Well, this is news to me, anyway.
I have conducted some tests recently, and found out that the way battles are decided in Ctp2 is different from that in any other civ game. I have sent a letter to Richard asking for confirmation on some of the things I state below, but I feel confident about the statements based upon by observations.
1)In combat rounds, the attacker and defender take turns attacking one another. As most of us know, in other games, the attacker does all the attacking, with the percentage to score a hit determined by comparing the attacker's attack value to the defender's defense value, which includes all modifiers such as terrain and city improvements added to it. If the attacker hits, then the defender loses a point. Otherwise, the attacker loses a point.
In Ctp2, the attacker takes its swing, and if he misses, I believe that nothing happens to either unit. Next, the defender takes a swing, with the chance to hit computed by comparing the defender's attack value versus the attacker's defense value, with any terrain and improvement bonuses gained from the attacker's square factored into the equation.
The opposing units take turns swinging at one another, with ranged units firing each round, until one or the other is destroyed.
This new combat resolution setup has huge effects on the outcome of battles, and explains a few things that have confused us since the game came out.
First of all, the attacker's square is just as important as the defender's square. A unit on a mountain attacking a unit on grassland has a huge advantage.
Secondly, the power of a unit in battle depends upon both its attack and defense values, regardless of whether it is attacking or defending. I think this may explain some of the strange unit row placements that we see in the game.
Thirdly, this explains the function of city improvements such as Ballista Towers and Battlements. With the new setup, these improvements have an effect when a city is attacked, even though they give a bonus to defending units' attack values.
Fourth, since units often miss and afflict no damage on each other, ranged units may have a greater effect over the course of the longer battles.
I have conducted some tests recently, and found out that the way battles are decided in Ctp2 is different from that in any other civ game. I have sent a letter to Richard asking for confirmation on some of the things I state below, but I feel confident about the statements based upon by observations.
1)In combat rounds, the attacker and defender take turns attacking one another. As most of us know, in other games, the attacker does all the attacking, with the percentage to score a hit determined by comparing the attacker's attack value to the defender's defense value, which includes all modifiers such as terrain and city improvements added to it. If the attacker hits, then the defender loses a point. Otherwise, the attacker loses a point.
In Ctp2, the attacker takes its swing, and if he misses, I believe that nothing happens to either unit. Next, the defender takes a swing, with the chance to hit computed by comparing the defender's attack value versus the attacker's defense value, with any terrain and improvement bonuses gained from the attacker's square factored into the equation.
The opposing units take turns swinging at one another, with ranged units firing each round, until one or the other is destroyed.
This new combat resolution setup has huge effects on the outcome of battles, and explains a few things that have confused us since the game came out.
First of all, the attacker's square is just as important as the defender's square. A unit on a mountain attacking a unit on grassland has a huge advantage.
Secondly, the power of a unit in battle depends upon both its attack and defense values, regardless of whether it is attacking or defending. I think this may explain some of the strange unit row placements that we see in the game.
Thirdly, this explains the function of city improvements such as Ballista Towers and Battlements. With the new setup, these improvements have an effect when a city is attacked, even though they give a bonus to defending units' attack values.
Fourth, since units often miss and afflict no damage on each other, ranged units may have a greater effect over the course of the longer battles.
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