Announcement

Collapse
No announcement yet.

Military Model IV

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Streuth, Out of the frame for only 2 days and I get a pile of questions. (No complaint really.)


    Mark
    First up, Indeed we have no reason to use integers, I have only done so to make the math examples easy. I would suggest a 5 step breakdown for reporting or possibly a cute % bar on a right click info screen etc. Green, experienced, seasoned, veteran and hardened or any other descriptives that are desired. Similarily with training we could range from raw, trained, competant, expert and elite etc.

    As to element size I thought we were always going to use ~500 with each hit equivalent to 100 men. A quick overview is as follows. A element is given a basic firepower dependant on it's primary weapon, Other weapons can be attached as additions or replacements. For example a Swedish musketeer battalion has a raw firepower of 120 in contact and 80 at short range. Their king decides that he would like the battalions too now include some light artillery (battalion guns) to assist with ranged fire. The king has 2 choices either - add the guns, leaving the base firepower untouched, adding an additional hit and also the manpower cost. - Or include the guns with the battalion not growing in size but losing 1/5th of its base firepower.

    I can see the elements as being capped in the number of attachments allowed to probably 3. Allowing for a heavy weapons attachment, a Anti tank attachment and even an Anti aircraft attachment in a modern battalion. The specialties are definetly a whole element training method and most specialties would also not have many attachments. (Very few engineering battalions with attached artillery as standard.)


    Laurent
    The unit is what we order around the element is the definable subparts of that unit. A TF can include many units. The reason for the definable elements at this stage is to allow for the player to make their own unit structures, not just accept some raw unit definitions.
    For example Your legion may contain 10 legionary elements and cost X amount of production. My legion may have 8 legionary elements a cav atachment and a engineer attachment and cost Y (probably about 20% more). Your legion and mine would be nearly equal in some situations but mine has additional scouting and engineering support and will probably beat yours if I get to build some field fortifications or need to cross a river or need to build some siege equipment vs a walled city etc. Both legions have a similar number of men but one is structured to be more flexible and more expensive.

    The definition of unit structure I would like to see left up to the player so that they can do some basic experimentation. In most situations players will probably follow a fairly historical approach but If we were to map the availability of resources etc the n maybe a continent has no horses (eg america) and so the civilisations there may make up for the lack of horsecavalry in their units by including more Skirmishing infantry. (I am unsure if we plan on mapping the availability of resources at this level, but I think it would be a good thing.)

    The reason I do not support a TF is made up of a mass of elements approach is that it adds too much to the players management. The control of the elements within each unit is basically a administrative function and the player can only alter the structures to a limited and possibly costly degree. Example, At the start of WW1 England had a 2 brigade, 2 regiment, 3 battalion structure too its infantry divisons(12 battalions). In late 1915 they decided to remodel the whole army in a triangular 9 battalion structure. This increased the number of divisions and each division had a higher proportion of support equipment backing a reduced manpower compliment. The divisions could still hold the same frontage due to the support but did lose some of their assault ability. Mind you the 1914-15 divisions rarely survived in good enough order to make their additional assault power count.


    F. Smith
    Support methods could change dependant on government types and administrative methods. Feudal governments would probably raise a unit from a region and the region would support it. Later on republics with improved centralisation had units raised regionally but supported nationally (Napoleon-WW1 era). Finally we have nations raise units and support them (WW2 on). I am unsure how this should be modelled at present. I am certain though that we will not modell element support but instead model unit support. The element is just a building block, probably the smallest distinct buildable part of a unit but it is not actually a unit.


    Mark again -
    Dispersion/defence, I do agree to some extent but I currently have Assault Firepower existing as a seperate value that I expect to be effected by the dispersion of the element. We will also have a very restricted range of dispersal values usable by the archaic forces as the dispersal values are limited by communications and organisational tech advances. So the values we will be playing with will be very low. Between a legion and a Phalanx formation we will have a trade off between higher assault power for the phalanx and the slightly higher defence and mobility of the legion. They effectively give a wash in engagements between similar tech forces.

    As well the defence value will probably not be used (or will be limited) in any assault where the one side is definetely holding a static position.(defending fortifications etc) A unit can only use its defence if it can still maneuver and remain dispersed. Mind you the static force could then get different benefits.

