Wizards and Warlords

Wizards and Warlords

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Reference Manual: (WIP)
By Valravn Games
Reference guide for various mechanics and rules. All of this should be available in-game, either now or later, but I think having an external reference is a good thing in any case.
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Resource Site: Leader Impact
Resource Sites cover the following:
Farms, Vineyard, Quarry, Mine, Logging Camp, Hunters' Lodge, Fae Gardens.

A Leader will contribute based on Traits and Character Class.

Trait
Site Type
Impact
Stewardship
All
+50 Gold
Energetic
All
x105% Production
Lazy
All
x95% Production
Mountaineer
All (Mountain Terrain)
x110% Production
Earth-Touched
Quarry
Mine
x125% Production
Race: Fae
Fae-Bound
Fae-Touched
Fae Gardens
x110% Production
* superseded by any Class-based modifier

Farms:
Class
Impact
Farmer
Brownie Gardener
x125% Production
Fae Noble
Vampire Noble
Noble
Elder
Slaver
Administrator
x110% Production
Brownie Herbalist
Herbalist
+1 Herbs

Vineyard:
Class
Impact
Fae Noble
Vampire Noble
Noble
Farmer
Brownie Gardener
Druid
x125% Production
Satyr Champion
Satyr Warrior
Satyr Smith
Administrator
x110% Production

Quarry:
Class
Impact
Prospector
Engineer
x120% Production
Slaver
Administrator
x110% Production

Logging Camp:
Class
Impact
Woodworker
Engineer
x120% Production
Slaver
Administrator
x110% Production

Mine:
Class
Impact
Metallurgist
x125% Production
Prospector
Engineer
x120% Production
Slaver
Administrator
x110% Production

Hunters' Lodge:
Class
Impact
Hunter
Redcap Hunt Master
x125% Production
Headhunter
Ranger
Fae Noble
Ghoul
x120% Production
Druid
x110% Production

Fae Gardens:
Class
Impact
Brownie Gardener
Brownie Herbalist
Brownie Elder
x125% Production
Fae Noble
Fae Spellsinger
Fae Spiritbinder
Fae Mage
x120% Production
Resource Site: Worker Culture Impact
Fae Gardens
Culture Trait
Impact
Master Farmers
+5% Production
Druidic
+5% Production
Elemental Affinity (non-Frost)
Magic: Life / Arcane
+10% Production
Pact With Nature
+10% Production

Farms
Culture Trait
Impact
Master Farmers
+25% Production
Industrious
+5% Production
Pact With Nature
+15% Production (on Sylvan terrain)
+10% Production (on Wetlands terrain)
+5% Production (other terrain)
Stealthy
+5% Production
Ferocious
+5% Production

Hunters' Lodge
Culture Trait
Impact
Master Hunters
+25% Production
Hardy Foragers
+10% Production
Pact With Nature
+25% Production
Stealthy
+5% Production
Ferocious
+5% Production

Quarry
Culture Trait
Impact
Master Builders
+10% Production
Industrious
+10% Production
Mechanical Aptitude
+10% Production
Subterranean
+20% Production
Slavery
+5% Production

Mine
Culture Trait
Impact
Master Miners
+20% Production
Industrious
+10% Production
Mechanical Aptitude
+5% Production
Subterranean
+20% Production

Logging Camp
Culture Trait
Impact
Master Builders
+5% Production
Industrious
+5% Production
Mechanical Aptitude
+5% Production
Pact With Nature
+25% Production

Vineyard
Culture Trait
Impact
Master Farmers
+10% Production
Epicurean
+25% Production
Drunkards
+20% Production
Pact With Nature
+15% Production

Fishing Village
Culture Trait
Impact
Master Seafarers
+10% Production
Astronomy
+5% Production
Pact With Nature
+5% Production
City: Stats
Primary Stats:
  • Growth
  • Crime
  • Decadence
  • Industry
  • Learning
  • Martial
  • Prosperity
  • Spiritual

All of these affects the relative chance to occur of various random events affecting the City.

Growth
Affects Population Growth - the rate at which new Pops appear in the City. May increase Squalor over time if very high.

Crime
Can enable unit recruit options (Lowlife Recruits, Hardened Recruits). Can add additional irregular defenders during assault battles. Increase number of Rabble Pops. May affect Unrest depending on City Culture. Some events and tasks are more risky to involved characters if Crime is high.

