| Overview of Clash Military Combat System We're trying to bring to Clash
a more realistic combat system than what is available today in civ-type games. However,
clearly the realism needs to be balanced with playability. Even though the system
we have now is complicated, the decisions the player Has to make should be relatively
simple. Here's an overview of the general system including the strategic elements. After
the intro is Druid's spec that gets into Some of the details. The first five bullets
in the list below are already included in demo 3, although not all in their final form.
The system features the following elements:
- Simultaneous Movement
- Task Forces
- Military Power Levels that give the right combat Power for units of various ages
- Combined Arms Effects
- Reasonable Combat Outcomes
- A More Strategic combat system, with a distinction between strategic and combat movement
rates
- Effects Of Supply
- Mobilization and demobilization effects
- Good AI - Much Better than the industry standard!
- Football-Play Type Simplified Interface for those who don't want to micro-manage Military
action
Simultaneous movement is good both for practical reasons (in multiplayer everyone can
do turns at once) and "stylistic" ones (it makes planning much less "surgical"
than games in the genre). I think simultaneous movement gives a lot of good feel to
the game with a relatively small amount of resulting problems. One thing it does require
is a "support" order system so that one army / column can support another "automatically"
when it is attacked (a unit/army could also have orders to support/protect a square its not
in).
A Task Force is a collection of units, built individually and combined into one
force. They have a strategic movement speed of the slowest unit, and an overall
strength rating that takes into effect the combined arms capabilities of the units.
The TF concept will lead to more realistic handling of armies, and speed up game play,
since you don't have to move dozens of units individually. Enemy Task Forces could
only be spotted if they are adjacent to one of your TFs or squares, or by scouting (spies,
planes, satellites etc). The contents of the TFs can only be found out during battles
or by reconnaissance (though sometimes they may get it wrong...) If TFs meet while they
are moving, depending upon their orders, they will either fight or attempt to break off.
After that, they may be able to continue their projected movement.
Military power as a function of technology is modeled through the use of a technology
levels system. In addition to having a combat strength, each unit has a technology
level associated with it. (Perhaps this will be split into offensive and defensive
technology levels, or the concept may be made more fluid than rigid levels)
When the technology levels of the combatants differ, they're effective power per individual
diverges exponentially. Specific examples are cited
elsewhere. To illustrate the point, Napoleonic infantry (with muskets) are about
30 times as effective as a similar number men in, say, an ancient phalanx formation.
As important as the technological level of the armies is their level of training, morale,
operational support, leadership, cultural value placed on the military, and other factors.
I can't say for sure at the moment how many of these we will model, but we will certainly
include an overall combat effectiveness value (CEV) for each civ. I have taken this
particular term from Dupuy. Its sums up all the myriad factors that contribute to
in army's success or failure. Historically, certain armies have had success far
beyond that expected given their manpower and weapons systems. CEV is a way to account
for these effects. The CEV will act as a multiplier of the military power of a given
unit, either increasing or decreasing it from its "expected" value. This
CEV will not be constant for a civ, but will change over time due to both player actions,
and factors beyond his or her control. When a new weapons technology is used, the
CEV with it will be significantly worse than before. As the generals use the new
technology, and find its strengths and limitations in battle, the CEV will improve.
New technologies and cultural improvements such as writing, or the telegraph can also
positively influenced a civ's CEV.
After technology differences, another important feature is the use of combined arms
effects, since the most successful armies are often the most flexible. An Army
composed of infantry, mobile units (horsemen, or tanks), ranged weapons (from bows to
artillery), and airpower and seapower if available, is stronger and more flexible than
the sum of its parts. For instance, mobile unit effects are usually devastating on an
open battlefield, whereas the mobile units are almost useless on extremely rough terrain.
Also, a significant superiority in the power of mobile, ranged attack, and air forces
will give disproportionate advantage to the side that has such an advantage. We
are still discussing ways to handle these effects. In addition to combined arms
effects there will be the usual sort of bonuses for the presence of fortifications, armies
dug in, terrain, etc.
