「陆战」:修訂間差異

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(同步到官方百科11:28, 11 May 2019‎ Dauth)
(20:39, 5 July 2019‎ SolSys)
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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. 
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 [[city]]. The army that entered the city 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.
Rows have a main front on the middle and flanks on the sides. On the initial deployment the main front is filled with expensive units such as War Elephants, Heavy Cavalry and Heavy Infantry.


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.
Flanks are deployed with mobile units such as Horse Archers, Camel Cavalry and Light Cavalry. These units have a high maneuver which allows them to target units in the center after defeating their opponent.


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.
When units get eliminated they get reinforced by cheap units such as Chariots, Archers and Light Infantry.


==Combat==
==== How the player can affect deployment ====
{{SVersion|1.0}}
Besides deciding the composition of the army, the player can additionally affect the deployment of troops on the Battle chess board in the following ways:
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.
* Primary unit: Gives this unit type the highest priority when deploying the main front.
* Secondary unit: Gives this unit type the highest priority when reinforcing the main front.
* Flank unit: Gives this unit type the highest priority when filling flanks.
* The minimum size of both flanks (2, 5 or 10 cohorts)


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.
The default selected choices will depend on the Military Traditions but they can be changed at no cost at any time.


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.
=== 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.


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
The opposing cohorts inflict strength-damage and morale-damage.


===Damage formula===
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]].
[[File:Example-damage-tooltip.png|400px|thumb|right|Example damage tooltip. Note: "Morale: +26.00%" is incorrect and should read "x0.26" ]]
 
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.
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 city. 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.
 
==== 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.


pips = Dice Roll + Leader + Terrain
== Siege ==
{{expand}}
'''Assault''' – when an [[army]] besieges a [[city]] with a fortress [[building]], the player can order an assault; only infantry (including archers) participates in an assault


Base Damage = 0.08 + 0.02*pips
== Effect on Warscore ==
{{main|warscore}}
{{Expand}}
Won and lost battles affect the warscore, and so do the number of casualties inflicted and received.


Damage = Base Damage * (1 + Discipline) * (1 + terrain Bonus) * (1 + vs Unit type) * (1 + Tactics bonus) * (1 + Offense vs Defense) * (1 + vs Experience)
== Effect on General's Popularity ==
{{Expand}}
Won and lost battles affect the {{icon|popularity}} popularity of the character hired as army leader.


Kills = Damage * Men * (1 + vs Casualties from Tactics) * 0.2 (Daily multiplier) * (1 + vs Unit type)
== Modifiers ==
(see concept: [[modifiers]])


Morale damage = Damage * (Men / 1000) * (current Morale / 2) * 1.5 (Daily multiplier) * (1 + vs Unit type)
=== 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.


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.
=== Terrain modifiers ===
{{main|Terrain types}}
The attacker receives one or more penalties depending on the city'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 or received in battle. It exists as an overview to aid players.
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.
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.


===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.
{{SVersion|1.1}}
* General skill and terrain. A 5 pip advantage (e.g. 10 skill general vs 1 skill general) gives +100% base 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.
* Heavily countering unit types. E.g. Light Cavalry vs Heavy Infantry does only 50% normal damage.
* The modifier applies to the damage done.
* 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 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]] 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"
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|}
|}


==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.
{{SVersion|1.1}}
[[File:Example-damage-tooltip.png|400px|thumb|right|Example damage tooltip. Note: "Morale: +26.00%" is incorrect and should read "x0.26" ]]
 
The damage formula is mostly explained in-game on the damage tooltip. The tooltip is split to 5 sections.
 
==== Unit information ====
 
* Unit type: The tooltip uses the common name of the typ when the modifier is based on the unit's type.
* Unit name: The tooltip uses the unit's name when the modifier is based on the unit's attributes.
* Unit strength: Multiplier for all damage dealt.
* Unit morale: Multiplier for morale damage dealt.
 
==== Inflicted losses ====
 
This sections shows losses that this unit will cause to the target unit in the next round. The text is misleading indicating these losses were caused this round. However the values use the current strength and morale of the unit, not values in the previous round.
 
