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game-mechanics:province-defence [2022/04/04 03:21] demonsthenes [Province Defence] Switch terminology s/battle/combat/ summons |
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 [[: | + | Province Defence (often abbreviated to PD) represents the [[: |
| - | Starting at a value 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 | ||
| - | 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 | + | 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 [[: | ||
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| + | 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 [[: | ||
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| + | In battle, Province Defense is counted at 1/4 of its actual health when calculating total army HP. With heavy PD dumps this can still lead armies to rout over total HP loss, but at any modest value PD health is rarely impactful. | ||
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| + | {{: | ||
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| [[:ulm-ea | Ulm]]: Bear Tribe, Deer Tribe, Wolf Tribe\\ | [[:ulm-ea | Ulm]]: Bear Tribe, Deer Tribe, Wolf Tribe\\ | ||
| [[: | [[: | ||
| + | [[:rus-ea | Rus]]: Bear Tribe\\ | ||
| **Middle Age**\\ | **Middle Age**\\ | ||
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| [[:ulm-ma | Ulm]]: Knights and Longbowmen\\ | [[:ulm-ma | Ulm]]: Knights and Longbowmen\\ | ||
| [[:ind-ma | Ind]]: Monkeys\\ | [[: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). | ||
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| + | [[: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: | ||
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| + | * 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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| ==== Strategy ==== | ==== Strategy ==== | ||
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| + | 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: | ||
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| + | 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. | ||
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| + | 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: | Typically, PD is held at one of several levels: | ||
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| * 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. | * 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. | ||
| - | * 6 PD can prevent certain bad events from occurring that typically result in losing the province to independant | + | |
| + | |||
| + | * 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. | ||
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| * Increasing levels of PD (5-15) are sometimes used to protect provinces from light raiding by unsupported enemy troops, weak thugs, and "indy attack" | * Increasing levels of PD (5-15) are sometimes used to protect provinces from light raiding by unsupported enemy troops, weak thugs, and "indy attack" | ||
| - | * 15 PD can be useful to get 1 patrol strength to catch sneaking armies with low stealth values. | + | * 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. |
| - | * Most serious enemy armies and many heavier thugs can defeat nearly unlimited amounts | + | * 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 |
| + | |||
| + | * 15 PD can be useful to get 1 patrol strength | ||
| + | * 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/ | ||