    A phalanx has a very large assault value with a low defence due to concentration of manpower. A US Civil War Regiment would be dispersed over 4 times the frontage but would have a massive medium and short range firepower advantage. If the phalanx was able to actually close to assault, the CW troops would probably lose as they will have a lower ( but certainly not insignificant ) assault value. The problem is that unless the CW troops stand and take it like a good pincushion they will fall back and use their dispersal defence, allowing only part of themselves to be engaged at each round of assault combat.

    I have not presented a formula for this decrease in assault power due to increase in dispersion yet but a direct correlation could potentially be used. This would certainly mirror the historical concerns that increased ranged firepower caused vs the need for shock (assault) power. If desired a player could have their Assault rifle armed troops attack in an assault column vs troops without such weapons to add to his assault value but heavan forbid the enemy deceitfully manage to purchase a machine gun or two from an ally.

    As a set of examples I would roughly compare the following.
    Phalanx - No ranged firepower, assault rating of 75, Defence of 1 (2 vs assault), armour of 2, mobility of 2.
    Napoleonic Line infantry - Short ranged FP of 50, Assault rating of 30, Defence of 3, Armour of 1, mobility of 4.
    British WW1 Infantry Battalion- Long range Fp of 25, Medium range Fp of 100, Short range FP of 225, Assault rating of 25 (decrease due to dispersion off set by improvement in weapons like grenades and pistols etc.), Defence of 8, armour 1, mobility of 6
    Israeli modern Para battalion- Long range Fp of 40, Medium range Fp of 120, Short range FP of 350, Assault rating of 60 (decrease due to dispersion off set by increase in assault weapons like Assault rifles and Sub machine guns.), Defence of 12, Armour of 2, Mobility of 8.

    The old high density phalanx has an advantage assuming they could start the battle at very short ranges. The problem for them is that this rarely happens with terrain being the main range restrictor on direct fire, and open terrain is also a major factor in the power of dense formations.

    Some people would like to use a example like Isandlawhana as a example of archaic beating modern. It is still possible under the system especially when you consider that the odds are 10/15-1 and the british had some supply difficulties and were outscouted. If the Zulu assault went in at night as originally planned then the battle would have been much more one sided in the zulu's favour. The battle does though represent almost the last time a "modern" force has lost to essentially archaic forces at that scale. It is also doubtful if it could be considered a win for the zulu's as their losses have been stated at upto 4 times that of the british. 10000 to 2500. Yes they destroyed one of 3 invading british forces, but they lost a massive chunk of not only their military but also of their population in one afternoon.

    Sorry for going on for so long. True tech disparity does lead to simply massive losses for the side that declined to learn. (While in africa I heard the story of the battle of white river. 15000 to 100, the 100 lost but the 15000 were down to 8000.)

    Comment


    • #32
      Krenske:

      Thanks, that is what I was wondering about. So military units will require manpower support every turn, in the final product.

      Cool.


      Comment


      • #33
        Thanks for the detailed response to the questions Krenske . We're pretty much focusing on ancient stuff for now in the demo... So we've got some idea on what a Phalanx does from your post. Can you also give your take on similar stats for warriors (pick an era), ancient light horse, and a naval vessel like a trireme? I think with three land and one water unit we can do some interesting stuff. Also do you have any ideas on weapons/hardware costs and training costs for the four units?

        At least it seems to me this is what we should get going soonest. Anyone have a better idea?
        Project Lead for The Clash of Civilizations
        A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
        Check it out at the Clash Web Site and Forum right here at Apolyton!

        Comment


        • #34
          F.Smith

          Manpower support would be a factor that could only really be taken into account as long as yearly turns are used with standing armies. Obviously in many Ancient societies there were no standing armies and instead they relied on militia call out to form armies. Later permanent forces were established and they would require a constant flow of personnel out of the domestic sector dependant on the rate of conscription/signup/blah blah. One thing to take into account though is that there will be a lesser flow of people out of the army (retirees) back into the domestic sector. The overall manpower cost would be in the order of 10% of inductees assuming a fairly hiegenic basing regieme (maybe units in peacetime not in barracks have a doubling of rate or something).

