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units-attributes [2022/02/09 22:21] wigglefig Rec points do in fact carry over to the next turn |
units-attributes [2022/11/19 09:00] (current) naaira [Squad Morale] |
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A unit's cost in gold is paid when the unit is first recruited, even if the recruitment takes multiple turns to complete. Generally, gold cost is the biggest determiner of whether a unit can be used //en masse// in the mid game, however the other two costs are very important when you have few forts, for the sake of flexibility, | A unit's cost in gold is paid when the unit is first recruited, even if the recruitment takes multiple turns to complete. Generally, gold cost is the biggest determiner of whether a unit can be used //en masse// in the mid game, however the other two costs are very important when you have few forts, for the sake of flexibility, | ||
- | Gold cost is also the number on which upkeep is based; each unit's annual upkeep is either 25% of their cost in most cases, or 10% of their cost in the case of sacred units. It therefore can be relevant even for summoned units, units gained from events, or [[freespawn]] units, which is especially notably in the case of [[LA R' | + | Gold cost is also the number on which upkeep is based; each unit's annual upkeep is 80% of their cost in most cases, or 40% of their cost in the case of sacred units. It therefore can be relevant even for summoned units, units gained from events, or [[freespawn]] units, which is especially notably in the case of [[r' |
- | Gold represents a unit's training, and depends primarily on a unit's attribute values as well as [[magic paths]] and [[special | + | Gold represents a unit's training, and depends primarily on a unit's attribute values as well as [[magic|magic paths]] and [[unit abilities]]. |
=== Resources === | === Resources === | ||
- | Unlike gold and gems, resources aren't a pooled resource that you accrue, but are a constant number in a province each turn. The number of units that can be recruited in a turn must have a total recruitment cost that doesn' | + | Unlike gold and gems, resources aren't a pooled resource that you accrue, but are a constant number in a [[province]] each turn. The number of units that can be recruited in a turn must have a total recruitment cost that doesn' |
Resources are often the primary number which determines how many of a unit can be recruited in a single provinces, and are especially relevant during expansion. They are determined primarily by a unit's weapons and armor, each of which have a resource value. | Resources are often the primary number which determines how many of a unit can be recruited in a single provinces, and are especially relevant during expansion. They are determined primarily by a unit's weapons and armor, each of which have a resource value. | ||
- | Resources represent the materials such as wood and steel available in a region. The number in a province is basically random but heavily modified by [[province]] type. Recruitment points | + | Resources represent the materials such as wood and steel available in a region. The number in a province is basically random but heavily modified by [[province]] type. Resources |
=== Recruitment Points === | === Recruitment Points === | ||
- | Recruitment points function identically to resources when recruiting units. However, they are generated according to the population in the province. Recruitment points are roughly meant to represent the amount of "human capital" | + | Recruitment points function identically to resources when recruiting units. However, they are generated according to the population in the [[province]]. Recruitment points are roughly meant to represent the amount of "human capital" |
As with resources, any recruitment points used to partially recruit the last unit carry over to next turn. | As with resources, any recruitment points used to partially recruit the last unit carry over to next turn. | ||
== Commander Points == | == Commander Points == | ||
- | Although presented the same way in the unit interface, commanders make use of a different and unrelated recruitment point mechanic. Commander recruitment points are a separate pool, and are determined by fort level. Unfortified provinces and palisades have one point, fortresses and castles have two points, and citadels have three points. In general, non-magical commanders cost one to recruit, most mages cost 2, and particularly skilled mages cost 4, meaning that even a citadel cannot recruit one per turn. | + | Although presented the same way in the unit interface, commanders make use of a different and unrelated recruitment point mechanic. Commander recruitment points are a separate pool, and are determined by [[fort]] level. Unfortified provinces and palisades have one point, fortresses and castles have two points, and citadels have three points. In general, non-magical commanders cost one to recruit, most mages cost 2, and particularly skilled mages cost 4, meaning that even a citadel cannot recruit one per turn. |
===== Combat Modifiers ===== | ===== Combat Modifiers ===== | ||
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=== Attack Skill=== | === Attack Skill=== | ||
- | The attack skill is used to make a melee attack roll, and is the number added to DRN to determine when an attack hits. The attack skill is most often a relevant consideration with regards to infantry, as infantry spend the greatest portion of time in a melee slog where these calculations have the mot | + | The attack skill is used to make a melee attack roll, and is the number added to DRN to determine when an attack hits. The attack skill is most often a relevant consideration with regards to infantry, as infantry spend the greatest portion of time in a melee slog where these calculations have the most impact. |
+ | |||
+ | Attack skill is also used to determine if you succeed with a repel against an attacker. | ||
