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game-mechanics:province-defence [2025/11/19 15:49]
dalts old revision restored (2025/11/19 15:45)
game-mechanics:province-defence [2025/11/19 16:08] (current)
dalts [Composition]
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   * The 4th, 10th, and 20th levels **prevent a wide array of bad events**.   * The 4th, 10th, and 20th levels **prevent a wide array of bad events**.
-  * The 15th level **[[Patrol|Patrols]] for [[Stealthy]] units** with 1 Patrol Strength, and all levels from that point onward add to Patrol Strength.+  * The 15th level [[:patrol patrols]] for [[:stealth]] units with 1 Patrol Strength, and all levels from that point onward add to Patrol Strength.
   * The 20th level **provides an additional Commander**, and all levels from that point onward have **extra troops**.   * The 20th level **provides an additional Commander**, and all levels from that point onward have **extra troops**.
-  * Every 10th level **reduces local [[Unrest]] by 1**, somewhere between [[Dominion]] and the province's [[Scales#Order-and-Turmoil|Order level]] modifying Unrest.+  * Every 10th level **reduces local [[:dom6:unrest | Unrest]] by 1** per turn, somewhere between [[:dominion | Dominion]] and the province's [[:scales | Order level]] modifying Unrest.
  
 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 [[:afflictions | afflictions or disease]]. 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 [[:afflictions | afflictions or disease]].
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 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). 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]]-less provinces draw from the [[independents|independent]] local population for their Province Defense. The second Commander and extra troops (from the 20th level onward) are from the owning nation, however; this would be the more-professional garrison, whereas the local troops could be seen as the militia.+[[:fort | Fort]]-less provinces draw from the [[:independents|independent]] local population for their Province Defense. The second Commander and extra troops (from the 20th level onward) are from the owning nation, however; this would be the more-professional garrison, whereas the local troops could be seen as the militia.
  
-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 [[Holy|Priest]], or the nation's [[Magic|Mage]]-Priest.+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:holy|Priest]], or the nation's [[:Magic|Mage]]-Priest.
  
-  * 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]].+  * 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 === === Underwater ===
  
-[[Underwater]] Province Defense and on-land Province Defense are not the same, of course. Some nations (typically Underwater ones) have a separate Province Defense for coasts, too. If a gap is present for coasts, the on-land Province Defense is used instead; and if there is no on-land Province Defense, then the independent list is used, even if the province has a fort. Likewise, if a nation without an underwater Province Defense takes an underwater province, levels from the 20th onward will not be improved.+[[:Underwater]] Province Defense and on-land Province Defense are not the same, of course. Some nations (typically Underwater ones) have a separate Province Defense for coasts, too. If a gap is present for coasts, the on-land Province Defense is used instead; and if there is no on-land Province Defense, then the independent list is used, even if the province has a fort. Likewise, if a nation without an underwater Province Defense takes an underwater province, levels from the 20th onward will not be improved.
 ==== Population Depletion ==== ==== Population Depletion ====
  
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 ==== Strategy ==== ==== 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 [[Hit-Points|HP]]-[[rout#routing-triggers|rout]] with your professional army, and technically //can// be the ones to cause an HP-rout; however, their HP is **only 25% as relevant** as that of your professional troops.+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:hit-points|HP]]-[[dom6:rout]] with your professional army, and technically //can// be the ones to cause an HP-rout; however, their HP is **only 25% as relevant** as that of your professional troops.
  
 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. 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.
game-mechanics/province-defence.1763567383.txt.gz · Last modified: 2025/11/19 15:49 by dalts