==== Base damage ====
 
* Dice roll: Random value between '''1''' and '''6''' is rolled every 5 days for each side.
* Terrain & Leader modifiers: Added to the dice roll. Terrain modifier causes up to {{red|-4}} penalty to attacker. General causes up to {{green|7}} bonus to the side with a better general (skill difference / 2).  ([[#Terrain_modifiers]], [[#Leader_modifiers]])
* Base damage: Base damage caused by a single unit.
 
  pips = dice_roll + terrain_penalty + leader_bonus
  base_damage = 0.08 + (0.02 × pips)
 
==== Total damage ====
 
Base damage is multiplied by several values to calculate the total damage caused by a single unit.
 
* Discipline: Increases caused damage in all combat situations. Main sources are military traditions, trade and loyalty. Usually from {{green|0%}} to {{green|+40%}}. ([[#Discipline]])
* Terrain bonus: Unit type may cause increased damage in the current terrain. Main source is military traditions. Usually from {{green|0%}} to {{green|+15%}}.
* Vs Defender: Unit type may cause increased or reduced damage against the opposing unit type. From {{red|-50%}} to {{green|+50%}}. ([[Land_units#List_of_unit_types|Unit Types]])
* Tactic vs Tactic: Selected tactic may cause increased or reduced damage against opponent's tactics. Amount of the increased damage depends on unit types in the battlefield. From {{red|-10%}} to {{green|+25%}}. ([[#Combat_Tactics]])
* Attacker Offense vs Defender Defense: Units may cause increased damage or receive reduced damage. Main sources are military traditions and trade. Usually from {{red|-15%}} to {{green|+30%}}.
* Defender Experience: Unit's experience reduces received damage. From {{green|0%}} to {{red|-37.5%}}. [[#Experience]]
 
  experience_reduction = 0.003 * VS_experience * (morale_damage_taken + strength_damage_taken) / 2
 
  total_damage = base_damage × (1 + discipline) × (1 + terrain_bonus) × (1 + VS_unit_type) × (1 + tactics_mod) × (1 + offense - defense) × (1 - experience_reduction)
 
==== Strength and morale damage ====
 
Total damage gets multiplied by strength of the unit and then further modified by strength and morale specific multipliers.
 
* Damage from: Should show total damage from the attacker. Currently always shows 0.
* Casualties from Tactics: Some tactics increase or decrease strength damage for both attacker and defender. From {{red|-50%}} to {{green|+20%}}. ([[#Combat_Tactics]])
* Daily Multiplier: Multiplier (0.2x) for strength damage.
* Defender: Some unit types receive increased or reduced strength damage. From {{red|-50%}} to {{green|0%}}. ([[Land_units#List_of_unit_types|Unit Types]])
* Morale: Attacker's own morale directly affects caused morale damage. Tooltip shows wrong value (should be reduced by 100%, for example {{green|+26.00%}} should be {{red|-74.00%}}). Usually from {{red|-75%}} to {{green|200%}}.
* Daily Multiplier: Multiplier (1.5x) for morale damage.
* Defender: Some unit types receive increased or reduced morale damage. From {{red|-25%}} to {{green|+25%}}. ([[Land_units#List_of_unit_types|Unit Types]])
 
  strength_damage = total_damage × current_strength × (1 + casualties_from_tactics) × 0.2 × (1 + VS_unit_type)
 
  morale_damage = total_damage × (current_strength ÷ 1000) × (current_morale ÷ 2) × 1.5 × (1 + VS_unit_type)
 
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 morale hits.
 
On average you can expect to roll <code>(1+6)/2 = 3.5</code> and with equal generals and no terrain penalties have a base-damage of <code>0.8 + 0.2*3.5 = 0.15</code>. In the absence of other modifiers this corresponds to 1000-man cohort with 3.0 morale killing <code>0.15*1000*0.2 = 30</code> men and inflicting <code>0.15*1*(3/2)*1.5 = 0.33</code> morale damage per day.
 
Each pip modifies base-damage by 13% of this expected average.<br>
The worst possible base-damage is 0.02, having {{red|-4}} from terrain and rolling a 1 with an equal or worse general. The best possible is 0.34, rolling a 6 with {{green|+7}} from general (14-skill general vs no general) and no terrain penalty.
 