The system should generate reasonable combat outcomes in terms of casualties and
territory taken. The character of a combat, and its outcome, will depend on the
missions of the armies involved as well as their strengths. Armies will have missions
determined by the player or AI. For instance, the mission on a given front might
be to "destroy enemy army" or take X strategic city/territory, or destroy infrastructure,
or even "make a pain of yourselves, till they buy us off". Defensive orders
might be: defend at all costs, roll-back in order with a scorched earth policy, or 'get
the H out of there'. Depending on the missions of the two armies and their relative
forces, more or less casualties will be sustained by each side, and ground may or may
not be taken. Since this is a strategic game, we are inclined to make little effort
to model individual battles. (Unless you use the optional Tactical Combat system)
The outcome in a single square might consist of one or a few sharp battles, or a continuous
campaign. In order to produce a little more variety in the battle outcomes we might break
down the contest in a square into say three phases. The player should be able to
get a description of the battle and what went right or wrong after the fact.
I think civ-type games can use a more strategic combat system. The use of
Army groups instead of large numbers of individual units will help significantly in this
regard. For the case of ancient armies, even in a micro-management mode, the player
will have to move very few "counters". Modern armies will be significantly
larger, and more difficult to micro-manage than ancient ones, but still should be smaller
in the number of counters than the equivalent in other games in the genre. Because
we are including the economic effects of keeping an army fully mobilized, the decisions
of the level of mobilization of forces will be an important strategic one for the player.
A relatively smaller standing army will have beneficial effects for the civ's economy,
but will leave the civ more vulnerable to a rapid attack. Also, the system will
make a distinction between movement in and out of combat. Movement across safe territory
will be about three times as rapid as movement in combat circumstances. Unopposed
movement in enemy or contested territory will be about twice as fast as combat movement.
These specific numbers may change due to current suggestions or play testing.
The necessity to supply military units with provisions and ammunition plays a very
large part in their capabilities. I think we can actually handle supply in Clash
without significantly hassling the player. The basic idea is to use dedicated merchants
(already need to be coded anyway) to supply the troops. All the player need do is
say how much money they're willing to spend to supply x front. The merchant/supply
manager does the rest. You would build essentially a special class of merchant that
would try to purchase anything not obtained by foraging. Supplies would then be
purchased from the surrounding area (or home, if transportation is good enough). This
supply unit would travel with large armies and provide feedback to the army commander
about whether (and at what price) it would be able to supply the army if it went to spot
X. Units that were not fully supplied would fight at reduced effectiveness, or have the
need to forage for supplies, reducing movement. Mongol Horsemen could probably forage
fairly effectively, modern armored divisions hardly at all. Using a merchant that goes
out and buys supplies for you has the advantage that the player doesn't have to orchestrate
the supply itself, but only decide if the price of supply is worth it. A bonus of
this supply system is that supply lines can be attacked. This allows proper modeling
of a modern envelopment battle, one of the coolest martial activities known to man ;-).
In addition the supply system would give a lot of correct flavor in terms of Where large
armies could go historically, with little loss in smoothness of gameplay.
Mobilization and demobilization effects aren't completely thought out yet, but I
think we need them. One thing games in the genre tend to miss is the enormous cost
of waging war. Demobilization of most of a civs troops when the civ isn't at war
is a natural response to this. Active units should get paid in money at probably
something like 1/2 the average PCI (per capita income) for the civ. Mercenaries
should get paid a lot, maybe twice the PCI. Exactly how much mercenaries get paid
will probably depend on the market for troops. Non-mercenary units can be put on
reserve status. The people in the unit will be added to the local economy wherever
they are demobilized. Reserves' skill levels will decline rapidly unless trained.
Training would cost money, something like 1/5 of the salary active units draw. Reserves
could be mobilized anytime. On the turn they are mobilized, they would just sit
in the square where they were de-mobilized, but can defend.
Good AI is tough, but I think we can go significantly beyond the industry standard.
We will give the AI a reasonable understanding of geography (coding already underway)
and military and political realities.
