unit type for a role the game will fill out with units in order of how high their build cost is.
=== 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.


==Combat==
The opposing cohorts inflict strength-damage and morale-damage.
{{SVersion|1.0}}
Each day, each unit will fire on one target in front of them, or towards the side, if they have a high enough flanking ability. Casualties and morale damage inflicted on the opposing unit are based on several factors, including leader, terrain, unit types, tactics, research and a random dice roll


Units with depleted Morale (at some small value ~0.10) disengage immediately and stay in reserves until the end of the fight. Next day after they disengage, other units or reserves take their place. The next day after the last available unit from one of the sides disengages, combat ends and the losing army goes into a shattered retreat. Unlike e.g. CK2, there is no pursuit phase with one side running down and killing broken enemy.
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]].


After 5 days of combat have passed, it becomes possible to order a retreat. The battle is considered lost with corresponding warscore and general popularity losses. But since there is no pursuit phase or additional casualties to the retreating side, it can still be better than continuing a very disadvantageous battle to the bitter end.
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]].


Each army in the same combat can be ordered a manual retreat separately by selecting it from the outliner. Cohorts of remaining armies continue fighting and deploying reserves to fill in abandoned positions. E.g. you could have you skirmishers retreat after a few days without waiting for them to become completely ineffective, and have them start recovering morale and manpower while the battle continues
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.


===Damage formula===
==== Ordered retreat ====
[[File:Example-damage-tooltip.png|400px|thumb|right|Example damage tooltip. Note: "Morale: +26.00%" is incorrect and should read "x0.26" ]]
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]].
Note: this formula is original research and as such could contain errors. If you see in-game results not matching it's predictions, please correct. So far the only discrepancies are off-by-one, probably due to rounding down intermediate results in calculations.


pips = Dice Roll + Leader + Terrain
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.


Base Damage = 0.08 + 0.02*pips
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.


Damage = Base Damage * (1 + Discipline) * (1 + terrain Bonus) * (1 + vs Unit type) * (1 + Tactics bonus) * (1 + Offense vs Defense) * (1 + vs Experience)
=== 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:


Kills = Damage * Men * (1 + vs Casualties from Tactics) * 0.2 (Daily multiplier) * (1 + vs Unit type)
* 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.


Morale damage = Damage * (Men / 1000) * (current Morale / 2) * 1.5 (Daily multiplier) * (1 + vs Unit type)
If both sides would stack wipe then only the defender stack wipes.


One notable difference from EU4 is that current, not maximum morale is used to determine morale damage, so worn down units inflict much less morale damage on the enemy. Also units that are flanking or in reserve do not suffer any daily morale hits.
==== 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.


===Terrain modifiers===
* Hills, Marsh and Forests give {{red|-1}} to the attacker
Crossing a river or attacking into Hills, March and Forests gives -1 to the attacker, while crossing a strait, doing a naval landing or attacking into Mountains gives -2.
* Mountains give {{red|-2}} to the attacker


===Leader modifiers===
The following penalties stack on top of any terrain effect:
Leaders impact combat as well, with every 2 levels of martial skill difference giving a +1 bonus to the better general.
* Crossing a river {{red|-1}}
* Attempting a naval landing {{red|-2}}
* Crossing a strait {{red|-2}}


===Roll===
Thus the maximum possible penalty is {{red|-4}} (E.G. a naval landing into mountains).
A random value between 1 and 6 is rolled every 5 days for each side.


===Base damage===
=== Discipline ===
Total number from adding up the dice with the combat modifiers from terrain and leaders determines the base damage.
{{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.


On average you can expect to roll (1+6)/2 = 3.5 and with equal generals and no terrain penalties have a base damage of 0.8 + 0.2*3.5 = 0.15. In the absence of other modifiers this corresponds to 1000-man cohort with 3.0 morale killing 0.15*1000*0.2 = 30 men and inflicting 0.15*1*(3/2)*1.5 = 0.33 morale damage per day.
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.


Each pip increases or decreases base damage by 13% of this expected average. The worst possible base damage is probably 0.04 (one quarter of average), having -3 from terrain and rolling a 1 with an equal or worse general. The best possible is probably 0.3 (double the average and 7.5 times the worst), rolling a 6 with 10-skill general vs no general.
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%.


