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units-attributes [2022/04/08 14:50]
nunda [Cost] links
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, and when the numbers are unusually high. 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, and when the numbers are unusually high.
  
-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 [[r'lyeh-la|LA R'lyeh]].+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'lyeh-la|LA R'lyeh]].
  
 Gold represents a unit's training, and depends primarily on a unit's attribute values as well as [[magic|magic paths]] and [[unit abilities]]. Gold represents a unit's training, and depends primarily on a unit's attribute values as well as [[magic|magic paths]] and [[unit abilities]].
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 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 are transferred to provinces with forts from surrounding provinces according to the Administration value of the [[fort]].+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 are transferred to provinces with forts from surrounding provinces according to the Administration value of the [[fort]].
  
  
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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: They receive one point of harassment per turn, which is subtracted from defense. Mounted units only take half this penalty and often have high defense to begin with, so contrary to real history, they're unusually at home being bogged down by melee. This can be considered an abstraction as the game's [[scripting]] engine is not sufficiently sophisticated to represent breaking away for subsequent charges. Defense is subject to a harassment penalty when a unit us outnumbered: They receive one point of harassment per turn, which is subtracted from defense. Mounted units only take half this penalty and often have high defense to begin with, so contrary to real history, they're unusually at home being bogged down by melee. This can be considered an abstraction as the game's [[scripting]] engine is not sufficiently sophisticated to represent breaking away for subsequent charges.
-Note also that some units have [[unsurroundable]] and are immune to this penalty.+Note also that some units have [[unsurroundable]] and recieve reduced harassment penalty.
  
 === 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 [[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]].
  
 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#protection|here]]. More on natural protection and armor stacking [[stacking-effects#protection|here]].
  
-Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, and therefore in the creation of thugs and supercombatants.+Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, and therefore in the creation of thugs and supercombatants. The downside of many units with high protection is that the heavy armor they wear incur high encumbrance.
  
 === 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 is only relevant to troops with ranged attacks and some mages. For troops, it is generally important to reduce the amount of friendly fire that occurs when shooting into a melee, and therefore is far more important for dedicated archer troops who are expected to continue using their ranged weapons throughout the battle than it is for melee troops who have javelins, throwing axes, or other weapons with low ammunition as they will generally expend these before battle is truly joined, and thereafter function as melee troops.+In combat, precision is only relevant to troops with ranged attacks and some mages. For troops, it is generally important to reduce the amount of friendly fire that occurs when shooting into a melee, and therefore is far more important for dedicated archer troops who are expected to continue using their ranged weapons throughout the battle than it is for melee troops who have javelins, throwing axes, or other weapons with low ammunition as they will generally expend these before battle is truly joined, and thereafter function as melee troops
 + 
 +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, [[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.
 ===== 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, especially troops that are [[mindless]] or [[berserk]]. 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, especially troops that are [[mindless]] or [[berserk]].
- 
-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. 
- 
-FIXME: Verify the above 
  
 === Combat Speed === === Combat Speed ===
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 === 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 from their gear and therefore can be adjusted by equipping different items, or countered by acquiring [[reinvigoration]]. Encumbrance is rarely changed in combat as most spells deal with fatigue directly, but some such as ??Curse of Stones?? deal with it directly.+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 from their gear and can be adjusted by equipping different items (for commanders), or countered by acquiring [[reinvigoration]]. Encumbrance is rarely altered in combat as most combat spells affect fatigue??Curse of Stones?? is an exception.
  
 === 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, but can also be added by spells or special weapon effects. Therefore, if they both survive through a long battle, heavily armored units will lose some of their advantage.+[[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, but can also be added by spells or special weapon effects. Therefore, if they both survive through a long battle, heavily armored units will lose some of their advantage.
  