The football-play type simplified interface relies on good AI. If the
player isn't much interested, they will be able to direct military actions at a strategic
or grand strategic level. What we want is for the player to just have to provide
the order to "on this front attempt to break through here and here with this many
armored divisions, go this far and then hook (shown by arrows indicating motion drawn
by player on map) and surround and crush this resulting pocket of the enemy".
It will make a purely strategic 4x game possible. Don't Worry, those of you who
want to throttle the enemy "by hand" the Old Fashioned way ;-) can
do that too, with More Options than ever.
For more details on the high-level approach used in the military model, please click
here.
 |
- Designation
The basic military "piece" represents a large
number of mixed arms elements, including command and support. In modern terms,
it would be about a brigade [but note that term has meant different things to
different armies, at different times], but may be significantly larger or smaller.
The name for this "piece" varies depending on the fundamental environment
it works in.
- Land forces: Army Group - [AG]
- Sea forces: Navy Fleet - [NF]
- Air forces: Air Wing - [AW]
- Space or orbital forces: Sky Troop - [ST] (Optional
design feature)
- Generic name: Task Force - [TF]
- Command
Top
Each TF will be named and will have a Commander, selected either randomly from a list
[by the game] or assigned by the player. Each commander will have characteristics
which may modify the TF's stats.
- Movement
and Communication Top
- Movement can NOT be realistically tied to the
full-game time line, and maintain playability.
[The entire mobilization, movement and combat of Caesars conquest of Gaul
was contained in less than 1 Clash "turn".]
- Movement will be simultaneous.
- Base Movement [BMV] is defined in km/day in "default
environment," which is: non-combat, non-enhanced [road, etc.], level
& open terrain.
- MV is modified in many different ways: terrain,
roads/rail/magtube, condition of TF moving, presence of ENG elements, sea
conditions, etc.
- Communication is the ability of the player to
issue orders for each turn - or in mid-turn - for a TF. Communication between
the player [located at the capital] and each TF will depend on the Civ's tech
level and the distance from the capital.
- The movement part of each turn will be split into
two main phases: Orders and Move.
During the Orders phase, each player [including AI players] will give instructions
to every unit (or turn the unit over to the AI Assistant). When all players
have finished with Orders, the Move phase begins. It is broken down into "m"
segments to simulate simultaneous movement. "m" will be determined
during playtest.
- Mobilization
and Supply Top
- There will be an economic and perhaps social cost
for maintaining each TF. The cost will be higher when away from base, higher
still in combat situations.
- There are different levels of mobilization, each
with a different cost and readiness effect.
- Each military element will have a mobilization
level of its own.
- Each TF will have supply 'officers'-the military
equivalent of civilian merchants.
- TF
Characteristics Top
- Combat characteristics: a conglomerate of the
various elements that are assigned to the TF. Characteristics include: Attack,
Defense, Movement, Support Required,% Casualty, TechLevel, Morale (Note: Morale
will include "other" factors not yet determined)
- Movement: at the slowest element movement rate.
- ZOD: [Zone of Detection] defined in radius km,
and depends on the size and tech level of the TF.
Note: This is NOT the typical ZOC [Zone of Control] as defined in other games.
In Clash the ZOD used to sense the presence of other [friendly and non-friendly]
TF, allowing the AI to make decisions based on that detection.
- Location: TF is assumed to be "at" a
particular map coordinate, roughly at the center of its ZOD. Tiles are irrelevant,
since the TF graphic can be drawn at any point on the map.
- Front / Side / Rear: The TF faces the last direction
of movement (or turn). This is used to modify combat parameters.
- TF
Elements / Combined Arms Top
- In general, only elements appropriate to a particular
environment [land/sea/air/space] can operate together within a TF.
- Certain types of air units can be assigned to
AG and other types of air units can be assigned to NF.
- Multiple TFs are able to cooperate on a joint
objective, and their impact on the target will be combined.
- The higher the tech level of a TF, the more likely
that the best defender in the TF will be available to face an attack.
