Medieval Era v4 Discussion Thread

Discussion on Era Projects for Art of War
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e_i_pi
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Medieval Era v4 Discussion Thread

Postby e_i_pi » Wed Oct 26, 2016 5:05 pm

Hi all,

This thread is for discussion on improvements to Medieval Era. It's getting close to being well balanced, but something I've noticed is an imbalance in siege battles. particularly when the opponent has 4-6 forts, and particularly in choke points (like along islands in Ancient Greece). I've done some analysis, and it looks like there are unfair advantages to the defender when defending with 4+ forts. While I agree that 4 forts should be excellent defence, the extent to which defenders outgun attackers is ridiculous - 1000g of defenders can easily withstand 4000g of attackers. Feedback as always is appreciated.

Some terminology to help you understand the below data:
OLD - v3 of Medieval Era
NEW - v4 of Medieval Era, i.e. the proposed changes
SIDE - Which side the data is for, i.e. attacker or defender
RISK - The % chance that troops from that side will take caualties (only for old battles)
NO.DICE - The maximum dice the side rolls in the battle
POWER - A simple figure that sums up the strength of the side. Takes into account dice types, bonuses/penalties to rolls, no.dice, etc.


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e_i_pi
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Medieval Era v4 LAND SIEGES

Postby e_i_pi » Wed Oct 26, 2016 5:09 pm

LAND SIEGES
Scale the Walls - vs 1-2 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   64    4   5    4   5
DEFENDER   60    4   4    6   6

Proposed changes:
  • Attacker gets an additional slot, making it 5v4.
  • Battle is only available if the defender has no cavalry in the fort.
  • First fort becomes unassailable, meaning it can damage attackers, but not be damaged itself.

Ram the Gates - vs 1-2 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   59    5   5    6   6
DEFENDER   79    4   4    6   6

No proposed changes

Assault the Gatehouse - vs 2-4 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   70    6   5    7   8
DEFENDER   70    5   5    8   8

Proposed changes:
  • Attacker loses a slot, making it 5v5.
  • Attacker's first siege engine gets +1 to it's dice roll.
  • Remove the -1 penalty from the attacker's second (unassailable) siege engine.

Siege Tower Assault - vs 3-5 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   80    7   6    9   9
DEFENDER   68    6   6    9   9

Proposed changes:
  • Attacker loses a slot, making it 6v6.
  • Remove the -1 penalty from the attacker's first (unassailable) siege engine.

Full Scale Siege - vs 4-6 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   89    7   7    8  10
DEFENDER   63    7   7   10  10

Proposed changes:
  • Attacker gets a possible third siege engine, that is unassailable with a -1 penalty.
  • Remove the -1 penalty from the attacker's first (unassailable) siege engine.

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e_i_pi
Posts: 1122
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Medieval Era v4 BEACH SIEGES

Postby e_i_pi » Wed Oct 26, 2016 5:10 pm

BEACH SIEGES
Scale the Walls - vs 1-2 forts
As above

Ram the Gates - vs 1-2 forts
As above

Storm Docks - vs 3 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   68    6   5    7   6
DEFENDER   73    5   4    7   6

Proposed changes:
  • Attacker and defender lose a slot, making it 5v4.
  • Defender's first navy gets +1 to it's dice roll.
  • Defender's second navy loses the -1 to it's dice roll, but is now able to be sunk.

Storm Harbour - vs 4 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   71    7   6    8   8
DEFENDER   71    6   5    9   8

Proposed changes:
  • Attacker and defender lose a slot, making it 6v5.
  • Defender's first navy gets +1 to it's dice roll.
  • Defender's second navy loses the -1 to it's dice roll, but is now able to be sunk.

Storm Port - vs 5 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   78    7   7    8   9
DEFENDER   65    7   6   12   9

Proposed changes:
  • Defender loses a slot, making it 7v6.
  • Attacker's unassailable siege engine loses the -1 penalty.
  • Defender's first navy gets +1 to it's dice roll.
  • Defender's second navy loses the -1 to it's dice roll, but is now able to be sunk.
  • Defender's siege engine can now be killed, but is the last unit to be risked in battle.

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e_i_pi
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Medieval Era v4 BOMBARDMENTS

Postby e_i_pi » Wed Oct 26, 2016 5:10 pm

BOMBARDMENTS (battles the attacker can use to soften up the defences and risk navy instead of landing forces)
Bombard Inner Port - vs 5 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER  100    6   6    6   8
DEFENDER  100    6   6    9   9

Proposed changes:
  • Attacker first and second navy get +1 to their dice rolls.
  • Defender prevents this attack with at least 4 navy (currently it's at least 5, which is a very small bug)

Bombard Outer Port - vs 6 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER  100    7   7    7   9
DEFENDER   63    7   7   10  10

Proposed changes:
  • Attacker first and second navy get +1 to their dice rolls.

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e_i_pi
Posts: 1122
Joined: Sat Feb 14, 2009 4:38 pm

Medieval Era v4 RAIDS

Postby e_i_pi » Wed Oct 26, 2016 5:11 pm

RAIDS (the only attacks available if the defender has sufficient naval protection)
Raid Docks - vs 3 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   71    4   4    4   4
DEFENDER   75    4   4    5   5

No proposed changes


Raid Harbour - vs 4 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   81    5   5    5   6
DEFENDER   69    5   5    7   7

Proposed changes:
  • Attacker first navy gets +1 to it's dice roll.

Raid Inner Port - vs 5 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   70    6   6    6   8
DEFENDER   38    6   6   10  10

Proposed changes:
  • Attacker first and second navy get +1 to their dice rolls.

Raid Outer Port - vs 6 forts

Code: Select all

                No.Dice   Power
SIDE      Risk  OLD NEW  OLD NEW
====      ====  === ===  === ===
ATTACKER   79    7   7    7   9
DEFENDER   41    7   7   11  11

Proposed changes:
  • Attacker first and second navy get +1 to their dice rolls.

nixie
Posts: 64
Joined: Fri Oct 24, 2014 12:03 am

Re: Medieval Era v4 Discussion Thread

Postby nixie » Mon Oct 31, 2016 11:28 pm

Do these V4 changes go hand in hand with the changes discussed here Or are these a subsequent set of changes.

I do agree though that it does seem at times that a heavily defended location can cause way more causalities than it should.

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e_i_pi
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Re: Medieval Era v4 Discussion Thread

Postby e_i_pi » Tue Nov 01, 2016 7:11 am

We are currently on v3. The changes discussed here will be in v4, so at this stage it's just proposals. Anyone can propose changes, just want to get a sort of consensus before I put them in.

nixie
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Joined: Fri Oct 24, 2014 12:03 am

Re: Medieval Era v4 Discussion Thread

Postby nixie » Tue Nov 01, 2016 12:14 pm

Damn my post was missing its link to this thread http://www.artofwar.cc/forums/viewtopic.php?t=949

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e_i_pi
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Re: Medieval Era v4 Discussion Thread

Postby e_i_pi » Tue Nov 01, 2016 2:47 pm

Ah righto, was wondering what was missing lol.

Yes, I was going to bundle the changes to the Era with the changes to the Scenario. I haven't looked into Aegean Sea at the moment, but I'm inclined to keep that the same.

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e_i_pi
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Re: Medieval Era v4 Discussion Thread

Postby e_i_pi » Mon Nov 14, 2016 12:15 pm

The changes have now been implemented.


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