Decadence
Affects Recruitment Pool (impact from City) negatively. Increases risk of Building Arson for Squalor events. Reduces risk of rebellion. Increase number of Artist Pops. Increased success chance of religious conversion.

Industry
Produce Resource: Tools. Increase number of Laborer and Artisan Pops.

Learning
Increase number of Scholar Pops.

Martial
Increase number of Warrior Pops. For cultures with unit types with the Holy Warrior template trait, they are only available in cities with Martial 2+ and Spiritual 2+ (depending on the unit type there may be additional requirements). Many unit recruitment modifiers have a required level of Martial as one of the requirements.

Prosperity
Increased Gold per Turn.

Spiritual
Reduced success chance of religious conversion. For cultures with unit types with the Holy Warrior template trait, they are only available in cities with Martial 2+ and Spiritual 2+ (depending on the unit type there may be additional requirements). Increase number of Clergy Pops. Increases the effect of Divine Offering actions.

Secondary Stats:
  • Unrest
  • Squalor
  • Tyranny
  • Fortification

Unrest
Reduces taxation and production if high - increases same if low. Affects the change per turn to the Rebel Wish stat. Yields Chaos Mastery progress if high, Order Master progress if low.

Squalor
Increased risk of negative events (Riots, Building Burns, Wealth Lost, Disease) if high. Affects the change per turn to the Rebel Wish and Civic stats. Reduces food storage cap if high. Increases Unrest gained on Special Taxation.

Tertiary Stats:
  • Rebel Wish
  • Civic Spirit
  • Civic Power

City: Resource Production Culture Impact
City has 1+ adjacent hexes with Primordial Trees
Culture Trait
Impact
Magic: Life / Primordium
+5 Mana

Pop Culture Impact
Culture Trait
Pop Type(s)
Impact
Alchemy
Scholars
+25% Production
Beast Tamers
Hunters
+10% Production
Greedy
All
-20% Taxation Effiency
+25% Taxation Base
Golems
Scholars
+10% Production
Master Farmers
Non-Enslaved, Non-Indentured
+10% Taxation Base
+2.5 Food Production Base
Master Traders
Merchants, Artisans, Generic/Townsfolk
+10% Taxation Base
[/tr]
Master Seafarers
Sailors
+10% Production
Industrious
All
+10% Production
Chaotic
All
-20% Taxation Effiency
[/table]
City: Pop Production
Each Pop in a City will contribute to the base Taxation and Resource Production.

Pop Primary Type
Taxation
Production
Food
Other
Artisans
1
1
Artists
0.75
Clergy
0.2
0.1
Farmers
0.25
0.25 (Animal)
2
Generic
0.5
0.25
Hunters
0.1
0.5 (Animal)
1
Laborers
0.1
0.5
Merchants
2
Miners
0.1
1 Mining
Pilgrims
0.5
Rabble
0.05
0.25
Sailors
0.5
0.2
Scholars
0.2
0.25
Warriors
0.5

Enslaved Pops: + min(0.5, Taxation) to Production and Taxation set to 0
Indentured Pops: + min(0.5, Taxation) to Production and Taxation set to 0
Noble Pops: x150% Taxation, x50% Production

Animal Production Resource: Furs, Trade Goods or Bone (depends on Terrain+Climate)

City Culture modifies the combined contribution as follows

Culture
Tax Base
Production
Animal Production
Other
Savage
1
x66%
x200%
Primitive
2
x75%
x150%
Barbarian
5
x85%
x120%
Semi-Cultured
8
Cultured
10
+0.1 Taxation to Pops
Highly Cultured
12
x66%
+0.25 Taxation to Pops

Gold: Pop Taxation x Culture Tax Base + 100 x Pop Mining
Trade Goods: Pop Production x 5
(relevant resource): Pop Animal Production x 5
Food: Pop Food x 10

Depleted Pop: 50% output
Search Province: Mechanics and Success Chances
When searching a province, the following is processed for each character participating:

The basic Search ability is calculated as per the table below.

Then for each possible site that can be discovered the Search ability is calculated. This may be a different value than the basic Search ability, as some factors apply only to specific types of sites.

A 'Roll Table' is populated with all these pairs of possible sites and specific values. If a site is discovered, it will be picked from this table, with the specific values indicating the relative chance of each site.

