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Victoria 3 dev diary 28
Victoria 3 dev diary 28










  1. Victoria 3 dev diary 28 full#
  2. Victoria 3 dev diary 28 mods#

Morale damage is inflicted in proportion to the casualties and will slowly recover over time outside of battles presuming the units are in good supply.Īfter the battle is over two things will happen:Ī number of provinces are Captured depending on how decisive the victory was, unit characteristics, Generals, etc. In the long term this may be a cause of unrest and financial strain on the economy. After a long bloody war a nation may thus end up with a large number of wounded war-veterans who need to be supported by the rest of the population. A portion of these may instead end up as Dependents of other pops. Not all pops who take casualties will end up dead though. So with 4 French/1 Flemish units fighting on the same side the French will take roughly 80% of the casualties. When a side takes casualties it is randomly distributed amongst its units with some caveats.Įach unit has a majority culture depending on the pops in its barracks and casualties are applied roughly in proportion to unit culture. For example a numerically inferior force equipped with more modern weapons may still emerge victorious against a larger foe. There are of course a whole bunch of additional modifiers used in conjunction with battles.Ĭasualties are determined by both sheer numbers and the relative combat stats between the two sides. It is wise to plan ahead and specialize your armies for the war you are planning to fight. Units have two primary combat values: Offense is used when attacking and Defense is used when defending. If one side is wiped or retreats, the battle ends The round sequence is roughly as follows:Įach side determines how many fighting-capable men it still hasĮach side inflicts casualties on the other sideĮach side attempts to recover wounded casualtiesĮach side also suffers morale damage according to casualties Now the shooting (and dying) finally starts! The battle takes place over a number of rounds and will continue until one side is either wiped out or retreats. Unlike HOI4 though these are fixed for the duration of the battle.įor example a General with the Engineer trait has a higher chance of selecting the “Dug In” Battle Condition which provides defensive modifiers. In addition each side randomizes a Battle Condition which provides bonuses (or penalties) to their units similar to Combat Tactics in Hearts of Iron 4. They are not limited to selecting their own units and so may borrow additional ones from other Generals or the local Garrisons. While there can be several Generals on the Front, only one is selected for each side in a Battle. The defender determines the number of units they can bring The attacker determines the number of units they can bring The battle province is determined along the frontline

Victoria 3 dev diary 28 mods#

All of these are in script and can be tweaked by mods as desired. When the battle is created a sequence of actions unfolds before the fighting begins.

victoria 3 dev diary 28

Various factors can increase or decrease the time it takes.

Victoria 3 dev diary 28 full#

Once this happens an advancement meter will slowly start to fill up and once it’s full a new battle will be launched. In order for a battle to happen one side must have at least one General with an Advance order. For example at the moment there are a lot more deaths in battles than there should be. Do note that this is all still very much WIP and not all values are hooked in, balanced or polished. Let’s start off with a somewhat updated version of the Front panel. If you haven’t already, I suggest you first read through the dev diary on Fronts and get acquainted with the concepts explained there. Ave and welcome to another Dev Diary! Today I will be talking about how Battles work and what their consequences are.












Victoria 3 dev diary 28