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game-mechanics:province-defence [2020/06/27 23:42] eerywax [Population Types] needed newlines manually for some reason |
game-mechanics:province-defence [2025/11/19 16:08] (current) dalts [Composition] |
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| ====== Province Defence ====== | ====== Province Defence ====== | ||
| - | Province Defence (often abbreviated to PD) represents the local defensive force that a province will automatically field if it is attacked. This force will always be present unless control of the province is lost, and is supplemental to any armies the owning player has there. | + | Province Defence (often abbreviated to PD) represents the [[: |
| - | Starting at a vale of 15, PD will contribute 1 to patrol strength, used to detect enemy sneaking units. This increases by 1 for every point of province | + | Whenever you claim a province, you automatically have a PD level to 1. This provides the following amenities to the province, which allows you to get away with not having equivalents stationed there: |
| - | Every 10 points of PD (at 10, at 20, at 30, etc) contributes to unrest reduction by 1. More information on the effect of this value can be found on the [[:Unrest]] page. | + | * A [[:commander]] (although uncontrollable directly) |
| + | * A trooper or two, or sometimes three or more | ||
| - | In addition, province defence units are replaced and ready for every fight that happens | + | Levels may be purchased up to **100**; or up to the local [[dom6: |
| + | * The 4th, 10th, and 20th levels **prevent a wide array of bad events**. | ||
| + | * The 15th level [[:patrol | patrols]] for [[: | ||
| + | * The 20th level **provides an additional Commander**, | ||
| + | * Every 10th level **reduces local [[: | ||
| - | ==== Cost ==== | + | Province defence units are like [[:combat summons]], in that they are temporary units who disappear at the end of a battle regardless of the outcome, even if charmed or enslaved. Province defence units are replaced and ready for every fight that happens in their province. Because they are not persistent units, they are not susceptible to being worn down by [[: |
| - | Province | + | In battle, |
| + | |||
| + | {{: | ||
| - | Some provinces will, depending on the local population type in conjunction with the nation of the province' | ||
| ==== Scouting Reports ==== | ==== Scouting Reports ==== | ||
| - | Having a scout in an enemy province will grant information about the local province defence. Keep in mind that, due to the turn-based nature of Dominions, the report will take into account the province defence as it was on the previous turn. | + | Having a scout in an enemy province will grant information about the local province defence. Keep in mind that, due to the turn-based nature of Dominions, the report will take into account the province defence as it was on the previous turn. It may be increased on the same turn as an enemy army moves into the province. |
| Depending on the amount of province defence, the scouting reports will include the following: | Depending on the amount of province defence, the scouting reports will include the following: | ||
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| | 20 - 34 | The local defence of this province appears to be very strong and well organized. | | | 20 - 34 | The local defence of this province appears to be very strong and well organized. | | ||
| | 35+ | The local defence of this province is exceptionally powerful and very well organized. | | | 35+ | The local defence of this province is exceptionally powerful and very well organized. | | ||
| + | |||
| + | ==== Cost ==== | ||
| + | |||
| + | Province defence costs the player as much as the next number up from its current value. For example at PD 0, the next number is 1, so the first point of PD costs 1. Raising it to 2 costs 2, and so on. Raising PD to 10 from 0 costs 55 gold total, barring **Friendly Civilizations**, | ||
| ==== Population Types ==== | ==== Population Types ==== | ||
| - | The units that make up province defence are generally the same population type (often abbreviated to poptype) of units that were present when the province was independent. When the province contains a fort, however, the units change to the national province defence of its current owner. Other exceptions can occur when an independent province was defended by undead or demons since the start of the game, and when a player capital is successfully stormed and controlled by another player. | + | The units that make up province defence are generally the same population type (often abbreviated to poptype) of units that were present when the province was [[: |
| === Friendly Civilizations === | === Friendly Civilizations === | ||
| - | Friendly civilizations reduce the cost of raising PD, owing to an affinity they share with a controlling nation. Each step of PD will cost the player 2 gold less than usual, with a minimum of 1 gold. Thus, getting up to 3 PD will cost 3 gold; then increasing to 4 will cost 2 gold, and so on. | + | Friendly civilizations reduce the cost of raising PD, owing to an affinity they share with a controlling nation. Each step of PD will cost the player 2 gold less than usual, with a minimum of 1 gold. Thus, getting up from 0 to 3 PD will cost 3 gold; then increasing to 4 will cost 2 gold, and so on. |
| - | Following | + | A green text appears on the Province Defence screen to denote Friendly Civilizations. The following |
| - | **Sauromatia** (EA): Jade Amazons\\ | + | **Early Age**\\ |
| - | **Ulm** (EA): Bear Tribe, Deer Tribe, Wolf Tribe\\ | + | [[: |