For example if there are 2 sites: Site A with value 15, Site B with 5, then there will be a 75% chance that A is the one discovered, and 25% chance that B is the one discovered.

Bonus when Searching in Province with numerous sites
10% of the site-specific value is added to a running total. Once all sites are processed, if this sum exceeds the basic Search Ability, the basic Search Ability gets a bonus of:

(total - basic) / square_root(total/search)

Examples:
Total is 30 and basic is 25, the bonus will be:
(30 - 25) / square_root(30/25) = 5 / square_root(1.2) = 4.6

In practice this bonus is rare and relatively insignificant

Search Time Modifiers

Less than 3 turns:
The chance to discover a site is divided by (4 - search_time)

More than 4 turns:
Chance to discover is increased by square_root(search_time - 3)

More than 8 turns:
Chance to discover is increased by a factor 4, but not above 95%

Chance to discover can never go below 5%.

Search Roll
A roll is made against the chance to discover, and the roll table of sites is used to pick a discovered site.

Search Ability
Base Search Ability: 25
Trait
Impact
Reconnaissance
+25
Divination
+15
Energetic
+10
Tracking
+10
Lazy
-10
Paranoid
+5
Ambitious
+5
Spelunking
+15 (Dungeons only)
Scholar
+15 (Historic sites only)
Class*: Scout
+25 and +5 per Level
Class*: Ranger
+20 and +5 per Level
Class Type*: Arcane
+15 and +2.5 per Level
Class Type*: Rogue
+10 and +2.5 per Level

* Only the best Class-related bonus will be used.
Office: Wizard's Apprentice
Base Research Bonus: 1

All:
Recovering: -75%

Artisan:
+1 Artifice, +1 Metal

Martial:
+1 War

Scholar:
+10% (all)
+1 Rune, +1 Arcane, +1 Time

Religious:
+10% Binding

Rogue:
+1 Shadow

Civic:
+10% (all)
+1 Binding

Mercantile:
+1 Enchantment, +1 Transmutation

Level Bonus (from 2+)
(Level -1) * 10%, capped at +50%

(configuration code pasted until I can format better)
First number is bonus, second number is multiplier
fnMastery(PersonaTraitID.Alchemy, MID.Transmutation, 1f, 0f); fnMastery(PersonaTraitID.Alchemy, MID.Creation, 1f, 0f); fnMastery(PersonaTraitID.AmphibiousAssault, MID.Water, 1f, 0f); fnMastery(PersonaTraitID.Bloodthirsty, MID.Blood, 1f, 0f); fnMastery(PersonaTraitID.Brutish, MID.Destruction, 2f, 0f); fnMastery(PersonaTraitID.Divination, MID.Divination, 1f, 0f); fnMastery(PersonaTraitID.Eccentric, MID.Chaos, 0f, 0.25f); fnMastery(PersonaTraitID.Eccentric, MID.Order, 0f, -0.25f); fnMastery(PersonaTraitID.HealingMagic, MID.Life, 1f, 0f); fnMastery(PersonaTraitID.Insane, MID.Chaos, 1f, 0f); fnMastery(PersonaTraitID.Intrigue, MID.Illusion, 1f, 0f); fnMastery(PersonaTraitID.Just, MID.Celestial, 1f, 0f); fnMastery(PersonaTraitID.Logistics, MID.Order, 1f, 0f); fnMastery(PersonaTraitID.MagicUtility, MID.Arcane, 1f, 0f); fnMastery(PersonaTraitID.MagicWard, MID.Warding, 1f, 0f); fnMastery(PersonaTraitID.Mountaineer, MID.Air, 1f, 0f); fnMastery(PersonaTraitID.Necromancy, MID.Necromancy, 1f, 0f); fnMastery(PersonaTraitID.OccultLore, MID.Death, 1f, 0f); fnMastery(PersonaTraitID.OccultLore, MID.Abyssal, 1f, 0f); fnMastery(PersonaTraitID.Sickly, MID.Pestilence, 1f, 0f); fnMastery(PersonaTraitID.Smite, MID.Destruction, 0f, 0.05f); fnMastery(PersonaTraitID.Smite, MID.Fire, 1f, 0f); fnMastery(PersonaTraitID.Spelunking, MID.Earth, 1f, 0f); fnMastery(PersonaTraitID.Stealth, MID.Shadow, 1f, 0f); fnMastery(PersonaTraitID.Survival, MID.Beasts, 1f, 0f); fnAll(PersonaTraitID.Broken, 0, -0.25f); fnAll(PersonaTraitID.Brutish, 0, -0.2f); fnAll(PersonaTraitID.Depressed, 0, -0.05f); fnAll(PersonaTraitID.Energetic, 0, 0.15f); fnAll(PersonaTraitID.Lazy, 0, -0.15f); fnAll(PersonaTraitID.Loyal, 0, 0.05f);