- Combat Elements
Top
This list is not intended to be complete, but merely
indicating TYPE of combat elements available. Different Civ Tech levels will enable
different versions of the various units, and even within a level, multiple types
are possible.
- Ground Units - AG
- Spearman / Foot Soldier / Infantry
- Sling / Archer / Artillery / RocketLauncher
- Armored Soldier / Knight / Tank / Armor
- Scout / Skirmisher / Commando
- Ground support Aircraft / Attack Copter
- Water Units - NF
- Trireme / Gunship / PT Boat / River Patrol
Units
- Longboat / Caravelle / Destroyer
- Frigate / Cruiser / Battleship / Dreadnaught
- Carrier
- Submarine
- Naval Air Units / Anti-Sub Copters
- Air Units - AW
- Biplane / Fighter / Stealth Fighter
- Fighter Bomber
- Strategic Bomber / Stealth Bomber
- ICBM
- Anti missile unit
- Space/Orbital Units - ST
- Communication Sattelite
- Anti sattelite laser
- Anti missile laser
- Ground assault laser
- NonCombat
Elements Top
Each of the non-combat elements listed is constructed
just like any other military unit, and when mobilized, assigned to a TF.
- Supply Officers [SO]:
- Environment: any
- Each TF will require a variable number
of SO, who provide the logistical support for the TF. Without adequate
SO and the required funding, TF effectiveness is reduced.
- The number of required SO will depend
on:
- Civ tech level-ability of the
Civ to move supplies to field TFs
- TF tech level-very low tech: TF
can live off the land --- very high tech: TF have things like
fusion powered food replicators.
- TF size--a small commando TF can
"liberate" all it needs, a Panzer Army needs lots
of support.
- Engineers [ENG]:
- Environment: land only. Can be assigned
only to AG
- Required for construstion of certain features.
- Modifies defense, offense, mobility in
certain terrain.
- Medical Unit [MASH]:
- Environment: any
- Improves casualty recovery rate.
- Transport [TRxx]:
- Environment specific sub-units:
- {AG} -- TRUK are trucks/wagons/etc. Used
to improve the movement rate of slowest AG elements. Excess TRUK capacity
reduces supply reqruiements.
- [NF] -- TRSH are troop/cargo ships. Used
to move other military elements across large bodies of water. They
may carry elements of any type, excepting only capital NF ships [defined
as "destroyer or larger"].
- [NF] -- TRLC are landing craft for amphibious
assaults.
- [AW] -- TRAL are Air lift transports.
They may carry elements of any type, excluding only NF ships, AW planes,
ST craft.
DETAILS
- Designation
Top
No additional details at this time.
- Command and
Unit Name Top
- Player selection is an option. May be turned on/off
at start or during game.
- Unit name may be changed at any time from TF management
screen.
- Computer generated / default names, eg.: "Lee's
AG", "Nelson's NF", "Red Baron's AW", "Skywalker's
ST"
- TF Commander may be replaced in any turn. TF will
lose all movement for that turn.
- In any combat where the TF takes damage, there
is a chance that the Commander will be killed. If the Commander is killed:
- For the remainder of the current,
all the + enhancements of the Commander become - enhancements, to
reflect the confusion that results.
- On thenextturn, the TF will revert
to non-enhanced characteristics, except that there will be a - to
Morale.
- Computer will assign a default commander when
the TF is created. If Player Selection is on, Player can scroll thru list
of available commanders and choose.
- Commander has characteristics, which player can
view before selection. These may modify any of the TF characteristics.
- Each commander is specific to a particular type.
[AG / NF / AW / ST]
- Movement Top
- TF movement rates are tied to playability, and
cannot represent what might happen in the real world over the length of time
that represents 1 Clash turn.
- Friendly TF [FTF] may have overlapping ZOD, but
the center of the a TF [TF Loc] may not be in another unit's ZOD. In other
words, the TFs can be very close but not stacked.
- The AG (not in fort or camp) & NF (not in
base) & AW (in the air) have faces. 0o is straight ahead in
the direction of last motion. "Front" is +/- 45o. "Side"
is +46oto +135o, and -46oto -135o.