Because weapons modify attack rolls as well, it is generally only useful to look at the attack number in the unit attribute screen when planning [[thugs and supercombatants]]. Instead, look at the attack values associated with each weapon that the unit wields, which already include those modifiers. These numbers are also shown if you click on the Attack score in the attribute list. | Because weapons modify attack rolls as well, it is generally only useful to look at the attack number in the unit attribute screen when planning [[thugs and supercombatants]]. Instead, look at the attack values associated with each weapon that the unit wields, which already include those modifiers. These numbers are also shown if you click on the Attack score in the attribute list. | ||
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Defense is subject to a harassment penalty when a unit us outnumbered: | Defense is subject to a harassment penalty when a unit us outnumbered: | ||
- | Note also that some units have [[unsurroundable]] and are immune to this penalty. | + | Note also that some units have [[unsurroundable]] and recieve reduced harassment |
=== Strength === | === Strength === | ||
- | A strength roll, modified by weapon damage, determines how much damage an attack does. It is opposed by protection, but can be considered a counter to both high protection and high HP, making particularly useful for countering especially survivable troops, as well as thugs and supercombatants. For this reason, it is often included in workhorse [[blesses]]. | + | A strength roll, modified by weapon |
Strength also affects a unit's potential to contribute to a siege, whether attacking or defending, although this number may be modified by [[unit-abilities]] as well. You can see the final number in this calculation by clicking the strength score in the unit screen. | Strength also affects a unit's potential to contribute to a siege, whether attacking or defending, although this number may be modified by [[unit-abilities]] as well. You can see the final number in this calculation by clicking the strength score in the unit screen. | ||
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=== Protection === | === Protection === | ||
- | There are two kinds of protection, natural protection and armor value. Natural protection is an inherent property of the unit, like most other attributes, while armor value is derived directly from the unit's armor and can therefore change due to equipment (on commanders) or [[rust]]. | + | There are two kinds of [[protection]], natural protection and armor value. Natural protection is an inherent property of the unit, like most other attributes, while armor value is derived directly from the unit's armor and can therefore change due to equipment (on commanders) or [[rust]]. |
More on natural protection and armor stacking [[stacking-effects# | More on natural protection and armor stacking [[stacking-effects# | ||
- | Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, | + | Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, |
=== Precision === | === Precision === | ||
- | Precision is used to determine ranged attack results. Precision determines how likely it is for a projectile to hit the square that the archer intended; one that has desirable targets. Low precision will result in projectiles instead hitting nearby squares that may contain less desirable targets or even friendly units. Precision does not directly affect the equation for whether a unit within the square is hit. | + | [[Precision]] is used to determine ranged attack results. Precision determines how likely it is for a projectile to hit the square that the archer intended; one that has desirable targets. Low precision will result in projectiles instead hitting nearby squares that may contain less desirable targets or even friendly units. Precision does not directly affect the equation for whether a unit within the square is hit. |
- | Precision | + | In combat, precision |
+ | |||
+ | Outside of combat, troops with high precision are better at [[patrol]]. | ||
=== Magic Resistance === | === Magic Resistance === | ||
- | Unlike all the other combat modifiers, Magic Resistance (MR) is not typically involved in attacks (with some exceptions) and instead generally resists spells. For that reason, it is not opposed to another unit attributed, but instead is opposed to [[Penetration]]. Because not all spells or magical effects target MR, and because spells are typically expensive to bring to bear, MR is most important on troops that are difficult to counter in other ways, or which have specific counters that target MR. For example, undead are often targeted with spells like ??Banish?? (and its variants), as this is a holy spell that is particularly effective against them, and high MR helps resist that. Thugs and Supercombatants are often targeted by ??Soul Slay?? as it is both potent enough to always work if not resisted by MR, relatively accessible, and also overcomes many methods that otherwise mitigate instant kill effects. | + | Unlike all the other combat modifiers, |
===== General Attributes ===== | ===== General Attributes ===== | ||
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Morale can be boosted by commanders with high leadership or the [[Inspirational]] ability and penalized by army organization which fails to take into account the natures of different kinds of troops (for example, [[undisciplined]] troops). Some troops have very high morale, and therefore will never rout under normal circumstances, | Morale can be boosted by commanders with high leadership or the [[Inspirational]] ability and penalized by army organization which fails to take into account the natures of different kinds of troops (for example, [[undisciplined]] troops). Some troops have very high morale, and therefore will never rout under normal circumstances, | ||
- | |||
- | Morale checks are also used by units attempting to bypass enemy troops to attack other targets which they are scripted against; for example using the //attack rear// command. | ||
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- | FIXME: Verify the above | ||
=== Combat Speed === | === Combat Speed === | ||
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Combat speed is an important stat particularly for units intended to bypass enemy defenses and go for vulnerable units. | Combat speed is an important stat particularly for units intended to bypass enemy defenses and go for vulnerable units. | ||
+ | |||
+ | From simple observation, | ||
=== Map Move === | === Map Move === | ||