          I have always assumed that actual replacements to repair damaged units during time of war would come from a pool of trained troops at the empire level. It may be possible to allow the player to establish the size of the replacement pool. The replacements could be automatically dispatched to the front and used to restock a damaged unit. (with corresponding loss of experience and training) If the replacements are not available then the units remain damaged. Historically some damaged formations were broken up and used to fill gaps in other damaged units. Maybe that could be a useful option for later on.

          Comment


          • #35
            Kreske:

            So that means temporary armies, early, then? Until a certain level of govt is reached, or some such?

            Neat. Hadn't thought of that.

            I like that very much. Since your warriors are also your manpower for agriculture/industry, you'd have to be very careful with them or you could win a Pyhhric victory.

            For standing armies, if I remember correctly that a turn is 5 years (am I right?), what % of an army would retire/die/become sick/become injured during 5 years, without counting battle attrition?

            Comment


            • #36
              The first 'conscripted' armies were during the late greek era and didn't become common until about the roman times. I'm not sure for the asia on this point, but i would assume its about the same. Also in the beginning armies are all conscripted and aren't paid, but live entirely off the land. The idea of paying soliders didn't come until after Rome became an Empire rather than a republic.
              Which Love Hina Girl Are You?
              Mitsumi Otohime
              Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.

              Comment


              • #37
                F_Smith:

                A discussion on a proposal for how time scales work with respect to the military model can be found in the mil III thread at http://apolyton.net/forums/Forum21/HTML/000227.html starting with the second post in the thread. But I don't think we have a good answer to the manpower question yet in terms of aging.

                In general I think combat losses are easy, they need to be replaced for the unit to be back to full effectiveness. But we can't have units dying of old age when they walk 10 squares .

                [This message has been edited by Mark_Everson (edited February 06, 2001).]
                Project Lead for The Clash of Civilizations
                A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                Check it out at the Clash Web Site and Forum right here at Apolyton!

                Comment


                • #38
                  Krenske, in your combat resolution, are units or elements placed in support/front/reserve? (I am mainly thinking of automatic fight, no orders given by the player -just want that to be clear-)
                  It seems to me elements are those which get killed, leading to units with less strength. I suppose it should be lawful to allow the user to merge two damaged units into one?
                  Also, is there any size limit against units?
                  About building units, we envision building units as a whole, i.e. not elment-wise but unit-wise. It should be possible to spread the building of a unit over N locales/squares, since, even if we don't do it that way in the beast, it is actually building N elements?
                  (Mark, I am just thinking out loud, that may not be practical for either of us to code).
                  Clash of Civilization team member
                  (a civ-like game whose goal is low micromanagement and good AI)
                  web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                  Comment


                  • #39
                    For building units over N squares, I would just prefer to build a fraction of the unit in each square, but Not by elements. One reason is that a lousy square might take forever to finish 'its' element.

                    So suppose I have a Legion with 8 legionary elements a cav atachment and a engineer attachment as Krenske said above. The costs of these in (F, P, S) might be:

                    F, P, S
                    0, 7, 5 per legionary element (8 of them)
                    5,10, 7 per cav element (F being used for horses )
                    0,10, 5 per engineer element
                    -------
                    5,76,52 is the final cost per legion. You could build any fraction of this in any square (they will share the 'unit build' infrastructure class). However everywhere you build, you use the same ratio of ingredients, 5F:76P:52S. And when the total is reached, you've got your legion.

                    Now building by element does help add flavor, since you can 'build' the cavalry in a place where food is cheap FE, but its Certainly IMO not worth the trouble coding at this early stage. We can reappraise later whether its worth doing in the long run. My guess is not, though...

                    However I think you should be able to build weaponry separately and then join it with men + training to get a unit. But we're not there yet.
                    Project Lead for The Clash of Civilizations
                    A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                    Check it out at the Clash Web Site and Forum right here at Apolyton!