"Behind" is -135oto +135o, same as 180o+/-
45o. ST does not have faces.
- Movement is simultaneous for all players [no distinction
among human or AI players].
- Without an enormously complex scheme, true "simultaneous"
movement of all units is impossible. The Clash movement model will break the
full turn into "m" segments-where m will be determined during playtest.
- The turn will consist of an Orders
Phase and a Move Phase.
- Orders Phase
Top
- During Orders, every TF will receive instructions
either from the player or from the AI, if that TF is assigned to AI control.
- Player must have ability to scroll thru TFs needing
orders. [ Next | Previous | Skip | Assign to AI ]
- Player must have ability to see and override AI
orders for the TFs.
- Map must have visual indicators of which TFs have/have
not received orders.
- As TF becomes active for receipt of orders, the
current move path shows on the map.
- Player has an button to show all move paths in
current map display.
- Orders are : [ Move to x | Wait n turns | Wait
until (condition) | Support friendly TF | Defend | Fortify and Defend | Ambush
]
- [ Move to x ]: Player may point
to location x, and map will show route. Waypoints are allowed. Suborders
are:
- [ Forced March {AG} | Flank Speed
{NF} | After burner {AW}] greater than normal rate of movement,
expends supplies faster, tires troops. Very vulnerable to
surprise. Difficult to counter attack this turn. No TF self-healing
takes place]
- [ Normal move ] at normal rate,
vulnerable to surprise. Able to counter attack. TF self-healing
takes place at 50% of nominal rate.
- [ Combat advance ] reduced rate,
reduced surprise. May have initiative if encounters enemy.
TF self-healing takes place at 15% of nominal rate.
- [Coordinated advance] must specify
which other FTF are coordinating. All specified TFs must have
overlapping ZOD. The specified coordinating TFs will all move
at the rate of the slowest TF [which in turn moves at the
rate of its slowest element]. The TFs will move as a unit,
maintaining their relative positions. When one of the TFs
in the coordination group is stopped for any reason, the entire
group is stopped. If one of the TFs in the group is destroyed,
the Coordination Order ends.
Each TF will "lend"
a % of its EAV to each TF which overlaps it's ZOD. EDV
are not affected. This allows a multi-TF movement with
reciprocal attack enhancement. This provides Orders to
every TF in the coordination group.
{Display note: all TF in the
coordination group should be outlined in a distinctive
color and the general direction of advance should be displayed.
eg.: draw a cyan box around all six TF's and a single
arrow pointing NorthEast}
- [ Cautious advance ] slowest rate,
cannot be surprised. Will have initiative unless enemy is
in defense mode. TF self-healing takes place at 25% of nominal
rate.
- [ Advance to contact ] similar
to Combat advance, but will halt advance and go into Defense
mode, as soon as any hostile unit is sensed.
- [ Turn and (other move suborder)]
turns the front of the TF 45oin the direction specified.
Takes 1 movement factor.
- [ Retreat (to x) ] causes the
TF to move backwards, while facing front. It will move at
the Cautious Advance speed, but will be treated, for combat
resolution purposes as if it were moving at the Combat Advance
rate. The Retreat movement will cease if hostile units are
detected to the rear, and the TF will go into Defend mode.
- [ Wait n turns ]: This is the same
as issuing the "defend" order n times in a row. Not available
for AW in air.
- [ Wait until (condition) ]: Possible
conditions are:
- Defend until friendly TF y is
in contact. "Contact" is defined as when TF y's
ZOD overlaps the ZOD of the TF being ordered.
- TF z reaches location a.
- TF strength returns to 100%
- [ Support Friendly TF ]: Movement
not allowed. The FTF must be in contact with the TF giving support.
10% - 50% (random determination) of the fighting strength {BDV} of
the TF will be added to the friendly TF's values. The TF giving support
will have lower BDV if it is attacked.
- [ Defend ]: Normal active defense.
