Defensiveness is only an abstract evaluation not actually used anywhere but in the tooltip.
Each structure has a battleground and breached battleground. The structure with highest CombatOrder is used to determine number of breaches to make.
Questions on Game Mechanics from a Newb
Moderator: Pocus
Re: Questions on Game Mechanics from a Newb
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SuitedQueens
- Master Sergeant - Bf 109E

- Posts: 485
- Joined: Fri Mar 12, 2021 3:09 pm
Re: Questions on Game Mechanics from a Newb
I will be grateful if someone can confirm, disprove or add something new to this list.
Turn sequence:
- ruler death and other random events;
- diplomacy actions including war and peace;
- regional decisions;
- supply usage, health/fatigue restoration, besiege damage (or they are in the same category as random events?);
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- weather effects;
- building finished;
- orders like raid
I don't remember anyone covering this very important topic.
Turn sequence:
- ruler death and other random events;
- diplomacy actions including war and peace;
- regional decisions;
- supply usage, health/fatigue restoration, besiege damage (or they are in the same category as random events?);
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- weather effects;
- building finished;
- orders like raid
I don't remember anyone covering this very important topic.
Re: Questions on Game Mechanics from a Newb
Those are the things basically yes, but not in that order. Most importantly (for the player to remember, that is) is that movement&combat impulses happen after everything else has happened already. Ie you can never avoid or prevent or boost anything by moving or combat, because movement and combat happen after everything else has already happened. You can however take advantage of things happening before movement, for example if you are sieging a fortified city, you can bet with yourself that troops will breach the walls, and thus order an assault (and then you are of course free to weep if you learn the troops actually did not breach the wall, if that is what happened and your forces thus ran head first into brickwall (sic!)).SuitedQueens wrote: ↑Tue Apr 20, 2021 11:30 am I will be grateful if someone can confirm, disprove or add something new to this list.
Turn sequence:
- ruler death and other random events;
- diplomacy actions including war and peace;
- regional decisions;
- supply usage, health/fatigue restoration, besiege damage (or they are in the same category as random events?);
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- weather effects;
- building finished;
- orders like raid
I don't remember anyone covering this very important topic.
There are three kinds of people, those who can count and those who can't.
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SuitedQueens
- Master Sergeant - Bf 109E

- Posts: 485
- Joined: Fri Mar 12, 2021 3:09 pm
Re: Questions on Game Mechanics from a Newb
Turn sequence (NEW):
- ruler death, supply usage, health/fatigue restoration, besiege damage and random events;
- diplomacy actions including war and peace;
- buildings finished;
- weather effects;
- regional and national decisions;
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- orders like raid at the end of the last impulse.
Ok, I think this sequence is right. I can't test it, but I remembered that Regional Decision go off after the building queue is calculated. I had one instance, where Harbor decision was applied after the Anchorage was built on the same turn.
Weather must work before the movement too, since it won't make sense otherwise. I think I mixed up upkeep effect and forgot about the movement penalties being applied right away.
- ruler death, supply usage, health/fatigue restoration, besiege damage and random events;
- diplomacy actions including war and peace;
- buildings finished;
- weather effects;
- regional and national decisions;
- army movement after the end of the first impulse;
- orders like pillage, assault, merge at the beginning of the next impulse;
- orders like raid at the end of the last impulse.
Ok, I think this sequence is right. I can't test it, but I remembered that Regional Decision go off after the building queue is calculated. I had one instance, where Harbor decision was applied after the Anchorage was built on the same turn.
Weather must work before the movement too, since it won't make sense otherwise. I think I mixed up upkeep effect and forgot about the movement penalties being applied right away.
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SuitedQueens
- Master Sergeant - Bf 109E

- Posts: 485
- Joined: Fri Mar 12, 2021 3:09 pm