Minimum Multiplier: +5%
Office: Advisor
Wizard-Specific:
Scholar and/or Arcane: +1 Research Progress
Mercantile and (Scholar and/or Arcane): -5% Research Project Cost
Religious: +1 Influence

Tribal-Specific:
Religious: 0.5 Tribal Destiny per Turn
Arcane (non-Religious): 0.25 Tribal Destiny per Turn
Martial: +5 Veteran Warriors per Turn

All Faction Types:
Mercantile: +25 Gold per Turn
Martial: -5% Recruitment Gold Cost (Type: Train)
Artisan: -5% Recruitment Gold Cost (Type: Train, Create)
Hex Conditions
Hex Condition: Blighted

Can spread from:
Mana Node (Death, Evil)
Blighted Hex

Production (Fae Gardens, Farms):
Level 1: x 50%
Level 2: x 25%
Level 3: x 0%

Production (Logging Camp):
Level 1: x 75%
Level 2: x 50%
Level 3: x 25%

Production (Vineyard):
Level 1: x 60%
Level 2: x 40%
Level 3: x 20%

Production (Hunters' Lodge):
Level 1: x 70%
Level 2: x 40%
Level 3: x 10%
+5 Ichor per Level

Production (Fishing Village):
Level 1: x 75%
Level 2: x 50%
Level 3: x 20%

Production (Mine):
+1 Necrotite per Level

Increased Chance of Events:
Disease
Undead Marauders

Increased Chance of Unit in Misc. Unit Tables:
Fomorian Degenerates
Fomorian Blight Lords
Mutant Brutes

Other Effects:
  • Blocks certain spells from affecting a hex
  • Increased Chance (per Level) of Generating Dungeon Themes in Hex: Pestilence, Undead, Vermin
  • Reduced Chance of Invasion Portal: Celestial

Hex Condition: Hallowed

Can spread from:
Mana Node (Good, Light, Order)

Production (Farms):
Level 1: x 140%
Level 2: x 160%. +1 Ambrosia
Level 3: x 180%, +1 Ambrosia

Production (Mines, Quarry):
Level 2: +1 Oricalchum
Level 3: +2 Oricalchum

Production (Vineyard):
Level 1: x 140%
Level 2: x 160%. +1 Nectar
Level 3: x 180%, +1 Nectar

Increased Chance of Unit in Misc. Unit Tables:
Light Elementals (Lesser, Normal, Greater)
Valkyries (Lesser, Normal)

Other Effects:
  • Blocks certain spells from affecting a hex
  • Increased Chance (per Level) of Generating Dungeon Theme in Hex: Celestial
  • No Chance of Generating Dungeon Theme in Hex: Demons, Pestilence, Undead
  • No Chance of Invasion Portal: Demons
  • Reduced Chance of Invasion Portal: Celestial
  • Blocks Disease spread

Hex Condition: Demon-Tainted

Production (Quarry):
Magma Plains: +1 Eternal Fire

Increased Chance of Events:
Demonic Beasts (Marauders)
Demon (Marauders)

Increased Chance of Unit in Misc. Unit Tables:
Maladonisai
Tormented

Other Effects:
  • Blocks certain spells from affecting a hex
  • Increased Chance (per Level) of Generating Dungeon Theme in Hex:
  • No Chance of Generating Dungeon Theme in Hex:
  • Increased Chance of Invasion Portal: Demons
  • Reduced Chance of Invasion Portal: Celestials
  • No Chance of Invasion Portal: Archons
  • Blocks Disease spread

Hex Condition: Enchanted

Can spread from:
Mana Node (Air, Arcane, Chaos, Earth, Fire, Primordial, War, Water)

Production (Fae Gardens):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%

Production (Mines):
Crystal Deposits (Hex Special): 1 + (2 x Level) Mana

Production (Quarry):
Magma Plains: +1 Eternal Fire
Crystal Deposits (Hex Special): 1 + (2 x Level) Mana

