diff --git a/Battle-Simulator.md b/Battle-Simulator.md index cccf354..07f912b 100644 --- a/Battle-Simulator.md +++ b/Battle-Simulator.md @@ -6,15 +6,15 @@ To start a battle select a regiment, click on the _Attack foreign regiment_ butt ![](https://cdn.discordapp.com/attachments/587406457725779968/722571310290567209/Battle_Simulator.png) -Battle simulation is iterative. It means that it is processed step by step, with each step being controlled automatically with an ability of a manual change. To progress to the next iteration click on ▶️ button. To apply the current result and end the battle click on ✅, to abandon and cancel the results - click on ❎ button. To add a regiment click on 🙍‍♂️➕, select a regiment and side to be added. There is no restriction for state - you can add regiment of the same state both to attackers and defenders side. You can also define battle name using 🅰️ button. +Battle simulation is iterative. It means that it is processed step by step, with each step being controlled automatically, but there is also an ability of a manual change. To progress to the next iteration click on ▶️ button. To apply the current result and end the battle click on ✅, to abandon and cancel the results - click on ❎ button. To add a regiment click on 🙍‍♂️➕ button, select any regiment the list and click on a button to set the side. There is no restriction for state - you can add regiment of the same state both to attackers and defenders side. You can also define battle name using 🅰️ button. -Once battle is initiated, system automatically selects _Battle type_. Battle type defines _battle phases_, which is their turn control the battle process. There are 6 battle types supported, each having its own specific and logic. Both battle type and specific phase can be changed manually at any time. For each iteration _strength_ of both sides are getting calculated. Strength depends on available units quantity and their power, modified by phase adjuster. See the next section for the details. +Once battle is initiated, system automatically selects a _Battle type_. Battle type defines _battle phases_, which control the battle process. There are 6 battle types supported, each having its own specific and logic. Both battle type and specific phase can be changed manually at any time. For each iteration _strength_ of both sides are getting calculated. Strength depends on available units quantity and their power, modified by phase adjuster. See the next section for the details. 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. -For each iteration combined strength of both armies is considered to calculate _casualties_. Casualties are displayed as red line with negative numbers, _survivors_ - 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. +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. If one of the armies has no survivors left, you cannot proceed with iterations. Now you can either apply battle results or cancel them. Please note that you can apply results at any iteration, you don't need to wait while one army is completely destroyed. If results are applied, regiments' note (legend) is getting updated with a short info about the battle and also a battlefield _marker_ is getting added. @@ -48,7 +48,7 @@ If attacked regiment is located in a walled town, the system automatically selec For attackers siege always starts with a ⏳ _blockade_ phase. This is an inactive phase, where attackers prepare or hold a blockade. No damage dealt until attackers are ready to start a 💣 _bombardment_ or ⚔️ _storm_ the town. Machinery units excel at bombardment phase, while storming is risky and does not provide good results if attackers are not dominating in numbers. -Defenders can start bombardment from the very first iteration. From time to time, or if they don't have machinery units, defender have to 🔒 _shelter_ in an inactive phase. Once in a few iterations defenders can send a 🚪 _sortie_ to attackers army. Sortie can be pretty successful, so attackers are not safe during the siege. +Defenders can start a bombardment from the very first iteration. From time to time, or if they don't have machinery units, defender have to 🔒 _shelter_ in an inactive phase. Once in a few iterations defenders can send a 🚪 _sortie_ to attackers army. Sortie can be pretty successful, so attackers are not safe during the siege. When attackers initiate storming, besieged army is switching to a 🛡️ _defense_ phase. As siege can be pretty long and defenders are usually ready for a storming and hence they get good modifiers during the defense. Storming is a short phase, so if it is not successful and defenders are not 🏳️ _surrender_, attackers have to get back to a bombardment or blockade phase. If defenders cannot combat anymore and capitulate, attackers start ☠️ _looting_ without significant resistance. @@ -69,7 +69,7 @@ If siege is not successful, which is a pretty common case, attacker may decide t #### 🌳 Ambush -Ambush is getting auto-selected with 20% chance if defenders are in forest or marshes biomes. It starts with a ⚡ _surprise attack_ of the defenders that causes attackers 💫 _shock_. Defenders get a huge advantage the surprise factor, but if attackers army is still stronger, the shock will end quickly. Once shock is over, sides are entering a standard ⚔️ _melee_ phase, which usually ends with a 🏳️ _retreat_ of the side with dropped morale. Other side start a 🐎 _pursue_ where mounted units excel. +Ambush is getting auto-selected with a 20% chance if defenders are in forest or marshes biomes. It starts with a ⚡ _surprise attack_ of the defenders that causes attackers' 💫 _shock_. Defenders get a huge advantage with the surprise factor, but if attackers army is still stronger, the shock will end quickly. Once shock is over, sides enter a standard ⚔️ _melee_ phase, which usually ends with a 🏳️ _retreat_ of the side with dropped morale. Other side start a 🐎 _pursue_ where mounted units excel. | | Melee | Ranged | Mounted | Machinery | Naval | Armored | Aviation | Magical | |---------------|-------|--------|---------|-----------|-------|---------|----------|---------|