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patrol [2020/04/12 02:50] loggy |
patrol [2024/01/29 11:31] (current) exasperatedcultist formula was wrong |
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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, | 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, | ||
- | Note that each unit has a calculated patrol strength, derived from its attributes. This value is relevant to the discussions below, and is given by: | + | === Patrol Strength === |
- | ([[precision]] + [[map move]])/20, where map move = 30 if the unit is [[flying]] | + | Each unit has a calculated patrol strength, derived from its attributes. This value is relevant to the discussions below, and is given by: |
- | [[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 [[commander]]s. Additionally, | + | |
+ | |||
+ | [[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 [[commander]]s. Additionally, | ||
+ | |||
+ | The active patrol strength of a province appears to simply be the sum of this value for all patrolling | ||
+ | |||
+ | [[The Eyes of God]] provides a flat +25 bonus to patrol strength in each province it affects((Analysis of the Dominions 5.51b executable)). | ||
=== Stealth === | === Stealth === | ||
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Stealthy units may be discovered by patrolling forces. If a unit is [[invisible]], | Stealthy units may be discovered by patrolling forces. If a unit is [[invisible]], | ||
- | Stealth strength = (Leader' | + | <WRAP box round center 600px centeralign> |
+ | <WRAP centeralign> | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ---- | ||
- | Destealth strength = (Sum of patrolling units' patrol strengths) - min([[unrest]], | ||
Sneaking units are discovered if: | Sneaking units are discovered if: | ||
- | Destealth + 2d25 > Stealth + 2d25 | + | **Destealth + 2d25 > Stealth + 2d25** |
Both of these rolls are open-ended. | 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 === | === Unrest === | ||
- | When patrolling a province with unrest, the turn report will include some number | + | When patrolling a province with unrest, |
+ | |||
+ | The unrest reduced is a random number between 0 and the total patrol strength inclusive. This number | ||
+ | |||
+ | Reducing | ||
+ | |||
+ | This also increases | ||
+ | |||
+ | === Probabilities of detecting stealthy units === | ||
+ | |||
+ | The following table below acts similar | ||
+ | |||
+ | | //Patrol Strength greater than Stealth// | ||
+ | ^ Difference | ||
+ | | 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 | ||
+ | | {{: | ||
+ | | y | Condor | ||
+ | | | Great Eagle | 5 | 12 | 8 | A | 60 | 7.5 | | ||
+ | | | Watcher | ||
+ | | | Raven (Call of Winds) | ||
+ | | | Draconians | ||
+ | | | Corpse Construct | ||
+ | | | Corpse Construct with Staff | 1 | 1.1 | 1 | A | 4.4 | 4.4 | | ||
+ | | | Corpse Construct with Staff& | ||
+ | | y | Simargl | ||
+ | | {{: | ||
+ | | | 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 | ||
+ | | y | Beast Bats | 3 | 1.5 | 8 | B | 4.5 | 0.6 | | ||
+ | | y | Rakshasa | ||
+ | | {{: | ||
+ | | | Spirits of the Wood | 10 | 1.2 | 8 | N | 12 | 1.5 | | ||
+ | | | Wolves | ||
+ | | y | Herd of Buffaloes | ||
+ | | | Killer Mantis | ||
+ | | | Manikin | ||
+ | | {{: | ||
+ | | | Pale Riders | ||
+ | | y | Gana | 20 | 1.5 | 12 | D | 30 | 2.5 | | ||
+ | | | Reanimation (default human longdead) | ||
+ | | | Spirit Mastery | ||
+ | | | Ziz | 1 | 12.2 | 4 | D(A) | 12.2 | 3.05 | | ||
+ | | {{: | ||
+ | | y | Kusarriku | ||
+ | | {{: | ||
+ | | | Terracotta | ||
+ | |||
+ | All values assuming casting at base level. | ||
- | The points of unrest reduced appears to be poorly understood, however it appears to be incapable of exceeding the total patrol strength in the province. It is this observation which has produced results suggesting that the game does in fact use unrounded patrol strength values for carrying out its calculations. |