Production (Vineyards):
Level 1: x 140%
Level 2: x 175%
Level 3: x 200%

Increased Chance of Unit in Misc. Unit Tables:
Wisps
Phantasmal Wariors/Horrors/Drakes
Arcanosaurians (Hatchlings, Regular)

Other Effects:
  • Blocks certain spells from affecting a hex
  • Level 2+: Allows construction of Fae Gardens (regardless of terrain)

Hex Condition: Darkened

Can spread from:
Mana Node (Evil, Shadow)

Production (Mines, Quarry):
Level 2: +1 Wyrdstone
Level 3: +2 Wyrdstone

Production (Hunters' Lodge):
Level 1: +5 Chitin
Level 2: +10 Chitin
Level 3: +15 Chitin

Increased Chance of Events:
Marauders (Generic, Undead, Monsters)

Increased Chance of Unit in Misc. Unit Tables:
Void Elementals (Lesser, Normal, Greater)
Fomorians (Degenerates, Brutes, Nobles, Elders)
Grendelkin

Other Effects:
  • Blocks some spells
  • Increased Chance (per Level) of Generating Dungeon Theme in Hex: Spirits. Undead
  • Reduced Chance of Invasion Portal: Celestials

Hex Condition: Sanctuary

Can spread from:
Mana Node (Good, Order, Shadow)

Other Effects:
  • Blocks some spells
  • Reduced chance of negative random events
  • No Chance of Invasion Portal: Demons
  • Level 2+ blocks Hunters' Lodge construction

Hex Condition: Primal

Can spread from:
Mana Node (Chaos, Life, Primordial)

Production (Fae Gardens):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%, +1 Ambrosia

Production (Farms):
Level 1: x 150%
Level 2: x 100%
Level 3: x 50%, +1 Ambrosia

Production (Fishing Village):
Level 1: x 105%
Level 2: x 110%
Level 3: x 115%

Production (Hunters' Lodge):
Level 1: x 150%
Level 2: x 200%
Level 3: x 250%

Production (Logging Camp):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%, +1 Ambrosia

Production (Mines, Quarry):
Level 2: +1 Wyrdstone
Level 3: +2 Wyrdstone

Production (Vineyard):
Level 1: x 120%, +1 Nectar
Level 2: x 140%, +1 Nectar
Level 3: x 160%, +2 Nectar

Construction Cost (Farms, Vineyard, Logging Camp):
Level 1: x 150%
Level 2: x 200%
Level 3: x 250%

Construction Cost (Fishing Village, Hunters' Lodge):
Level 1: x 110%
Level 2: x 120%
Level 3: x 130%

Construction Cost (Mine, Quarry):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%

Increased Chance of Events:
Marauders (Dire Beasts, Monsters, Monstrous Humanoids)

Other Effects:
  • Blocks several spells
  • Increased Chance (per Level) of Generating Dungeon Theme in Hex: Air, Earth, Fire, Water
  • Reduced Chance (per Level) of Generating Dungeon Theme in Hex: Brigands, Undead
  • No Chance of Invasion Portal: Archons
  • Increased Chance of Invasion Portal: Elemental, Planar
Dungeons: Challenge Tags
Common Tags: Adventuring, Combat, Subterfuge, Perception, Mechanical, Physical, Stealth

Themes:
Air: Dangerous, Magic
Brigands: Dishonorable, Subterfuge
Celestial: Enigmatic, Spiritual
Constructs: Magic, Mechanical
Demons: Dangerous, Magic
Earth: Physical, Underground
Fire: Magic, Dangerous
Humanoids: Rural, Warfare
Ice: Physical, Wilderness
Pestilence: Dangerous, Physical
Spirits: Enigmatic, Spiritual
Undead: Magic, Spiritual
Vermin: Physical, Wilderness
Water: Aquatic, Physical
Fortress: Upgrade Types
Unless otherwise noted all effects are specific to the Fortress.

