Yeni Makale : Kara Savaşları 1
http://forum.paradoxplaza.com/forum/content.php?571-Magna-Mundi-Developer-s-Diary-17-Land-Combat-%281-of-3%29&s=533f02b68304eea94a49d7f6d9ba37b4
LAND COMBAT – TROOP TYPES & COMMANDERS
My idea for Magna Mundi is to present an original and captivating warfare model that requires the adequate amount of interaction from the player in order to be included in a grand strategy game. All the systems must be depicted with a healthy dose of abstraction. Each of those systems should then paint in the player’s mind a vivid picture and the intertwining of all the systems should then create a tapestry that will allow the world to come to life.
TROOP TYPES
One of the most important elements of any warfare model in a game is the amount of granularity concerning the types of troops present. Add too many and their relevance will depend on how deep you want to delve into the micromanagement nightmare, consider too few and all looks bland and uninteresting. In the end, I opted to include 8 troop types that broadly define all the areas covered in the period:
Light Infantry: Infantry lightly equipped that gets a bonus on the scouting and skirmish phase of battles and a penalty in the decisive phase. It is influenced by the maneuver rating of the General. Enjoys a bonus to attrition and suffers a penalty for losses in Decisive phase of combat.
Heavy Infantry: Standard Infantry adequately protected and trained in formation fighting to face melee combat. It gets a bonus in the decisive phase of combat. It is influenced by the Shock Rating of the General.
Light Cavalry: Cavalry lightly equipped that gets a bonus on the scouting and skirmish phase of battles and a penalty in the decisive phase. It is influenced by the maneuver rating of the General. Enjoys a bonus to attrition and suffers a penalty for losses in Decisive phase of combat.
Heavy Cavalry: Cavalry heavily protected to face melee combat. It gets a bonus in the decisive phase of combat. It is influenced by the Shock Rating of the General. Suffers a penalty to Attrition and losses are increased both in Scouting and Skirmish phases. It enjoys a bonus on the decisive phase as well as a reduction of casualties there. Even with the penalties on scouting phase it counts as cavalry in regards to influence over who gets the Scouting Advantage. Needless to say, as cavalry it counts to calculate the Cavalry Advantage. The Decisive Phase bonuses are all cancelled if the enemy army faced fields commonly firearms (Land Knowledge 15 and above).
Archers: Available only while the country does not field commonly firearms (Land Knowledge up to 14) they have a specific sub phase in Decisive phase assigned to them (to simulate ranged firing). This phase will be present to all non cavalry/non militia troops once the country has common knowledge of firearms. It’s performance is influenced by the Fire Rating of the General. Archers enjoy the same bonuses and suffer the same penalties as light infantry.
Artillery: It is influenced by the Fire rating of the General. Battle losses increased in Scouting and Skirmish phases. When an army retreats, it immediately loses a significant part of its remaining artillery. Artillery It’s only use is in Decisive phase and during provincial warfare (the actual occupation of a province). In both instances, especially the former, its effect is notable as long as it is covered by other troop types.
Militia/Feudal Troops: Up until Land Knowledge 15, Militia represent Feudal troops. From then on, it loses the Feudal Status and is considered Militia. Up to level 15 its VERY CHEAP and low quality. From then on, it’s cheap and low quality. Militia is raised VERY FAST. Militia will give a significant morale and discipline penalty to the army, weighted by number of regiments.
Mercenaries: Mercenaries are hired soldiers that will reinforce at half the rate of all other troop types. Mercenaries will give a morale penalty to the army , weighted by number of regiments. They are recruited immediately and appear with full morale. Upon recruiting they inflict a penalty in reputation to the country. Battle losses are decreased in all phases. They have a bonus of to discipline. There’s an yearly chance per regiment that they leave the present master.
COMMANDERS
Commanders, as the main actors of the action, provide a nice side element of role playing in a strategy game. They help the player to feel immersed in the reality portrayed, they spice up the abstraction necessary to enjoy a game of this type... most of all, they provide a level of empathy with the player: after all, that is the closest equal the player will find in the game, even if defined by a couple of bytes.