 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, both of which which may be boosted by [[reinvigoration]]. Although not always necessary, making units that have enough reinvigoration to balance out their encumbrance when attack normally (in other words, fatigue neutral units) is often a key part of making thugs and supercombatants. 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, both of which which may be boosted by [[reinvigoration]]. Although not always necessary, making units that have enough reinvigoration to balance out their encumbrance when attack normally (in other words, fatigue neutral units) is often a key part of making thugs and supercombatants.
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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]], and will eventually die. Because of the timescale of Dominions, it's rare for a unit to become old if they don't start that way, however spell effects like ??Decay?? or the ??Burden of Time?? can accelerate this process. Decay is especially dangerous for older units because it also deals steady HP damage if the target is already past their maximum 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 age]]d on the unit screen) suffer mounting penalties to their attributes, can get diseased or otherwise gain [[afflictions]], and will eventually die. Because of the timescale of Dominions, it's rare for a unit to become old if they don't start that way, however spell effects like ??Decay?? or the ??Burden of Time?? can accelerate this process. Decay is especially dangerous for older units because it also deals steady HP damage if the target is already past their maximum age. 
  
 Maximum age can be increased by gaining levels in a [[Magic]] path specific to their type ({{:misc:magic:earth.png?17|}}Earth for {{:abilities:inanimate.png?17|}}[[inanimate|inanimates]], {{:misc:magic:death.png?17|}}Death for {{:abilities:undead.png?17|}}[[undead]], {{:misc:magic:blood.png?17|}}Blood for {{:abilities:demon.png?17|}}[[demon|demons]], {{:misc:magic:nature.png?17|}}Nature for everyone else) and is decreased for the aforementioned "everyone else" by having levels in the {{:misc:magic:fire.png?17|}}Fire path. Maximum age can be increased by gaining levels in a [[Magic]] path specific to their type ({{:misc:magic:earth.png?17|}}Earth for {{:abilities:inanimate.png?17|}}[[inanimate|inanimates]], {{:misc:magic:death.png?17|}}Death for {{:abilities:undead.png?17|}}[[undead]], {{:misc:magic:blood.png?17|}}Blood for {{:abilities:demon.png?17|}}[[demon|demons]], {{:misc:magic:nature.png?17|}}Nature for everyone else) and is decreased for the aforementioned "everyone else" by having levels in the {{:misc:magic:fire.png?17|}}Fire path.
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 === Experience (XP) === === Experience (XP) ===
  
-===== Leadership Types =====+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 are available to them. It also typically has an effect on moraleThe three types of leaderships differ in what types of units they apply to.+The morale effects of leadership rating are based on the base leadership rating of the commander. 
 +Commanders gain more leadership with experience, so a highly experienced commander with a base 
 +leadership of 40 might be able to lead up to 85 units or more, but the morale bonuses still stay the same
  
-=== Normal Leadership ===+===Leadership ====
  
-Leadership of generic troops. This stat determines Inspiration and the total amount of Squads a Commander can have. A Commander with under 40 (Normal) Leadership is a cruddy leader who //reduces// the morale of their troops by 1, while a Commander who has enough (Normal) Leadership to command three Squads also gets to organize their Squads into line formations(Normal) Leadership is greatly increased by Experience levels; [[Fire]] paths will also increase commanders' leadership by 5.+Leadership of non-magical and non-undead units. Leadership is increased by Experience levels; [[Fire]] paths  increase leadership by 5.
  
-=== Magic Leadership ===+==== Magic Leadership ====
  
-Troops with the Magic Being trait fall into this category. Note that your Normal Leadership stat still impacts their Morale. Magic Leadership is increased by magic paths (+5 per path other than death or astral; +10 per astral path). Magic beings will rout if no allied leader has magic leadership. Some magic beings are mindless; they will dissolve instead of routing.+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 Commander has magic leadership. Mindless Magic Beings will dissolve instead of routing.
  
-=== 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 commander is around who can lead them. Many common undead troops are mindless; they will dissolve instead of routing.+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 Commander has Undead Leadership. Many undead troops are mindless and will dissolve instead of routing.
units-attributes.1649429450.txt.gz · Last modified: 2022/04/08 14:50 by nunda