Upgrade
Requirements
Effect
Supply Depot
(if Wizard):
Wizard Trait: Warmonger OR War 3+
(if Tribal):
Tribal Destiny: Military Infrastructure
+10% Recruitment Pool
+1 World Movement to friendly Armies starting their turn in the same province.
Stables
(if Wizard):
Beasts 2+ and War 4+
(if Tribal):
No Requirements
+100% Province Control from Fortress Garrison Cavalry Units
+50 Recruitment Pool
Required to recruit Cavalry Units
Marketplace
(if Wizard):
Wizard Trait: Midas-Touched OR Mercantile Follower (Level 3+)
(if Tribal):
Tribal Destiny: Trade Stations
+100 Gold per Turn
Barracks
Tribal Destiny: Military Infrastructure (if Tribal)
Tribal Destiny: Accept Outsiders (if Tribal and different Culture Fortress)
+100 Recruitment Pool
-10% Garrison Upkeep
Mustering Grounds
Fortress Type: Castle or better
Tribal Destiny: Accept Outsiders (if Tribal and different Culture Fortress)
+10% Recruitment Pool
+15% Unit Recruitment Progress per Turn
Administration Center
Fortress Type: Castle or better
Wizard Trait: Master of Puppets OR Civic Follower (Level 5+)
+1 Influence per Turn
Golem Workshop
Fortress Type: Keep or better
Culture Trait: Golems OR Artifice 4+
Recruitment of Golem and Construct Units (by default only recruitable at Wizard Tower)
Siege Mechanics
Every site which can be sieged has a Fortification stat. After a siege has begun (by using the appropriate battle action), the siege will (usually) progress each turn. A Siege Progress value tracks this progress.

Once the progress reaches a threshold determined by the Fortification stat, the besieging forces gain the option of assaulting the site. This will begin a battle, where victory to the Attacker (besieger) will result in the site being conquered. If the besieging faction does not attack, the option remains available.

Moving all besieging forces out of a hex will end the siege and any progress will be lost.

Every turn the siege accrues Labor points which can be used to build Siege Engines and Siege Towers. A resource cost is also paid in addition to these points. Engines provide a per-turn bonus to progress. Towers reduce the threshold required by 5 each, but as they do not provide a per-turn bonus, they should be built as the end of the siege approaches. Due to the random nature of engine contribution, and the need for Labor points, it is best to not wait until the last moment to build towers.

The defenders have the option to Sally Forth. This will start a battle. If the defenders win, the siege will be broken and the attackers retreat. If the attackers win, there is a 50% risk (80% if the defender has no General) that the siege will progress by 1 to 8.

In addition, the defenders have a chance each turn to destroy Engines and Towers. This is based on the quality and size of the forces involved. Flying units, skirmishers and units with fire attacks have a higher chance of triggering this siege event.

Siege Engines
Siege Engine Bonus: 0-3 per Engine (D6-3)
Capped at (lowest of):
2 + (Number of Engines) + (Siege Duration) / 4
1 + (Fortification Stat) / 4

Siege Towers
Reduce the threshold required to Assault by 5 per Siege Tower.

Siege Progress Target
Siege Progress needs to be higher than or equal to:
(Fortification Stat) + 24 - (Number of Siege Towers)x5

Progress Modifiers
Base Progress per Turn: 6
Siege Master General: +6
Bow of Destruction: +2
Any 'siege-boosting' unit: +3
Attacker has size-weighted numerical advantage (more than 4 to 1): +4
Attacker has size-weighted numerical advantage (more than 2 to 1): +2

Progress Multipliers
Defender has size-weighted numerical advantage (less than 2 to 1): x66%
Defender has size-weighted numerical advantage (2 to 1): x33%
Mountain Terrain: x33%
Hill Terrain: x66%
Tribal Penalty (does not have Siege Machines aspect): x25%
Build Shrine: Dedication Options
When building a Shrine, the dedications available to a Faction are determined thus (see final section for the definition of Rejects and Accepts):

If the Faction has a primary Culture (from Wizard Trait or if Warlord):
- All Religions for which the Culture has Affinity 0+ and which Accept the Faction.

If the Faction has no primary Culture:
- All Religion which Accept the Faction.

If the Faction is a Wizard:
- If Wizard has the Demon trait: Demon Worship.
- If Wizard has the Celestial trait: Celestial Worship.
- If Wizard has the Fae trait: Fae Worship.

If the Faction is an Ancient Evil:
- (undisclosed mechanics)

(Build 1.0.2.67+)
- The Religions of Religion-type Followers which do not Reject the Faction.

All Religions which the Faction has Divine Favor 50+ with:
- If not Rejected.