TF self-healing takes place at nominal value. Provides defense multiplier
that is applied to base TF defense values, before other factors are
calculated:
- + 35% vs attacks from the front
- + 20% vs attacks from the side
- + 10% vs attacks from the rear
- [ Fortify and Defend ]: Build fortifications
and Defend.
- If there is one or more ENG elements
in the AG, there is no loss to Defense for building the fortifications.
If there are no ENG elements, the Defend modifiers above are
each 5% lower.
- Each fortification level yeilds
a 5% higher Defense factor, and takes 1 ENG unit 1 turn to
build. Up to 10 fortification levels may be built in a given
100x100 km sector. If there are no ENG elements, each fortification
level takes 1 turn for the AG to build, but only levels 1-5
may be built without ENG units.
- Fortifications persist after departure
of the AG, and become terrain enhancements.
- [ Ambush ] : AG only. The AG is
50% less likely to be detected by enemy units. The effect of the Ambush
is to give the AG a number of extra combat attacks at the start, prior
to determining normal combat results. The number depends on the movement
type of the trapped AG. TF self-healing takes place as if Cautious
Advance.
On the negative side, it takes one full turn to get out of Ambush
mode and start moving again. Your TF will take double damage from
air, naval or artillery bombardment if you are in Ambush mode. Construction
of fortifications is not possible in Ambush mode, and any fortifications
in the tile fall to the advantage of the HTF attempting to move in
(and being ambushed).
- Forced March movement. Ambusher
gets 2 extra attacks with 50% attack bonus on the first and
25% attack bonus on the second. Thereafter there is normal
combat determination, except that the Ambusher has initial
initiative.
- Normal movement. Ambusher gets
1 extra attack with 35% attack bonus. Thereafter there is
normal combat determination, except that the Ambusher has
initial initiative.
- Combat Advance. Ambusher gets
1 extra attack with no attack bonus. Thereafter there is normal
combat determination, and normal initiative determination.
- Cautious Advance. Ambusher gets
no extra attack. Thereafter there is normal combat determination,
except that the Ambusher has initial initiative.
- Move Phase
Top
{Apologies in advance for the heavy use of Acronyms.}
- When all units have been given orders, or when
the player clicks the Orders Done button, the game proceeds to the Move Phase
of the turn. As indicated previously, this phase will be divided into "m"
segments, where m is determined during play test.
- The sequence of events during each segment is:
- Determine detected TF [both friendly and
hostile] within ZOD. Identify both distance and bearing for
each detected TF. The primary HTF is that HTF which is closest to
0o for the moving TF. A TF will attack the primary HTF,
if movement is ordered.
- Determine EAV and EDV [Effective Attack
/ Defense Value] for each TF. The base for this is the TF's BAV and
BDV [Base Attack / Defense Value], which is then modified by terrain,
fortifications, orders, support received and/or given, TF status [morale
and casualties].
- Determine intended SMG [Segment Move Goal]
for each TF. SMG is the BMV /m , modified by terrain, orders and TF
status.
- If HTF are detected within ZOD, and orders
will decrease the distance with the HTF (assume HTF does not move
for this calculation), then consider this a CS, else consider it NCS.
- If NCS, move unit the entire SMG, before
proceeding to combat resolution.
- If CS, proceed to combat resolution.
- Combat Resolution
- Ambush check : Check the moving TF to
see if it has fallen into an ambush. If yes, resolve according to
Ambush rules. If no and NCS, then this TF is done moving this segment.
- If EAV for ATF >= 5 x EDV for DTF ::
Rout situation.
- DTF retreats (random%) * SMG
- ATF advanced SMG - calculate casualties - segment done for both
ATF & DTF
- Normal Combat (non Rout)
- calculate casualties - calculate advance = SMG * (weighted combat
results) - segment done for both ATF & DTF
- Note that a given TF will only be the
ATF once/segment, but it may be DTF several times, if attacked by
multiple HTF.
- Communication
Top
This is an option that the player may turn off at game start.
