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game-mechanics:province-defence [2022/10/24 17:17] wintermute92 [Province Defence] |
game-mechanics:province-defence [2023/05/05 09:47] (current) arco [Population Types] |
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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. | ||
+ | |||
+ | * 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. | * 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. | ||
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* 15 PD can be useful to get 1 patrol strength to catch sneaking armies with low stealth values. | * 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" | + | * 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-killers or in large battles as buff targets. Notable raid-killer | + | * Specific flavors of PD can be substantially stronger than average, either alone as raid/thug-killers or in large battles as buff targets. Notable raid-killer |