All Religions which the Faction has Divine Wroth 50+ with:
- Removed from the Pool unless added due to a Wizard Trait.

Definitions
Rejected:
- Based on Religion-specific rules Factions may be rejected based on Alignment and/or Wizard Traits.

Accepted:
- Based on Religion-specific rules Factions may be accepted based on Alignment and/or Wizard Traits. Some Deities accept all non-rejected Factions, but for most, it is a subset of non-rejected which have a good fit with the Domains and Traits of the Religion.
Battle Mechanics (WIP)
This is a work-in-progress as there are numerous battle mechanics and it will take a while to document all of them. I have added a few mechanics now, and will add more later.

Basic Concepts
Units are composed of 1 or more individuals. Each individual has a pool of hit-points and can make attacks. When a unit attacks another unit, a number of individuals will resolve attacks against target individuals in the other unit. Damage is applied per individual.

To-Hit
When attack is made, it needs to hit to have an effect. The basic To-Hit chance is:

Ranged: (20 + attack_skill*5)%
Melee: (66 + skill_difference*2)%

skill_difference = attack_skill - target_melee_skill
(can be negative)

Monster Slayers: +10% vs Monster targets
Anti-Cavalry: +10% vs Cavalry targets
Monster: -10% vs Monster Slayer targets
Target Unit has Hinder Opponents ability or has Hinder Opponents attack with Reach advantage: -(5 + target_melee_skill)
Target Unit has Ranged Avoidance: x50% (ie half to-hit chance)

Dodge
Units with the Melee Avoidance ability have a chance to dodge any melee attack which hits. Attacks with a main damage type of Psychic, Lightning or Cold cannot be dodged.

1. Dodge Chance: (30 + size_difference_modifier + (target_melee_skill * 2) - attack_skill)%

size_difference_modifier = (target_size - attacker_size)^2 (pre-square sign is maintained)
size = (tiny: 0, small: 1, medium: 3, large: 5, huge: 7, gargantuan: 9)

So a tiny unit will have +49% chance to dodge a huge attacker. A gargantuan unit will have -36% chance to dodge a medium attacker.

2. If the main damage type is not Physical, dodge chance is halved.

3. Units with a block chance (due to Shield or other effects) will suffer a penalty equal to the block chance, but this cannot reduce the dodge chance below half of current chance. (e.g. after applying penalty from non-Physical damage type)

4. Dodge chance is capped at 80% and set to 0% if below 1%.
Unit Mechanics
A Unit is a discrete collection of individuals (usually 1 to 100) that move and fight together during battles. All Units belong to an Army (and must have the same Faction owner as the Army).

Each Unit has a (World) Movement Allowance per Turn, which is reset at the beginning of each Turn. When an Army moves, all Units belonging to this Army will pay the relevant movement cost. If any Unit cannot pay the requisite movement cost, the entire Army is unable to move. Thus is the effective speed of an Army is determined by the slowest Unit in the Army.

All Units are based on a Unit Type, which determines the base stats and attributes for the Unit. It may also provide equipment. When created/recruited, Modifiers may have been applied which change the base stats and/or equipment.

Three other ways exist in which a Unit may be modified:

Global Unit Effects: These are faction-wide effects which may affect all faction Units or only those which fulfill some criteria. Some of these can end, at which point the effect ceases to apply. Modifiers are not imprinted permanently on the affected Units.

Army/Unit Effects: This category covers a wide variety of effects, some of which are permanent and some of which have a temporary duration. Effects without a duration are considered permanent, but they can sometimes still be ended by various mechanics. The description of an effect will indicate the permanence of an effect. If an effect ends, any modifiers applied will cease.

Experience: As units gain Experience Points they will advance through Experience Levels (from 0 and up) at various threshold. At each level, a permanent stat modifier or ability is gained. These are shown as an Effect in the UI (to clearly distinguish between base stats and gained bonuses), but this particular pseudo-Effect cannot be ended.

Unit Strength

Units have a Current, Maximum and Default Strength. This number refers to the number of individuals in the unit. Current Strength cannot exceed Maximum Strength. Default Strength is the Maximum Strength of a 'default' Unit of the relevant Unit Type. Splitting a Unit will reduce Maximum (100 can be split into two Units of 50) accordingly. Merging Units will combine Maximum Strengths. In some cases a Faction will gain an understrength Unit (less than Default Maximum Strength). Overstrength Units are very rare, and generally reserved for Monsters with very low Default Strength.