===Discipline===
=== Experience ===
Various sources of discipline such as tech, trade goods and blessings are additive. In a strange exception to this rule, combat tooltip seems to calculate +10% improved discipline from Personal Loyalty to a general twice: both multiplicative and additive. E.g. with +15% country Light Cavalry discipline, a loyal cohort shows +26.5%. The difference of 1.5% is small enough that it's difficult to tell if the tooltip is wrong, or if it's actually calculated this way.
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===
experience = previous_experience * (1 - recovered_manpower / previous_manpower * (0.5 - reduced_experience_decay))
Every unit accumulates experience in battle, which then reduces all incoming damage at a rate of 0.3% of damage reduction per 1% of experience. So a unit with 100% experience will have a 30% damage reduction.


===Largest impact===
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.
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.
=== Combat tactics ===
* 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.
{{hatnote|"Combat tactics" redirects here. For naval combat tactics, see [[Naval warfare#Combat tactics|Naval warfare § Combat tactics]].}}
* General skill and terrain. A 5 pip advantage (e.g. 10 skill general vs 1 skill general) gives +100% base damage.
{{SVersion|1.1}}
* Heavily countering unit types. E.g. Light Cavalry vs Heavy Infantry does only 50% normal damage.
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.
* 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.
* 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.


==Combat tactics==
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.
{{SVersion|1.0}}
For each army, exactly one tactic is chosen out of battle. Each tactic is strong (giving a bonus to damage) against two other tactics, and poor (giving a penalty to damage) against two more. The base effectiveness of a tactic is determined by the army's composition, with each matching unit type giving a bonus to effectiveness. A given tactic will be useless if the army has no cohorts that give a bonus to it.


The first five tactics are available to all countries, while the others are unlocked by military traditions.
==== General tactics ====
These five tactics are available to all states.


{| class="mildtable plainlist" width=100%
{| class="mildtable plainlist" width=100%
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| ''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="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="Deception"
|- id="Deception"
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|
|
| ''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"
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| ''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"
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| ''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 Mauryan [[war traditions|war tradition]] "Padma Vyuha".
Requires Indian [[war traditions|war tradition]] "Padma Vyuha".


|- id="Phalanx"
|- id="Phalanx"
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| ''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 Arabien war tradition "Greek Warfare".
Requires Greek [[war traditions]], or Levantine and Arabian war tradition "Greek Warfare".
 
|- 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|−20%}}
| {{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 unit.
 
|- 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.''


|- id="Triplex Acies"
|- id="Triplex Acies"
第250行: 第314行:
|}
|}


==Unit Objectives==
== Damage formula ==
Unit objectives allow you to assign individual armies orders to act autonomously under the control of the AI. Unit objectives are a way to outsource the management of some armies to the AI, essentially using the same things that the AI itself uses to control its armies and navies. You can at any time select an objective for each army or navy under player control (or several units at once, in which case the objective applies separately to each one currently), which enables AI for said unit, making it automatically take actions almost as if it was controlled by an AI country.
{{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.
===Available Objectives===
* '''No Objective''': The unit remains idle unless ordered by the player. This is the default for players.
* '''Independent Operations''': The unit acts independently, attacking enemy armies/navies, occupying enemy cities, etc. as it sees fit.
* '''Naval Landing''': If there is at least one available and sufficiently large navy which has Naval Landing selected, ordering an army to move to a city that's accessible only by sea will make this navy pick up that army and ship it to that city.
* '''Defend Borders''': The army will stay inside friendly borders, fighting enemy armies that enter and retaking occupied cities.
* '''Hunt Fleets''': The navy will seek out enemy fleets and attempt to engage them.
* '''Fight Rebels''': Army will focus on destroying rebel (slave revolt) armies and retaking rebel-occupied cities.
* '''Reconnaissance''': Patrols across the country's borders or nearby seas reporting enemy movements.
* '''Keep in Reserve''': The army will stay within the country's borders and actively avoid contact with the enemy unless superior.
 
===Special Objectives===
There are also many Unit Objectives that you cannot pick but that you may still encounter. Disloyal Generals will make use of a specific unit objective where they essentially do what they themselves want to. Making you unable to order them around or do things like send them to a certain death. Likewise Mercenaries that you do not pay will stop taking your orders and operate on their own.There is also special logic for Slave Revolts, where rebel stacks will seek out the closest rich city to attempt to loot and set free more of their kin.
 


== 参考资料 ==
== 参考资料 ==

2020年9月29日 (二) 16:22的最新版本

Imperator: Rome tutorial #2 - military and war. 视频在 YouTube

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

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 Unit archers.png (+25% morale damage) or Unit light infantry.png (-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

Won and lost battles affect the warscore, and so do the number of casualties inflicted and received.