- | This attribute deals with [[map movement]] between [[provinces]]. Provinces have movement costs according to their terrain as well as the presence of roads and snow cover. Units may reduce the effective cost with survival abilities (e.g. swamp survival, forest survival) or bypass them with abilities like [[flight]] and [[sailing]]. A commander may move, with their troops, to any province that both they and all of their troops could reach. | + | This attribute deals with [[map movement]] between [[provinces]]. Provinces have movement costs according to their terrain as well as the presence of roads and snow cover. Units may reduce the effective cost with survival abilities (e.g. swamp survival, forest survival) or bypass them with abilities like [[flying]] and [[sailing]]. A commander may move, with their troops, to any province that both they and all of their troops could reach. |
Map move is a useful stat to allow quick response to changing strategic situations, and is particularly valuable for [[raiding]]. | Map move is a useful stat to allow quick response to changing strategic situations, and is particularly valuable for [[raiding]]. | ||
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=== Encumbrance === | === Encumbrance === | ||
- | A unit's encumbrance stat indicates how direly they are weighed down by their gear. Each round of attacks adds this amount to the unit's fatigue, and casting a spell adds twice as much. However, some units that don't have biology are not subject to normal encumbrance. Typically, a unit's encumbrance comes entirely | + | A unit's encumbrance stat indicates how direly they are weighed down by their gear. Each round of attacks adds this amount to the unit's fatigue, and casting a spell adds twice as much. However, some units that don't have biology are not subject to normal encumbrance. Typically, a unit's encumbrance comes mostly |
=== Fatigue === | === Fatigue === | ||
- | Fatigue represents how tired a unit is, and always starts at zero. Higher levels of fatigue incur penalties on attack and defense rolls. Fatigue also opens a unit up to critical hits, which ignore 25% of their Protection when calculating damage. Fatigue is typically accrued by attacking or casting spells, at a rate determined by encumbrance, | + | [[Fatigue]] represents how tired a unit is, and always starts at zero. Higher levels of fatigue incur penalties on attack and defense rolls. Fatigue also opens a unit up to critical hits, which ignore 25% of their Protection when calculating damage. Fatigue is typically accrued by attacking or casting spells, at a rate determined by encumbrance, |
When Fatigue reaches 100, a unit becomes unconscious and receives further penalties including to defense, and when it reaches 200, further fatigue damage is dealt as HP damage instead. Units naturally recoup one point of fatigue per round, and five points while unconscious, | When Fatigue reaches 100, a unit becomes unconscious and receives further penalties including to defense, and when it reaches 200, further fatigue damage is dealt as HP damage instead. Units naturally recoup one point of fatigue per round, and five points while unconscious, | ||
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=== Age === | === Age === | ||
- | Every unit has an age. They also have a maximum age, which can be viewed by clicking the age in the unit's stats. Units beyond their maximum age (which will be marked as old aged on the unit screen) suffer mounting penalties to their attributes, can get diseased or otherwise gain [[afflictions]], | + | Every unit has an age. They also have a maximum age, which can be viewed by clicking the age in the unit's stats. Units beyond their maximum age (which will be marked as [[old age]]d |
Maximum age can be increased by gaining levels in a [[Magic]] path specific to their type ({{: | Maximum age can be increased by gaining levels in a [[Magic]] path specific to their type ({{: | ||
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=== Experience (XP) === | === Experience (XP) === | ||
- | ===== Leadership | + | For more details: [[Experience]] |
+ | |||
+ | ===== Leadership ===== | ||
+ | Leadership, Magical Leadership, and Undead Leadership are commander only attributes. Commanders are able to lead an amount of units equal to their Leadership rating. Leadership impacts, squad morale and squad formation, | ||
+ | |||
+ | Only Commanders with base Leadership of 80 or more can put squads into formations other than Skirmish. | ||
+ | |||
+ | ====Squad Morale==== | ||
+ | ^ Leadership ^ Effect ^ | ||
+ | | 10 | automatic -1 to morale for a single squad. An additional -1 to all squads for every squad beyond the first (Five Squads = -5) | | ||
+ | | 40 | No morale penalty if leading one or two squads. -1 penalty for every additonal sq. | | ||
+ | | 80 | +1 morale for all squads if three or fewer. -1 penalty to morale for every squad above three | | ||
+ | | 120 | +2 morale for up to 4 squads, -1 penalty to all if fifth squad added | | ||
+ | | 160 | +3 morale for all five squads((Previously 240 was listed in the table, but according to the manual 160 is the maximum)) | | ||
+ | |||
- | Leadership constitutes three attributes only available to commanders, which indicate how many troops they can lead, how those troop can be organized and what formations | + | The morale effects of leadership rating |
+ | Commanders gain more leadership with experience, so a highly experienced commander with a base | ||
+ | leadership | ||
- | === Normal | + | ==== Leadership |
- | Leadership of generic troops. This stat determines Inspiration | + | Leadership of non-magical |
- | === Magic Leadership === | + | ==== Magic Leadership |
- | Troops | + | Units with the Magic Being trait can only be lead by a commander with Magic Leadership. Magic Leadership is increased by magic paths (+10 per astral path; +5 per path other than death). Magic beings will rout if no allied |
- | === Undead Leadership === | + | ==== Undead Leadership |
- | This stat is for undead and demonic troops. Mages gain +30 undead leadership per death path and +5 per blood path. As with magic beings, they will rout if no allied | + | Units with the Undead or Demon trait can only be lead by a commander with Undead Leadership. Mages gain +30 undead leadership per death path and +5 per blood path. As with magic beings, they will rout if no allied |