patrol

Patrol

Patrol is an action that can be carried out by commanders and their units, which has them search the province for stealthy units and quell unrest in the province. Additionally, for provinces with a fort, only patrolling forces will be involved in any battles in the province outside the fort, along with any province defence. Troops moving to a forted province may join the patrollers for battles by clicking their "move" order and selecting "move and patrol".

Patrol Strength

Each unit has a calculated patrol strength, derived from its attributes. This value is relevant to the discussions below, and is given by:

(precision + map move)/20 + Patrol Bonus, where map move = 30 if the unit is flying

Undisciplined units suffer a flat -0.5 to this value, which can reduce their patrol strength below zero. This means that they actively hinder patrolling efforts in the province. This value appears to be doubled for commanders. Additionally, this value is modified by the patrol bonus ability. Clicking the precision stat on the unit stat panel will display this value, however it appears to be always rounded up to one decimal place. There is evidence to suggest that the game does in fact use the unrounded values for calculations.

The active patrol strength of a province appears to simply be the sum of this value for all patrolling commanders and the units which they lead, plus the values produced from province defence.

The Eyes of God provides a flat +25 bonus to patrol strength in each province it affects1).

Stealth

Stealthy units may be discovered by patrolling forces. If a unit is invisible, it can only be detected by patrollers with spirit sight. The mathematical description for this process is as follows:

Detection

Stealth strength = (Leader's stealth ability) - (number of stealthy units under their command with stealth ability < 50) - 0.5 × (number of stealthy units under their command with stealth ability >= 50)

Destealth strength = (Sum of patrolling units' patrol strengths) - min(unrest, 100)/2 + max(0, province defense - 14)

Sneaking units are discovered if:

Destealth + 2d25 > Stealth + 2d25

Both of these rolls are open-ended.

(As an indication, generic and national human scouts have a Stealth value around 50, sneaky elvish leaders and many assassins around 60-65 and specialised spies and some summons 70-80.)

Unrest

When patrolling a province with unrest, an exploding d50 is rolled. If this value is greater than the sum of your patrol strength plus 25, nothing happens.

The unrest reduced is a random number between 0 and the total patrol strength inclusive. This number becomes the quantity of "filthy brigands" in the turn report.

Reducing unrest this way reduces province population by 10 * ((unrest reduction + 4)/5, rounded down).

This also increases the number of unarmed corpses by (population killed/10 - (province total population * 5)) + unrest reduction.

Probabilities of detecting stealthy units

The following table below acts similar to the DRN table, except that it implements the d25 in place of the usual d6: thus it provides the chance of finding a sneaking commander. The difference represents the destealth strength minus the stealth strength in the province.

 Difference Chance Difference Chance Patrol Strength greater than Stealth Patrol Strength less than Stealth 0 48.8 0 48.8 5 60.9 -5 36.8 10 72.0 -10 26.0 15 81.2 -15 17.2 20 88.1 -20 10.8 25 92.9 -25 6.4 30 95.8 -30 3.7 35 97.6 -35 2.1 40 98.7 -40 1.2 45 99.3 -45 0.7 50 99.6 -50 0.3 55 99.8 -55 0.2 60 99.9 -60 0.1

It follows that if you are patrolling to root out stealthy units, you should orient your patrol size to the kind of units you hope to find. Chances are roughly even when stealth and patrol strength are even, but fall of quickly even when the patrol strength is even a little less than the stealth of the unit. Province Defence alone will not uncover many stealthy units.

Efficency of patrol summons

National Spell Summon Unitnumbers Patrol per Unit Spell Cost Type Total patrol strength Patrol Strength per gem/slave
y Condor 10 22 9 A 220 24.44
Great Eagle 5 12 8 A 60 7.5
Watcher 1 51.3 5 A 51.3 10.26
Raven (Call of Winds) 40 1 10 A 40 4
Draconians (Base) 15 2 30 A 30 1
Corpse Construct 1 1.1 1 A 1.1 1.1
Corpse Construct with Staff 1 1.1 1 A 4.4 4.4
Corpse Construct with Staff&Spool 1 1.1 1 A 6.6 6.6
y Simargl 1 11.8 1 A 11.8 11.8
Imps (Horde from Hell) 24 2 44 B 48 1.1
Crossbreed (usual foulspawn between 0.6 and 0.7) 20 0.63 15 B 12.6 0.84
Bone Fiend 5 1.3 5 B 6.5 1.3
Fiery Imp 5 1.3 6 B 6.5 1.1
y Rakshasa Warrior 5 1 25 B 5 0.2
y Beast Bats 3 1.5 8 B 4.5 0.6
y Rakshasa 3 1.2 10 B 3.6 0.36
Spirits of the Wood 10 1.2 8 N 12 1.5
Wolves 10 0.7 2 N 7 3.5
y Herd of Buffaloes 5 1.1 10 N 5.5 0.55
Killer Mantis 5 0.6 4 N 3 0.75
Manikin 10 1.3 9 N 13 1.4
Pale Riders 20 1.7 10 D 34 2.4
y Gana 20 1.5 12 D 30 2.5
Reanimation (default human longdead) 10 1.4 3 D 14 4.7
Spirit Mastery 15 0.7 4 D 10.5 2.6
Ziz 1 12.2 4 D(A) 12.2 3.05
y Kusarriku 2 11.3 6 E 22.6 3.8
Terracotta 10 1.3 10 F 13 1.3

All values assuming casting at base level.

1)
Analysis of the Dominions 5.51b executable