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Updated Military Forces (markdown)
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1 changed files with 25 additions and 6 deletions
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@ -5,18 +5,37 @@ Generation rules, unit types and regiments themselves are editable and customiza
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Regiments are displayed as state-colored boxes in a separate layer called _Military_ (<kbd>M</kbd> to toggle). To edit specific Regiment click on its box. To open Military overview screen go to _Tools_ and click on _Military_ (hotkey: <kbd>Shift</kbd> + <kbd>M</kbd>).
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Regiments are displayed as state-colored boxes in a separate layer called _Military_ (<kbd>M</kbd> to toggle). To edit specific Regiment click on its box. To open Military overview screen go to _Tools_ and click on _Military_ (hotkey: <kbd>Shift</kbd> + <kbd>M</kbd>).
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## Military options
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## Military options
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dd
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To be updated...
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## Generation logic
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## Generation logic
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For each state _War Alert_ is getting calculated. It shows how much state is willing to wage a war. War Alert acts as a modifier to all military forces of the state. For example if state has 1000 infantry generated and War Alert is 2, total infantry number will be 2000. War Alert rate is a combination of _Expansion Fulfillment_ (State Expansionism / State Area) and _Diplomatic alert_ (rate of diplomatic relations). It means that expansionist states with relatively small area get higher War Alert rate than big states will moderate expansionism. Diplomatic alert is a sum of relations rates, where bad relations increase the value, while good decrease it. Diplomatic alert is calculated separately for neighboring and all states, so relations with neighbors have more impact on War Alert. Diplomatic relations modifiers are:
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For each state _War Alert_ is getting calculated. It shows how much state is willing to wage a war. War Alert acts as a modifier to all military forces of the state. For example if state has 1000 infantry generated and War Alert is 2, total infantry number will be 2000. War Alert rate is a combination of _Expansion Fulfillment_ (State Expansionism / State Area) and _Diplomatic alert_ (rate of diplomatic relations). It means that expansionist states with relatively small area get higher War Alert rate than big states will moderate expansionism. Diplomatic alert is a sum of relations rates, where bad relations increase the value, while good decrease it. Diplomatic alert is calculated separately for neighboring and all states, so relations with neighbors have more impact on War Alert. Diplomatic relations modifiers are:
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`Ally: -0.2, Friendly: -0.1, Neutral: 0, Suspicion: 0.1, Enemy: 1, Unknown: 0, Rival: 0.5, Vassal: 0.5, Suzerain: -0.5`
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`Ally: -0.2, Friendly: -0.1, Neutral: 0, Suspicion: 0.1, Enemy: 1, Unknown: 0, Rival: 0.5, Vassal: 0.5, Suzerain: -0.5`
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The next step is to calculate troops number for each cell and burg. Calculation is done separately for every unit, considering unit percentage that is set in military options, state modifier calculated above and hard-coded unit type modifier. For example mounted units have x3 modifier in cells with nomadic biomes, while their number is reduced in highlands. The formula is:
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War Alert is not the only state-specific modifier. The other one depends on _State Type_ and getting applied based on hard-coded matrix:
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`Troops = Population / 100 * Unit_percentage * State_mod * Unit_mod * Population_rate`
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| | Melee | Ranged | Mounted | Machinery | Naval | Armored | Aviation | Magical |
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|----------|-------|--------|---------|-----------|-------|---------|----------|---------|
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| Generic | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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| Nomadic | 0.5 | 0.9 | 2.3 | 0.8 | 0.5 | 1 | 0.5 | 1 |
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| Highland | 1.2 | 1.3 | 0.6 | 1.4 | 0.5 | 0.5 | 0.5 | 2 |
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| Lake | 1 | 1 | 0.7 | 1.1 | 1.2 | 1 | 1.2 | 1 |
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| Naval | 0.7 | 0.8 | 0.3 | 1.4 | 1.8 | 1 | 1.2 | 1 |
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| Hunting | 1.2 | 2 | 0.7 | 0.4 | 0.7 | 0.7 | 0.6 | 1 |
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| River | 1.1 | 0.8 | 0.8 | 1.1 | 1.2 | 1.1 | 1.2 | 1 |
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Hard-coded units modifiers are:
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Some state forms have an additional modifier. _Hordes_ get x2 mounted units, while _Republics_ get x1.2 naval units.
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The next step is to calculate troops number for each cell and burg. Calculation is done separately for every unit, considering possession-specific divider, unit percentage that is set in military options, state modifier calculated above and hard-coded unit type matrix. For example mounted units have x3 modifier in cells with nomadic biomes, while their number is reduced in highlands. The formula is:
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`Troops = Population_points / 100 * Possession_divider * Unit_percentage * State_mod * Unit_mod * Population_rate`
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Possession-specific divider is applied in 3 cases only:
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* Cell culture is not state's dominant culture: divider is 1.2 for _Unions_ and 2 for other states
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* Cell religion is not state's dominant religion: divider is 2.2 for _Theocracies_ and 1.4 for other states
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* Cell is on a different island than state's center: divider is 1.2 for _Naval_ states and 1.8 for others.
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Unit-specific modifiers are applied for cells with _Nomadic_ and _Wetland_ biomes, and also for _Highland_ cells (_height_ > 70):
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| | Melee | Ranged | Mounted | Machinery | Armored | Magical | Naval | Aviation |
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| | Melee | Ranged | Mounted | Machinery | Armored | Magical | Naval | Aviation |
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|---------------|-------|--------|---------|-----------|---------|---------|-------|----------|
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|---------------|-------|--------|---------|-----------|---------|---------|-------|----------|
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@ -27,7 +46,7 @@ Hard-coded units modifiers are:
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| Wetland burg | 1.2 | 1.2 | 0.2 | 1.2 | 0.2 | 0.5 | 1.2 | 0.5 |
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| Wetland burg | 1.2 | 1.2 | 0.2 | 1.2 | 0.2 | 0.5 | 1.2 | 0.5 |
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| Highland burg | 1.2 | 2 | 0.3 | 3 | 0.8 | 2 | 0.3 | 0.3 |
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| Highland burg | 1.2 | 2 | 0.3 | 3 | 0.8 | 2 | 0.3 | 0.3 |
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Here are troops number for 10000 population if standard units options and population rate are applied:
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Here are generic troops number for 10000 population if state modifier is 1 and standard units options and population rate are applied:
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| | Melee | Ranged | Mounted | Machinery | Naval |
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| | Melee | Ranged | Mounted | Machinery | Naval |
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|---------------|-------|--------|---------|-----------|-------|
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|---------------|-------|--------|---------|-----------|-------|
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@ -40,7 +59,7 @@ Here are troops number for 10000 population if standard units options and popula
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| Wetland burg | 24 | 24 | 1 | 4 | 1 |
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| Wetland burg | 24 | 24 | 1 | 4 | 1 |
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| Highland burg | 24 | 40 | 1 | 9 | 0 |
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| Highland burg | 24 | 40 | 1 | 9 | 0 |
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_Naval_ units also require burg to be a port.
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Please also note that _Naval_ units can be generated only in port burgs.
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## Military overview
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## Military overview
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