This new concept is designed to model the inability
of the central commander to give detailed, turn by turn, instructions to the commanders
in the field. It fall or succeed depending on the quality of the AI. In very modern
times, of course, it is possible for the go-ahead on a particular mission to come
from national HQ, but Julius Caesar had to send an army to the field with instructions
like: "Go do something useful in the Iberian Peninsula." AND he had
to wait a long time to get news of what had happened. OR he had to go himself
and let things in the capital take care of themselves, while he was out of touch.
It will require some *STRATEGIC* orders to TFs, and
good TF control-level AI. I'm groping for a concept that will work ... perhaps
a weighted list of priorities, like:
- Go explore North of Spain - 20%
- Preserve Force Integrity - 40%
- Build new Province - 20%
- Attack enemies - 5%
- Subdue local population - 10%
- Send back profitable trade or taxes - 5%
News from the TF will come back to HQ regularly, but
it will be delayed. So, in fact, the player will NOT know what happened to his
TF with perfection. He will know the exact status as of x turns ago, and any new
orders he has for the TF will get there in x turns. The time lag for communications
will have to depend on Civ tech level, so there will have to be some research
items in the tech tree dealing with communications.
If the Comm Option is turned on, the player may elect
to take personal command of a TF, instead of assigning it to a Commander. In that
case, the morale - or civil unrest - in the capital should probably increase.
He will have direct and immediate control of that TF, but news from other TF **AND
FROM THE HQ** will be delayed. Ya just cant do everything personally.
- Mobilization
Top
- The Mobilization factors are applied to each individual
element. This is NOT a Player option, but he may elect to let the AI
Assistant handle mobilization and demobilization.
- A TF is always assumed to be in MobState=Active.
BUT, it has no cost or supply requirement if no units are assigned to it.
- An element [i.e., military unit] will be in one
of the following mobilization states. Each has a cost to the province and/or
entire civ in terms of cost and population (dis)satisfaction. There is a cost
and perhaps a time delay for moving from one state to another, but an element
may move to *any* level from any level (i.e., from "mothballs" to
"full readiness") in a single turn. [Note: "ESR" is Effective
Supply Requirement]
- Valid MobStates are:
- Mothballs- equipment and initial
supplies complete. No manpower allocated. This is the default state
for newly built elements. NO economic or morale impact. ESR =zero.
- Reserve- Manpower allocated and
trained. Minor economic and morale impact. ESR=10% BSR
- Standby- Manpower called from civilian
population and assigned to duty stations. Significant economic impact.
Depending on Civ type, Morale impact will rangefrom only slightly
higher than Reserve level to significantly higher. ESR= 35% BSR
- Active- The status of elements
assigned to a TF, whether in a city / base or in the field. Highest
economic impact. Depending on Civ type, Morale impact will range from
slightly higher to significantly higher, or civilian morale may even
get better.
- Supply Top
- The Base Supply Requirement [BSR] of the TF is
the sum of the BSR for each element in the TF.
- The Effective Supply Requirement [ESR] of the
TF is the BSR modified by location of the TF, Commander modifiers (if any),
MobState and the Transportation connections between the TF and friendly cities
or bases [TRL#].
NOTE: TRL are to be defined in the Terrain model & definitions, but for
example
- TRL0: mountain, desert, tundra or underwater
- TRL1: rough or broken terrain, swamp,
jungle or deep water
- TRL2 : no improvement, open terrain
- TRL3 : basic improvement. road, navigable
inland or coastal waterway
- TRL4 : advanced improvement. railroad,
port facility
- TRL5 : superior improvement. highway,
hispeed rail, airport
- The following are the Location Effect for TF with
MobState=Active only.
- in city or base of home Civ: ESR=BSR
- in city or bse of allied Civ: ESR=105%
BSR
- TR5 is within ZOD and connects to friendly
base/city: ESR=100% BSR
- TR4 is within ZOD and connects to friendly
base/city: ESR=105% BSR
- TR3 is within ZOD and connects to friendly
base/city: ESR=110% BSR
- TF center is in TRL2: ESR=115% BSR
- TF center is in TRL1: ESR=120% BSR
- TF center is in TRL0: ESR=125% BSR
- The number of SO in the TF is defined in terms
of the number of Supply Units [$] required. If the TF $ requirement is low,
SO can = zero. The presence of TRUK elements in AG will decrease $ requirements.