== Deployment and reinforcement ==
{{SVersion|1.1}}
 
All units are priorized based on unit type and location in the army screen. Unit type has the biggest impact while the location is used to resolve ties.
 
Default priorities for unit types are:
 
* Main front group (units with less than 3 maneuever, ordered by build cost): War Elephants, Heavy Cavalry, Heavy Infantry, Chariots, Archers/Light Infantry
* Flanks group (units with more than 2 maneuver, ordered by maneuver): Horse Archers, Camel Cavalry, Light Cavalry
 
Preferred unit types modify these priorities:
 
* Primary unit: Moves the unit type to front of the Main front group.
* Secondary unit: Moves the unit type to end of the Main front group.
* Flank unit: Moves the unit type to front of the Flanks group.
 
 
{| class="mildtable plainlist"
|-
! Phase !! Part !! Main priority !! Back up
|-
| Initial deployment || Main front || Main front group|| Flanks group
|-
| Initial deployment || Flanks || Flanks group || Main front group
|-
| Reinforcement || Main front || Reversed Main front group || Reversed Flanks group
|-
| Reinforcement || Flanks || Reversed Main front group || Reversed Flanks group
|}
 
The flank size is the highest of:


===Available Objectives===
* The preferred flank size (only works with more than 32 units)
* '''No Objective''': The unit remains idle unless ordered by the player. This is the default for players.
* Amount of free space the enemy has on the board
* '''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===
Left and right flanks can have different sizes.
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.





於 2019年7月10日 (三) 01:51 的修訂

Land combat in Imperator occurs when at least two armies of states currently at war with each other are in the same city. The army that entered the city 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.

Rows have a main front on the middle and flanks on the sides. On the initial deployment the main front is filled with expensive units such as War Elephants, Heavy Cavalry and Heavy Infantry.

Flanks are deployed with mobile units such as Horse Archers, Camel Cavalry and Light Cavalry. These units have a high maneuver which allows them to target units in the center after defeating their opponent.

When units get eliminated they get reinforced by cheap units such as Chariots, Archers and Light Infantry.

How the player can affect deployment

Besides deciding the composition of the army, the player can additionally affect the deployment of troops on the Battle chess board in the following ways:

  • Primary unit: Gives this unit type the highest priority when deploying the main front.
  • Secondary unit: Gives this unit type the highest priority when reinforcing the main front.
  • Flank unit: Gives this unit type the highest priority when filling flanks.
  • The minimum size of both flanks (2, 5 or 10 cohorts)

The default selected choices will depend on the Military Traditions but they can be changed at no cost at any time.

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 city. 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.

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.

Siege

Assault – when an army besieges a city with a fortress building, the player can order an assault; only infantry (including archers) participates in an assault

Effect on Warscore

主條目: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

主條目:Terrain types

The attacker receives one or more penalties depending on the city'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 or received in battle. It exists as an overview to aid players. 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.

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.

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

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 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

File:Example-damage-tooltip.png
Example damage tooltip. Note: "Morale: +26.00%" is incorrect and should read "x0.26"

The damage formula is mostly explained in-game on the damage tooltip. The tooltip is split to 5 sections.

Unit information

  • Unit type: The tooltip uses the common name of the typ when the modifier is based on the unit's type.
  • Unit name: The tooltip uses the unit's name when the modifier is based on the unit's attributes.
  • Unit strength: Multiplier for all damage dealt.
  • Unit morale: Multiplier for morale damage dealt.

Inflicted losses

This sections shows losses that this unit will cause to the target unit in the next round. The text is misleading indicating these losses were caused this round. However the values use the current strength and morale of the unit, not values in the previous round.

Base damage

  • Dice roll: Random value between 1 and 6 is rolled every 5 days for each side.
  • Terrain & Leader modifiers: Added to the dice roll. Terrain modifier causes up to -4 penalty to attacker. General causes up to 7 bonus to the side with a better general (skill difference / 2). (#Terrain_modifiers, #Leader_modifiers)
  • Base damage: Base damage caused by a single unit.
 pips = dice_roll + terrain_penalty + leader_bonus
 base_damage = 0.08 + (0.02 × pips)

Total damage

Base damage is multiplied by several values to calculate the total damage caused by a single unit.