Replenishment: At the end of each Turn, all Units will try to Replenish back to Maximum Strength. Whether they can do this and at what rate, depends on numerous factors. Some Units cannot replenish losses.

Unit Stats

Battle Movement: Movement per battle turn.

Melee Shock: Ability to damage the Effectiveness and Morale of units when charging.

Melee Skill: Ability to hit, dodge and critically hit. It also negatively affects enemy chance to hit and dodge.

Ranged Skill: Ability to hit and critically hit with ranged weapons. Some ranged attacks have built-in modifiers to the skill stat and a few other don't use the skill at all. However, for those ranged attacks that don't auto-hit, modifiers to the unit skill (e.g. from an enchantment spell) will still apply on top of built-in modifiers or fixed stat.

Armor: Reduces Physical Damage received.

Toughness: Ability to resist and reduce Physical and Poison Damage. For units susceptible to Incapacitation it affects ability to resist this.

Courage: Reduced risk of failing Morale checks during battles.

Discipline: Increased ability to regain lost Effectiveness. Increased block ability against missile attacks.

Block Value: If higher than 0 provides a chance to block melee and ranged attacks.

Hit Points: Damage which can be taken by each individual before dying. Members of units susceptible to Incapacitation that suffer large amounts of damage (cumulative and/or single hits) compared to the full hit point amount, may become Incapacitated and unable to continue fighting. If healed they can resume fighting. They may or may not become casualties after the battle - depending on who controls the field after the battle and whether the unit loses all fighting strength.

Scouting: Affects vision of enemy units for some game settings.

Magical Resistance: Ability to resist and reduce Magical Damage received.
18 Comments
blackunicornpress 28 Jul, 2024 @ 10:42pm 
What does weapon reach do?
Valravn Games  [author] 20 Jun, 2023 @ 12:29pm 
@Tethrinaa
Yes, they have a bonus when exploring. I can't recall whether they get a higher than normal (compared to classes of the same supertype) bonus for searching. But I'll make sure to document these after I've taken a look! Thanks for the question.
Tethrinaa 19 Jun, 2023 @ 10:12am 
Does the "Explorer" class have any class-specific bonus to searching provinces (or exploring?)
Valravn Games  [author] 20 Dec, 2022 @ 12:10pm 
@Mahou Shoujo Shironeko
I think the only way to get miner pop is if you settle into the city workers with mining and/or prospecting skill levels (although it is not guaranteed to always get miners from these, depending on other skills/traits/culture). The miner pops give a decent income bonus to the city.

Cities currently do not gain any income bonus from adjacency to a mine (or mine-related resource). So those are best used as sites for mines. I may add a city-specific bonus later, as has been done with some other hex specials. If so, it is likely to just be based on adjacency to the resource, and not require a mine.
Miko 20 Dec, 2022 @ 8:38am 
I assume miners only appear in cities if they are on a mining site? If I am correct, then do you get a gold bonus when the city is on a gold mine?
Valravn Games  [author] 13 Jul, 2022 @ 11:52am 
@Paps - good point on Ranged Skill and thanks for the reminder on city stats. I do tend to let documentation slip to the back of my mind, but it is actually a good fit for times when I for various reasons don't have the focus for coding tasks. So I appreciate the friendly nudge.
Paps 10 Jul, 2022 @ 10:07pm 
Friendly reminder that the secondary and tertiary stats of a city are still incomplete.

(also, I believe units can have a ranged skill - that's missing from the unit stats)
Valravn Games  [author] 18 Feb, 2022 @ 1:58pm 
@Ufnal: Learning 2+ unlocks spellcaster units for the culture that have those. I guess I should add a research bonus from having Scholar pops, so that it's not just an annoyance to have those. Good point.
Ufnal 18 Feb, 2022 @ 12:49pm 
Is there any reason to want to have high Learning in a city? There are buildings like Library or School whose only purpose is to produce Learning, but its only use seems to be producing Scholar pops whose production, according to the guide, is strictly worse than the production of generic pops.
Valravn Games  [author] 14 Feb, 2022 @ 7:23am 
@boticider Some of these are explained under Battle Mechanics. I will expand with at least a basic explanation of each stat today. The full mechanics are quite complicated, as can be seen from those battle mechanics already documented. But eventually I should have it all covered.