| - | **Kailasa** (EA): Monkeys\\ | + | [[:ulm-ea | Ulm]]: Bear Tribe, Deer Tribe, Wolf Tribe\\ |
| + | [[: | ||
| + | [[:rus-ea | Rus]]: Bear Tribe\\ | ||
| - | **Man** (MA): Knights and Longbowmen\\ | + | **Middle Age**\\ |
| + | [[:man-ma | Man]]: Knights and Longbowmen\\ | ||
| + | [[:ulm-ma | Ulm]]: Knights and Longbowmen\\ | ||
| + | [[:ind-ma | Ind]]: Monkeys\\ | ||
| + | [[:ys-ma | Ys]]: Merrows\\ | ||
| + | ==== Composition ==== | ||
| + | As mentioned above, initial PD units are generally drawn from the population type defending in and recruitable from the province. Not all available units will appear in province defense, however, and not all provinces gain defenders equally. Additionally, | ||
| + | === Commanders === | ||
| + | |||
| + | All Province Defense gets a commander at 1 point. This is always the same nation-specific commander, often a 40-80 gold " | ||
| + | |||
| + | Note that some nations lack a suitable " | ||
| + | |||
| + | At 20 PD, another commander is added. This is //not// a nation-specific unit, so it will generally be the local province' | ||
| + | |||
| + | === Units === | ||
| + | |||
| + | From 1 to 19 PD, each province has 1-3 types of " | ||
| + | |||
| + | From 20 PD onwards, the local PD pattern will continue, but several new unit types will be added. These are consistent national unit types without regard for the local province type (again excluding water). | ||
| + | |||
| + | [[:fort | Fort]]-less provinces draw from the [[: | ||
| + | |||
| + | Forted provinces do not draw from the independents at all; instead, their standard Province Defense is the sort of troops that fort-less provinces would otherwise only get from the 20th level onward, while the 2nd commander and extra troops from the 20th level onward are typically higher-tier units. The 2nd commander for forted Province Defense is typically a [[dom6: | ||
| + | |||
| + | * If you want to have your armies in a forted province fight alongside the Province Defense, **have them Patrol**. Otherwise, your standard armies won't fight alongside them, and may be forced into a [[:Siege]]. | ||
| + | |||
| + | === Underwater === | ||
| + | |||
| + | [[: | ||
| ==== Population Depletion ==== | ==== Population Depletion ==== | ||
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| * When being targeting remote ritual spells that decrease a target province' | * When being targeting remote ritual spells that decrease a target province' | ||
| + | ==== Strategy ==== | ||
| + | |||
| + | The Province Defense is not immensely respected by your more professional armies, in case them being treated as a separate army under your flag wasn't a clear-enough tell. Their squads are roughly the same as the different rows in the Defense menu, and your stray troops simply left in the province are not integrated into them. Despite being a separate army, they [[dom6: | ||
| + | |||
| + | You can't script or reorganize your Province Defense, but it replenishes each turn **for free**. The only way to totally wipe a Province Defense level is by taking the province for yourself, or by killing the entire local population with ??Lost Land?? or other magic. | ||
| + | |||
| + | Ultimately, some nations have much better province defenses than others, especially for the cash investment required; and on the other hand, some nations are far better at trivializing Province Defense than others, whether through immensely powerful units or Commander-sniping shenanigans. | ||
| + | |||
| + | Typically, PD is held at one of several levels: | ||
| + | |||
| + | * All provinces should have at least 1 PD, to protect them from capture by scouts and certain events that target undefended provinces, and to give information on attacking armies. | ||
| + | |||
| + | * Nations with strong Holy PD commanders (elves especially) may with to stop at 1 or <6 to ensure the commander can fight without allies routing. | ||
| + | |||
| + | * Nations with Holy PD commanders and cheap sacreds may leave behind sacred troops for defense in key provinces. PD counts need to be low enough for sacreds to deploy near the commander and get blessed. | ||
| + | |||
| + | * 6 PD can prevent certain bad events from occurring that typically result in losing the province to independent forces, and costs only 21 gold. Similarly 11 PD wards against more types of independent attack events, though it costs 45 gold more than 6. | ||
| + | |||
| + | * Increasing levels of PD (5-15) are sometimes used to protect provinces from light raiding by unsupported enemy troops, weak thugs, and "indy attack" | ||
| + | |||
| + | * Some PD units are not added equally at each point, and can be leveled for peak efficiency. Heavy Cavalry PD, for instance, adds a 30-gold horseman for taking 7 PD over the more common 6. | ||
| + | |||
| + | * 6-19 PD give the same scouting report, so going up to 6 can deter very light raids. Or, if you've set a precedent of using 6 repeatedly, a sudden jump to 12+ strong PD can bait and kill light raids. | ||
| + | |||
| + | * 15 PD can be useful to get 1 patrol strength to catch sneaking armies with low stealth values. | ||
| + | * Most serious enemy armies and many heavier thugs can defeat nearly unlimited amounts of PD. But large amounts of PD (20+) can provide useful support or a screen to supplement other defenders. This tactic -- of buying a lot of PD to aid a defending army -- is sometimes called a "PD dump". Since only 25% of PD health is counted towards army HP, PD units can outperform real units as a morale-safe screen. They also reappear for each battle, allowing them to screen even after magic-phase field wipes. | ||
| + | * Specific flavors of PD can be substantially stronger than average, either alone as raid/ | ||