  • Discipline: Increases caused damage in all combat situations. Main sources are military traditions, trade and loyalty. Usually from 0% to +40%. (#Discipline)
  • Terrain bonus: Unit type may cause increased damage in the current terrain. Main source is military traditions. Usually from 0% to +15%.
  • Vs Defender: Unit type may cause increased or reduced damage against the opposing unit type. From -50% to +50%. (Unit Types)
  • Tactic vs Tactic: Selected tactic may cause increased or reduced damage against opponent's tactics. Amount of the increased damage depends on unit types in the battlefield. From -10% to +25%. (#Combat_Tactics)
  • Attacker Offense vs Defender Defense: Units may cause increased damage or receive reduced damage. Main sources are military traditions and trade. Usually from -15% to +30%.
  • Defender Experience: Unit's experience reduces received damage. From 0% to -37.5%. #Experience
 experience_reduction = 0.003 * VS_experience * (morale_damage_taken + strength_damage_taken) / 2
 total_damage = base_damage × (1 + discipline) × (1 + terrain_bonus) × (1 + VS_unit_type) × (1 + tactics_mod) × (1 + offense - defense) × (1 - experience_reduction)

Strength and morale damage

Total damage gets multiplied by strength of the unit and then further modified by strength and morale specific multipliers.

  • Damage from: Should show total damage from the attacker. Currently always shows 0.
  • Casualties from Tactics: Some tactics increase or decrease strength damage for both attacker and defender. From -50% to +20%. (#Combat_Tactics)
  • Daily Multiplier: Multiplier (0.2x) for strength damage.
  • Defender: Some unit types receive increased or reduced strength damage. From -50% to 0%. (Unit Types)
  • Morale: Attacker's own morale directly affects caused morale damage. Tooltip shows wrong value (should be reduced by 100%, for example +26.00% should be -74.00%). Usually from -75% to 200%.
  • Daily Multiplier: Multiplier (1.5x) for morale damage.
  • Defender: Some unit types receive increased or reduced morale damage. From -25% to +25%. (Unit Types)
 strength_damage = total_damage × current_strength × (1 + casualties_from_tactics) × 0.2 × (1 + VS_unit_type)
 morale_damage = total_damage × (current_strength ÷ 1000) × (current_morale ÷ 2) × 1.5 × (1 + VS_unit_type)

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 morale hits.

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.

Each pip modifies base-damage by 13% of this expected average.
The worst possible base-damage is 0.02, having -4 from terrain and rolling a 1 with an equal or worse general. The best possible is 0.34, rolling a 6 with +7 from general (14-skill general vs no general) and no terrain penalty.

Deployment and reinforcement

All units are priorized based on unit type and location in the army screen. Unit type has the biggest impact while the location is used to resolve ties.

Default priorities for unit types are:

  • Main front group (units with less than 3 maneuever, ordered by build cost): War Elephants, Heavy Cavalry, Heavy Infantry, Chariots, Archers/Light Infantry
  • Flanks group (units with more than 2 maneuver, ordered by maneuver): Horse Archers, Camel Cavalry, Light Cavalry

Preferred unit types modify these priorities:

  • Primary unit: Moves the unit type to front of the Main front group.
  • Secondary unit: Moves the unit type to end of the Main front group.
  • Flank unit: Moves the unit type to front of the Flanks group.


Phase Part Main priority Back up
Initial deployment Main front Main front group Flanks group
Initial deployment Flanks Flanks group Main front group
Reinforcement Main front Reversed Main front group Reversed Flanks group
Reinforcement Flanks Reversed Main front group Reversed Flanks group

The flank size is the highest of:

  • The preferred flank size (only works with more than 32 units)
  • Amount of free space the enemy has on the board

Left and right flanks can have different sizes.


參考資料


國內政策 國家屬性人物內戰文化政府傳承法律國家理念職位叛亂宗教科技
經濟政策 建築經濟食物奇觀人口貿易商品
省份 區域省份領土殖民地產
軍事 軍事傳統陸軍陸軍單位陸戰海軍圍城海戰
對外政策 條約戰爭宣戰理由宣稱外交附屬國蠻族
腳本 事件決議使命
其他 成就對手國家遊戲配置