Post by Cao Pi on Jun 22, 2009 16:37:59 GMT -5
Battle Maps
- Movement
Since the rough estimations are not working as well as I would have liked. I will now be posting a series of concrete rules for the battle maps we engage in.
Troops: Troops will still move in set estimations, below you will see a range of how fast each type of unit can move in. I do however leave this as a bendable rule, you may go further than the stated rids, heck you can travel as far as you want. But they have consequences, for every square you move on which isn’t accounted for, fatigue will increase.
Infantry: Infantry can move 1 square without losing much fatigue.
Cavalry: Cavalry can move 2 squares without losing much fatigue (Moving is one thing, but how fast is counted as another; if you ‘gallop’ 200 meters then you can expect to have a few tired horses)
Scouts: Scouts can move 3 squares without losing much fatigue.
Siege Equipment and Supplies: These units may move 1 square without losing much fatigue. Warning: if the builders get tired then it’ll take longer to construct your weapons of war.
Other: all other units follow infantry statistics when moving.
Archery and square measurements
Archery has always been tricky on sites. So here are some measurements to help figure out how far you can shoot.
- Docks and Pass/Walls
Docks and Pass/Walls, by default are at 0, they have no governor unless the prefect of the city assigns them one. Troops stationed there are also continued during and after a battle, until moved again. Docks are easier to take then walls, but sometimes you’ll really want to avoid a naval confrontation. When dealing with the navy, it is hard to estimate strategy or resources, so a lot of the damage is equal between all people, for those experienced in war or with good understanding, they’ll of course receive the higher statistics, making them the victors.
People will always want to sway towards field battles, especially those in the northern cities as they won’t be fighting in many rivers. Walls are a lot thicker than cities and all walls have x2 the defence of the city. So if let’s say Nan Pi had 5000 defence, if it had a wall/pass, such as Tong Pass for example, occupied by its force, its defence would be 10,000. Gates/Pass' and Docks are automatically assigned to the city in the map, you’ll see what I mean – all city maps with a dock or gate will be that cities. Docks have the same defence as the city it belongs to has. So if Nan Pi had 5000 defence and it owned a dock, then the docks defence would be 5000.
- Movement
Since the rough estimations are not working as well as I would have liked. I will now be posting a series of concrete rules for the battle maps we engage in.
Troops: Troops will still move in set estimations, below you will see a range of how fast each type of unit can move in. I do however leave this as a bendable rule, you may go further than the stated rids, heck you can travel as far as you want. But they have consequences, for every square you move on which isn’t accounted for, fatigue will increase.
Infantry: Infantry can move 1 square without losing much fatigue.
Cavalry: Cavalry can move 2 squares without losing much fatigue (Moving is one thing, but how fast is counted as another; if you ‘gallop’ 200 meters then you can expect to have a few tired horses)
Scouts: Scouts can move 3 squares without losing much fatigue.
Siege Equipment and Supplies: These units may move 1 square without losing much fatigue. Warning: if the builders get tired then it’ll take longer to construct your weapons of war.
Other: all other units follow infantry statistics when moving.
Archery and square measurements
Archery has always been tricky on sites. So here are some measurements to help figure out how far you can shoot.
- Each square grid represents 250 meters.
- The city size according to the map has nothing to do with how large it is portrayed in the battle itself. The maps shrink the city so that it is actually possible to even fight. If the city was really 2 or squares then you’d need to make every square grid over 500 meters, making battles very long and very boring. So ignore how small they look, they’re big in reality.
- Crossbowmen and Archers can shoot roughly between 400 – 500 meters, (that’s roughly 2 squares)
- Catapults have good aim at 600 meters, at 700 meters or more the aim decreases.
- Docks and Pass/Walls
Docks and Pass/Walls, by default are at 0, they have no governor unless the prefect of the city assigns them one. Troops stationed there are also continued during and after a battle, until moved again. Docks are easier to take then walls, but sometimes you’ll really want to avoid a naval confrontation. When dealing with the navy, it is hard to estimate strategy or resources, so a lot of the damage is equal between all people, for those experienced in war or with good understanding, they’ll of course receive the higher statistics, making them the victors.
People will always want to sway towards field battles, especially those in the northern cities as they won’t be fighting in many rivers. Walls are a lot thicker than cities and all walls have x2 the defence of the city. So if let’s say Nan Pi had 5000 defence, if it had a wall/pass, such as Tong Pass for example, occupied by its force, its defence would be 10,000. Gates/Pass' and Docks are automatically assigned to the city in the map, you’ll see what I mean – all city maps with a dock or gate will be that cities. Docks have the same defence as the city it belongs to has. So if Nan Pi had 5000 defence and it owned a dock, then the docks defence would be 5000.