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game-mechanics:province-defence [2022/04/02 08:56] nunda links, one friendly civilization |
game-mechanics:province-defence [2023/05/05 09:47] (current) arco [Population Types] |
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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. | 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. | ||
- | In addition, province | + | 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 |
- | + | In battle, | |
- | + | ||
- | + | ||
- | ==== Cost ==== | + | |
- | + | ||
- | Province | + | |
- | + | ||
- | Some provinces will, depending on the [[: | + | |
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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**, | ||
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=== 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 |
**Early Age**\\ | **Early Age**\\ | ||
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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). | ||
==== Population Depletion ==== | ==== Population Depletion ==== | ||
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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. | ||
+ | |||
+ | | ||
* 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/ |