Updated Battle Simulator (markdown)

Azgaar 2022-01-17 19:37:23 +03:00
parent c51aa7de30
commit 34ef690d75

@ -12,7 +12,7 @@ Once battle is initiated, system automatically selects a _Battle type_. Battle t
One more parameter that is auto-define on battle start is _morale_. Initial morale is based on difference in strength - weaker army gets low morale. _Supply line length_ also affects initial morale: the bigger distance to regiments base is, the bigger penalty to morale is applied. Please note that supply line length affects only initial morale, it has no effect for armies strength.
To add a random factor into battles, there is a 6-sided die getting rolled for each side. You can re-roll the dice or set the values manually. Dice work as a multiplier for army strength, ⚅ (die 6) means full power, while ⚀ (die 1) - half-power.
To add a random factor into battles, a 6-sided die is getting rolled. Click on a die to re-roll. Dice work as a multiplier for army strength, ⚅ (die 6) means full power, while ⚀ (die 1) - half-power.
For each iteration combined strength of both armies is considered to calculate _casualties_. Casualties are displayed as red line with negative numbers, _survivors_ -as green line with positive value. While there is a significant random factor affecting casualties, the generic pattern is defined by strength ratio and battle phase. It means that displayed _power_ actually shows which army excels at the current iteration and what would be ratio of casualties.