Effect on General's Popularity

Won and lost battles affect the Popularity.png popularity of the character hired as army leader.

Modifiers

(see concept: modifiers)

Leader modifiers

The Military power.png 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.png 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 Military power.png 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.

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.png Bottleneck
  • Unit archers.png Archers: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 80%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit light infantry.png Light Infantry: 25%
  • Shock action Shock Action: +20%
  • Hit-and-Run Hit-and-Run: +20%
  • Skirmishing Skirmishing: −10%
  • Cavalry skirmish Cavalry Skirmish: −10%
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 Deception
  • Camel cavalry.png Camel Cavalry: 100%
  • Unit chariots.png Chariots: 100%
  • Unit horse archers.png Horse Archers: 150%
  • Unit light cavalry.png Light Cavalry: 150%
  • Skirmishing Skirmishing: +20%
  • Triplex acies Triplex Acies: +20%
  • Envelopment Envelopment: −10%
  • Hit-and-Run Hit-and-Run: −10%
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 Envelopment
  • Camel cavalry.png Camel Cavalry: 100%
  • Unit chariots.png Chariots: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 50%
  • Unit horse archers.png Horse Archers: 50%
  • Unit light cavalry.png Light Cavalry: 100%
  • Deception Deception: +20%
  • Phalanx Phalanx: +20%
  • Shock action Shock Action: −10%
  • Padma vyuha Padma Vyuha: −10%
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 Shock Action
  • Unit heavy cavalry.png Heavy Cavalry: 100%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit war elephants.png War Elephants: 200%
  • Envelopment Envelopment: +20%
  • Padma vyuha Padma Vyuha: +20%
  • Bottleneck.png Bottleneck: −10%
  • Phalanx Phalanx: −10%
+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 Skirmishing
  • Unit archers.png Archers: 50%
  • Camel cavalry.png Camel Cavalry: 25%
  • Unit horse archers.png Horse Archers: 25%
  • Unit light cavalry.png Light Cavalry: 25%
  • Unit light infantry.png Light Infantry: 100%
  • Bottleneck.png Bottleneck: +20%
  • Cavalry skirmish Cavalry Skirmish: +20%
  • Deception Deception: −10%
  • Triplex acies Triplex Acies: −10%
−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 Cavalry Skirmish
  • Camel cavalry.png Camel Cavalry: 50%
  • Unit heavy cavalry.png Heavy Cavalry: 50%
  • Unit horse archers.png Horse Archers: 150%
  • Unit light cavalry.png Light Cavalry: 150%
  • Bottleneck.png Bottleneck: +25%
  • Padma vyuha Padma Vyuha: +25%
  • Skirmishing Skirmishing: −10%
  • Phalanx Phalanx: −10%
−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 Hit-and-Run
  • Unit archers.png Archers: 50%
  • Camel cavalry.png Camel Cavalry: 50%
  • Unit chariots.png Chariots: 50%
  • Unit horse archers.png Horse Archers: 100%
  • Unit light cavalry.png Light Cavalry: 100%
  • Unit light infantry.png Light Infantry: 100%
  • Deception Deception: +25%
  • Triplex acies Triplex Acies: +25%
  • Bottleneck.png Bottleneck: −10%
  • Padma vyuha Padma Vyuha: −10%
−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 Padma Vyuha
  • Unit archers.png Archers: 100%
  • Unit chariots.png Chariots: 50%
  • Unit heavy infantry.png Heavy Infantry: 75%
  • Unit light cavalry.png Light Cavalry: 50%
  • Unit war elephants.png War Elephants: 100%
  • Envelopment Envelopment: +25%
  • Hit-and-Run Hit-and-Run: +25%
  • Shock action Shock Action: −10%
  • Cavalry skirmish Cavalry Skirmish: −10%
−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 Phalanx
  • Unit war elephants.png War Elephants: 100%
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit light cavalry.png Light Cavalry: 75%
  • Unit light infantry.png Light Infantry: 75%
  • Shock action Shock Action: +25%
  • Cavalry skirmish Cavalry Skirmish: +25%
  • Envelopment Envelopment: −10%
  • Triplex acies Triplex Acies: −10%
−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 Triplex Acies
  • Unit heavy infantry.png Heavy Infantry: 100%
  • Unit light cavalry.png Light Cavalry: 60%
  • Unit light infantry.png Light Infantry: 100%
  • Skirmishing Skirmishing: +25%
  • Phalanx Phalanx: +25%
  • Deception Deception: −10%
  • Hit-and-Run Hit-and-Run: −10%
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


国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置