Man count per unit

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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Mord
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Man count per unit

Post by Mord »

Might seem like a stupid question but I just noticed that units will have equal, less, or more than the stated man count when you play a custom battle. For example I had four Xystophoroi units in a battle and the man count was 244, 242, 232, and 249. The stated count is [Edited] 240. Considering there is no way to tweak soft factors up or down (least none that I noticed) is the count supposed to represent armies rarely ever having the exact manpower they are supposed to? I tried looking in the manual but didn't find anything.

Mord.
Last edited by Mord on Wed May 29, 2019 12:55 am, edited 1 time in total.
Paul59
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Re: Man count per unit

Post by Paul59 »

Mord wrote: Tue May 28, 2019 11:54 am Might seem like a stupid question but I just noticed that units will have equal, less, or more than the stated man count when you play a custom battle. For example I had four Xystophoroi units in a battle and the man count was 244, 242, 232, and 249. The stated count is 244. Considering there is no way to tweak soft factors up or down (least none that I noticed) is the count supposed to represent armies rarely ever having the exact manpower they are supposed to? I tried looking in the manual but didn't find anything.

Mord.
Man counts for units in Custom battles and most Epic battles vary randomly, I'm not sure about the campaigns. A four figure unit would normally be 240 men, but the randomisation means it will probably be a little more or less.
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jomni
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Re: Man count per unit

Post by jomni »

The randomness doesn’t change performance though. It’s just cosmetic.
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Re: Man count per unit

Post by TheGrayMouser »

jomni wrote: Tue May 28, 2019 10:51 pm The randomness doesn’t change performance though. It’s just cosmetic.
Call me crazy, but I’m quite positive the ( slight) change in performance is real.
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Re: Man count per unit

Post by Paul59 »

TheGrayMouser wrote: Tue May 28, 2019 11:06 pm
jomni wrote: Tue May 28, 2019 10:51 pm The randomness doesn’t change performance though. It’s just cosmetic.
Call me crazy, but I’m quite positive the ( slight) change in performance is real.
I always thought it was real too. In fact I am pretty sure it is, those extra few men always seem to make a difference in the combat calculations.
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Re: Man count per unit

Post by Mord »

Thanks for the answers.

Mord.
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Re: Man count per unit

Post by rbodleyscott »

TheGrayMouser wrote: Tue May 28, 2019 11:06 pm
jomni wrote: Tue May 28, 2019 10:51 pm The randomness doesn’t change performance though. It’s just cosmetic.
Call me crazy, but I’m quite positive the ( slight) change in performance is real.
You are correct, It does (minimally) change performance.
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jomni
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Re: Man count per unit

Post by jomni »

Oh so it does.
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Re: Man count per unit

Post by GeneralKostas »

Paul59 wrote: Tue May 28, 2019 3:51 pm
Mord wrote: Tue May 28, 2019 11:54 am Might seem like a stupid question but I just noticed that units will have equal, less, or more than the stated man count when you play a custom battle. For example I had four Xystophoroi units in a battle and the man count was 244, 242, 232, and 249. The stated count is 244. Considering there is no way to tweak soft factors up or down (least none that I noticed) is the count supposed to represent armies rarely ever having the exact manpower they are supposed to? I tried looking in the manual but didn't find anything.

Mord.
Man counts for units in Custom battles and most Epic battles vary randomly, I'm not sure about the campaigns. A four figure unit would normally be 240 men, but the randomisation means it will probably be a little more or less.
I have noticed the same . For example, the Greek army 460-281 BC in a custom battle had Citizen and Raw Hoplites of 480 men (60 men per figure according to the manual). In the Philip of Macedon campaign, playing the last battle, Citizen Hoplites had 658 men and Raw 705. It is really weird.
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Re: Man count per unit

Post by jomni »

Historical battles and campaigns can have a scaling factor (designer’s choice) such that total man count in the battles mimic historical levels. This is done to keep unit count in check. Else we will have so many units to push around on the field if we kept to default man count.
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Re: Man count per unit

Post by Paul59 »

GeneralKostas wrote: Mon Jul 29, 2019 9:19 pm
Paul59 wrote: Tue May 28, 2019 3:51 pm
Mord wrote: Tue May 28, 2019 11:54 am Might seem like a stupid question but I just noticed that units will have equal, less, or more than the stated man count when you play a custom battle. For example I had four Xystophoroi units in a battle and the man count was 244, 242, 232, and 249. The stated count is 244. Considering there is no way to tweak soft factors up or down (least none that I noticed) is the count supposed to represent armies rarely ever having the exact manpower they are supposed to? I tried looking in the manual but didn't find anything.

Mord.
Man counts for units in Custom battles and most Epic battles vary randomly, I'm not sure about the campaigns. A four figure unit would normally be 240 men, but the randomisation means it will probably be a little more or less.
I have noticed the same . For example, the Greek army 460-281 BC in a custom battle had Citizen and Raw Hoplites of 480 men (60 men per figure according to the manual). In the Philip of Macedon campaign, playing the last battle, Citizen Hoplites had 658 men and Raw 705. It is really weird.
Actually the difference in numbers in the Philip of Macedon campaign is nothing to do with the randomisation. As jomni said in the previous post, Historical campaigns (and Epic battles) can have a scaling factor to increase (or decrease) the size of all units, so that the historical army numbers can be achieved while keeping the total numbers of individual units to a reasonable level.

As the scaling factor affects all units in the scenario equally it does not affect the outcome of any combat calculations, only the numbers that are displayed in the UI.
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GeneralKostas
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Re: Man count per unit

Post by GeneralKostas »

Yes, it was easy to win the last battle with the pikes in lvl 3 difficulty of course. Citizen and Raw hoplites had no luck against them. Thanks for the answers.
I was thinking the possibility to have these numbers (658 and 705) as the basic unit strength of the Greek Army in Custom Battles. Maybe this army will be more powerful and antagonistic.
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Re: Man count per unit

Post by MVP7 »

GeneralKostas wrote: Wed Jul 31, 2019 9:58 am Yes, it was easy to win the last battle with the pikes in lvl 3 difficulty of course. Citizen and Raw hoplites had no luck against them. Thanks for the answers.
I was thinking the possibility to have these numbers (658 and 705) as the basic unit strength of the Greek Army in Custom Battles. Maybe this army will be more powerful and antagonistic.
Un-scaled default size of a unit is not arbitrary number and increasing the size of the unit would also increase their fighting performance which is not realistic or necessary with the Hoplites. They are currently very effective against various ancient unit types that they historically dethroned but struggle against pikes and impact foot that historically superseded them.

In practice increasing the default unit size of Hoplites would also reduce their cost efficiency, and as a result the efficiency of hoplite armies in general, rather than help them.
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