60% Victory Threshold

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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ggarynorman
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60% Victory Threshold

Post by ggarynorman »

I am wondering about the thought process behind the 60% victory threshold and whether it is set too high. I am currently playing in the large tournament Seleucids v Romans. In both match ups we are between 45% and 59% routed. We are left with rallied units spread over the battlefield too far apart to be hunted down in the time available, matchups between units that cannot harm each other (Velites v Pikes) and Benny Hill type chases between individual units that can. All in all an unedifying end to two really exciting and close battles. Is there any chance that an option to chose the rout victory level (and even different per side) could be implemented?
Lysimachos
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Re: 60% Victory Threshold

Post by Lysimachos »

I totally agree with your feelings but a solution, out of the tournament matches, is easily found.

Just set up your battle on a 14-16 turn limits and you'll skip all the aforementioned problems! :mrgreen:
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Ironclad
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Re: 60% Victory Threshold

Post by Ironclad »

A local battle for local people!

Not for me though - I prefer the 60% stuff even if it means a hammering. :)
76mm
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Re: 60% Victory Threshold

Post by 76mm »

60% seems about right for me; at the end of Very Large games the lines in my games are usually generally not too far apart even as you approach 60%.
TheGrayMouser
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Re: 60% Victory Threshold

Post by TheGrayMouser »

It is 40% if your own losses are under 25%... Fog1 was 50% albeit calculated differently.
devoncop
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Re: 60% Victory Threshold

Post by devoncop »

Bear in mind that if you to for lower turn limits then you will disproportionately favour skirmish heavy armies who inflict most of their casualties in the first ten turns or so.....
76mm
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Re: 60% Victory Threshold

Post by 76mm »

Actually I should mention that in all of the games that I set up (Very Large armies), I set the turn count to 40, so I've never had a battle time-out, and generally armies have time to keep themselves tidy instead of dashing all over the map.

For tourney practice I keep it to the regulation time, and have *almost* encountered this issue a couple of times.
Lancier
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Re: 60% Victory Threshold

Post by Lancier »

In my current game my friend got %63 routs in 2 consecutive turns and game still did not end (i had about %45 i think). Any idea?
GiveWarAchance
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Re: 60% Victory Threshold

Post by GiveWarAchance »

I just lost an MP game with 43% losses & routed when my Persian army was rolled up at Marathon in only like 5 turns. The actual battle casualties were almost the same but I had mass routing going on once the Greeks waded through my arrow storm and then put the smackdown on my immortals and skirmishers.
rbodleyscott
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Re: 60% Victory Threshold

Post by rbodleyscott »

Lancier wrote:In my current game my friend got %63 routs in 2 consecutive turns and game still did not end (i had about %45 i think). Any idea?
What sort of game was it and what scenario type?
Richard Bodley Scott

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Lancier
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Re: 60% Victory Threshold

Post by Lancier »

It was pbem open battle custom scenario. Now game ended, my opponent said it may be waiting all clashes be sorted before game ends.
rbodleyscott wrote:
Lancier wrote:In my current game my friend got %63 routs in 2 consecutive turns and game still did not end (i had about %45 i think). Any idea?
What sort of game was it and what scenario type?
rbodleyscott
Field of Glory 2
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Re: 60% Victory Threshold

Post by rbodleyscott »

Lancier wrote:It was pbem open battle custom scenario. Now game ended, my opponent said it may be waiting all clashes be sorted before game ends.
rbodleyscott wrote:
Lancier wrote:In my current game my friend got %63 routs in 2 consecutive turns and game still did not end (i had about %45 i think). Any idea?
What sort of game was it and what scenario type?
The game tests for the victory conditions at the start of each player's turn after resolving unresolved melees, pursuits, pursuit charges etc.

So you might see 63% in your turn and the game not end until the other play starts his turn. But not 2 turns running.

However, it is possible that your friend's rout % was 63% at the end of your turn, then at the start of his turn something rallied, bringing it below 60% before the victory conditions were tested. And then, after the victory conditions were adjudicated, something else routed, bring it back to 63%.
Richard Bodley Scott

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Lancier
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Re: 60% Victory Threshold

Post by Lancier »

Quite reasonable Richard, thanks.
The game tests for the victory conditions at the start of each player's turn after resolving unresolved melees, pursuits, pursuit charges etc.

So you might see 63% in your turn and the game not end until the other play starts his turn. But not 2 turns running.

However, it is possible that your friend's rout % was 63% at the end of your turn, then at the start of his turn something rallied, bringing it below 60% before the victory conditions were tested. And then, after the victory conditions were adjudicated, something else routed, bring it back to 63%.
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