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game-mechanics:province-defence [2022/10/24 18:57] wintermute92 [Units] |
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 ==== | ==== Composition ==== | ||
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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. | ||
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+ | * 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. | ||
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+ | * 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. |