Each SO below the number required will decrease the morale of the TF, and
eventually cause casualties.
- TF
& Element Characteristics Top
Since the TF is basically the [modified] summation
of the characteristics of its constituant elements, we'll deal with them together.
- An element will be defined by the following characteristics.
- Base Attack Value [BAV]
- Base Defense Value [BDV]
- Base Movement Value [BMV]
- Base Supply Required [BSR]
- Transport Size [SZ]
- ZODSize. This element's contribution to
the TF ZOD. It represents the ability of the element to project itself
into surrounding areas. An AWACS plane would have a very high value,
a gang of club-weilders, a very low value.
- TechLevel. Nominally, an element cannot
be assigned to a TF that is more than (x) TechLevels above/below its
own TechLevel.
- Environment: either AG,NF,AW,ST
- TF assigned to
- Casualty/health level [as % of healthy
: 75% = 1/4 casualties]
- Mobilization state [MobState]
- Home province /city /base
- Some elements may have other "special"
parameters as well.
- Number of turns away from base allowed:
for AW elements
- Cargo capacity: for all TRxx elements.
Related to the SZ parameter.
- Supply Satisfaction: for SO. Defines how
much $ each SO will provide.
- Special move ability: Distance attack
[artillery, naval bombardment], Amphibious, Air Drop, Underwater,
Carrier, etc.
- Medical factor: Ability of MASH units
to increase the rate at which casualties are returned to action.
- TF will have some additional parameters.
- Morale. Formulation undefined yet. It
will influence ability of TF to move at max rate, take more casualties
than normal, etc.
- Zone of Detection [ZOD] : in radius km
from the TF location point. It will depend primarily on the TF tech
level and size of the TF.
- Tech Level. Representing the basic infrastructure
and communications capability of the TF. It may be built up at cities
/ bases. It will not go down unless the TF is destroyed.
- Location. The coordinates of the HQ of the TF. The center of the icon drawn, and the center of the ZOD of the TF.
- Combat UnitsTop
No list available yet of individual elements.
- Non Combat Units Top
So far, this is the list of non-combat units. There will be variations in each, as the Civ passes thru different phases. As you see, there is no attempt to detail that, nor to define the element characteristics.
- MASH - medical unit.
- SO - Supply Officer
- ENG - Engineering Unit
- TRAL - AW Air lift transport unit
- TRLC - NF landing craft for amphibious assaults
- TRSH - NF Transport unit
- TRUK - AG Transport unit
Abbreviations & Acronyms
- $ - An artificial bookkeeping "unit" of Supply.
- AG - Army Group
- ATF - The faster of two moving TFs in CS, or the one with initiative
- AW - Air Wing
- BAV - Base Attack Value
- BDV - Base Defense Value
- BMV - Base Movement Value
- BSR - Base Supply Requirement
- ComRes - Combat Resolution logic
- CS - Combat Situation
- DTF - The slower of two moving TFs in CS
- EAV - Effective Attack Value
- EDV - Effective Defense Value
- ESR - Effective Supply Requirement
- ENG - Engineer unit. Available for AG only.
- FTF - Friendly TF
- HTF - Hostile TF
- m - number of segments in each movement turn
- MobState - Mobilization State
- NCS - Non Combat Situation
- NF - Naval Fleet
- ST - Space Troop
- SMG - Segment Move Goal
- SO - Supply Officer
- SZ - Size of a unit, in cubes. Used for Transport Loading.
- TF - Task Force
- TRL# - Transportation Level. Defines the type of terrain transportation features.
- TRAL - AW Air lift transport unit
- TRLC - NF landing craft for amphibious assaults
- TRSH - NF Transport unit
- TRUK - AG Transport unit
- ZOD - Zone of Detection [radius from TF 'location point', determined by TF size and tech level]
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