The Rise of Civilizations
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Military Rules

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Military Rules Empty Military Rules

Post  The Engineer Thu Jan 10, 2013 2:51 pm

Military

There are two kinds of military baseline units, warriors and soldiers. Warriors are life-time personnel at arms, while soldiers are temporary personnel in arms who are conscripted from the general population by the state. Warriors can exist independently from a state, whereas soldiers are needed for a state.

Warfare is based on technology, doctrines and environment. Different civilizations can adapt their fighting styles to different environments.

Every baseline unit can be the foundation for two conventional units of various forms. You can also experiment with creating new units. Here are a few examples of the early stages of development.

Usually, there are various different types of units, but here are the basic ones for the early ages.

Light Infantry: Cheap, weak defence, decent attack against ranged infantry and light infantry
Heavy Infantry: Expensive, strong defence, strong attack against ranged infantry, light cavalry, light infantry, decent defence against heavy cavalry.
Ranged Infantry: Cheap, weak defence, decent attack against light cavalry and light infantry.
Light Cavalry: Cheap, fast, weak defence, strong attack against ranged infantry and light infantry.
Strong Cavalry: Expensive, strong defence, strong attack against all other types of units, but weaker against heavy infantry.

When you create a military unit, you must specify what form of unit it is. If you don’t have access to horses, camels or elephants, you cannot build cavalry.


Battles

Battles can be arranged as mini-games, fought in turns on a paint map. They can also be resorted automatically.

Minimap battles can only A) be fought by players on both sides, B) be fought when both sides have a realistic chance of winning, C) be fought if both players want it to happen.
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Post  The Engineer Thu Jan 10, 2013 3:20 pm

Conquests

When a civilization is conquered, that doesn't necessarily mean game over. The conquered player cannot make any NPC diplomacy or military units or cities any more, but can influence how his or her civilization's culture is developing.
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Post  The Benevolent One Sun Oct 20, 2013 3:25 pm

do infantry carry shields automatically or must you specify them?
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Post  Naagi Fri Sep 19, 2014 2:36 am

This seems an appropriate place. In reading through the wiki I've noticed that in some battles Generals of each side seem to have special bonuses that accompany them, but in others these seem absent. Are these reserved for smaller engagements?
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Post  The Engineer Fri Sep 19, 2014 11:15 am

I don't think it is very fair to the players.

And I am a bit lazy sometimes. Razz
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Post  TheVoice Sat Sep 20, 2014 2:25 am

What isn't fair?
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Post  The Engineer Sat Sep 20, 2014 6:58 am

To reduce more to a matter of how good NPC-ish-generated characters on the ground are.
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Post  Avidyasattva Sat Sep 20, 2014 1:30 pm

Well, you can give them bonuses, just make sure they are balanced.
If you have a dynasty with a well-known incompetent moron and you let him command your troops you should receive a penalty, same thing if you're fielding a martial hero you should receive hefty bonuses.
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Post  TheVoice Sat Sep 20, 2014 4:42 pm

Further, characters like that can develop organically with time.

Remember, this game is more about roleplaying than balance. Anonymous commanders leave the world that little bit less rich.
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Post  Avidyasattva Sun Sep 21, 2014 4:31 pm

I fully concur.
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