We attempt to bring these elements to the front by defining the commanders with a set of numerical attributes to clearly delineate them in the player’s plan, another set of hidden attributes to add an element of mystery and unknown, a set of personality traits to flesh them out with emotions and finally we give them the power to decide in some particular instances based on the previous three elements mixed together.
Commander’s Pool: A country can only have a number of generals + admirals equal to the rating of the ruler plus one free General and one free Admiral plus the ruler as a General. When a ruler steps down and one less skilled takes his place, the cadre of commanders can be kept the same but none can be recruited. Commanders cannot be fired but they can be removed randomly using Corruption.
Rating Parameters: All Commanders will be given in a rating between 1 and 9. The Stats defining the Commanders are: Strategic, Manoeuvre, Fire and Shock.
Potential Stats: All Commanders have potential stats. These remain hidden for the whole game and represent the maximum level attainable by such Commander in each stat. They increase both in peace as well as in battles. While actively engaged in battle they can increase much faster.
CALCULATING STATS1. Roll D6 for the Stats Generation Roll:
• +1 per 10 points of land tradition
• +1 per each Land Country Tradition
• +1 per each Land policy level
• -1 per each Naval policy level
• +X per province building bonus
2. Subtract D10 from the result above. This is the Final Index (FI)
3. Roll for all Final Potential Stats on the following table:
Each single point of stat modifier (like leader_fire = x) should increase by 1 the FI scale for the roll pertaining the relevant stat.
4. To find Current Stats (as opposed to the “potential” which have been determined above) a D3 roll is made. In a roll of 1 or 2 the current stat drops one and roll again. If the roll is 3, the current value is the “current” value. That shall be done individually per stat and the player will never know when a Commander has reached the potential Stat.
5. To determine Commander monthly cost and who commands a battle when more than a army is present, roll for Commander Rank:
1 – Captain
2 – Colonel
3 – Brigadier
4 – General
5 – Field Marshal
6 – High Constable
The algorithm to determine rank is done in such a way that lower ranks have a higher probability to be selected than higher ranks.
6. To add flavour to each Commander special traits are determined. A first roll is made to determine how many traits the Commander has:
50% - 0 Traits
30% - 1 Trait
15% - 2 Traits
5% - 3 Traits
List of traits and effects (chance is the same for all traits, pairs are mutually exclusive):
Master Tracker – Adds 20% to the travelling speed of his army
Poor Tracker – Subtracts 20% to the travelling speed of his army
Charismatic – 30% to morale in combat to his commanded army
Dull - -30% to morale in combat to his army
Lucky – Better rolls in all combat rounds for his own army
Unlucky – Worse rolls in all combat rounds for his own army
Sharpshooter - +10% to Skirmish Phase to all armies commanded
Lousy Shooter - -10% to Skirmish Phase to all armies commanded
Courageous – Tries Decisive Combat like a High Shock General. Gives 10% to Decisive Combat for all armies commanded
Coward – Avoids melees like a Low Shock General. Gives -10% penalty to Decisive Combat for all armies commanded
Aggressive – Will give and take 10% more casualties. Reinforces as a High Strategic General.
Cautious – Will give and take 10% less casualties. Reinforces as a Low Strategic General.
Forager – His army forages like he is a High Strategic General
Artless – His army forages like he is a Low Strategic General
Cunning - +5% Army Discipline to all armies commanded
Naive - -5% Army Discipline to all armies commanded
Organizer - +5% morale recovered per month for his commanded armed
Careless - -5% morale recovered per month for his commanded armed
Patriotic – Costs half monthly
Corrupt – Costs double monthly
To illustrate here how Lisbon has better instruction to recruit better Admirals, you can see an anchor in the interface. The number of icons increases with the quality of the infrastructure in the province:
Land Warfare Authors:
Carlos Gustavo - Design
Carlos Serna - Engine Code