                    Comment


                    • #40
                      Building in squares? What happened to pooling resources inside the boundaries of a province? Beware, if one builds military units in a square, one should also build all kinds of infrastructure, meaning pretty much a different instance of the econ model. We should carefully define some things, since we don't come all from the same backgroung and everyone here seems to have his own personal view as to how things should be.
                      "In a time of universal deceit, telling the truth is a revolutionary act."
                      George Orwell

                      Comment


                      • #41
                        Hi Axi:

                        Everything is being built/handled in squares for now... production, infrastructure, eventually trade. We will see how things time out, and then if and where necessary agregate up or use other. We also plan to have an option to run the economy on the province level, but I'm trying to get the guts of the model working before I take on that one. There will really be fairly little extra work to take what I have now and convert it to a prov-econ model, since I'm keeping that in mind while coding the square-level one.

                        I still have some concerns about a square-level model taking too many clocks, but we'll address them when we have better information. That's the current plan, and has been for quite some time. I think the reason you were unaware of it is that much of the mentions of doing things on the square level happens in places like "Economy Model OO Planning" that you may not have checked out. Sorry you were unaware of it... I'll try to be more careful next time!


                        [This message has been edited by Mark_Everson (edited February 08, 2001).]
                        Project Lead for The Clash of Civilizations
                        A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                        Check it out at the Clash Web Site and Forum right here at Apolyton!

                        Comment


                        • #42
                          Well, I was aware of the difference in opinion among the Team as to how things should be eventually done. I also know that many simplifications have to be done in demo 5. However I thought that in this thread we were planning ahead, for the final version.

                          You see, as far as coding progress is concerned, I am in utter darkness....
                          [This message has been edited by axi (edited February 08, 2001).]
                          "In a time of universal deceit, telling the truth is a revolutionary act."
                          George Orwell

                          Comment


                          • #43









































































































                            Sorry Everyone, my logon accidently went away last week and was just fixed up a couple of days ago, After that work cut into pleasure somewhat.


                            Mark,

                            To start with here is a bolt from the blue idea - Have the ability to form military units be one of the first military organisation technologies. Until then the civ is limited to single element units running around the screen. This mirrors tribal warbands etc, very well and we could have a supply/support cost modifier in these situations to help the player decide on learning the tech. This way the civs will get to learn about combat etc without immeadiately jumping into unit construction. Also note that the individual element units would die in droves vs integrated units. (another incentive to learn)

                            The 4 basic units you requested.
                            Alright using the element construction method a warrior unit would be made up of X number of warrior bands with Y number of skirmishing warrior bands. X being a number from 5-15 and Y being a number from 0-3 in most historical situations. In the game player A may prefer smaller units with some skirmishers and player B may prefer fewer larger units. I think a default of 8 warband elements would be a normal Warrior as used by the AI and many players.

                            A Phalanx (assuming the greek standard as opposed to the macedonian) would consist of 5 heavy spearmen, 3-4 light spearmen and 1-3 skirmishers. (The macedonian phalanx would have only heavy pikemen and Skirmishers)

                            A ancient light horse unit (of the mongol mold) would consist of 1-3 chargers and 3-6 Skirmishing horse.

                            A Trireme unit would consist of a squadron of 4-10 trireme elements.

                            A brief element description follows.
                            Warband Heavy Spear Light Spear Skirmisher Charger Cav Skirmisher Trireme
                            Firepower (man)
                            Short/Ass
                            5/20 0/75 0/70 25/25 0/80 20/40 10/0
                            Firepower (Water)
                            Short/assault
                            0 0 0 0 0 0 30/60
                            Defence 2 1(2 in assault) 1(2 in assault) 3 2 4
                            Armour 2 2 1 1 2 1 1
                            Mobility 4 2 3 5 6 7 4
                            Movement 2 2 2 3 3 4 500 (range)
                            Specials Skirmish Skirmish Transport
                            Cost / training time 0 2 2 1 2 1 3
                            Cost resources assorted personal weapons and armour Spears and armour Spears Weapons Horses, Armour, weapons Horses, Weapons A lot of wood, Weapons


                            [This message has been edited by Krenske (edited February 20, 2001).]
                            [This message has been edited by Krenske (edited February 20, 2001).]

                            Comment


                            • #44
                              A little question, mainly for Krenske, about transport:
                              Suppose a trireme element can board 2 (man)elements,
                              and you have a TF of 2 units made of 5 triremes each.
                              They can board 20 (man-size) elements.
                              If you have a 12-man and a 8-man land units, they could (in terms of space) both board and be carried by the ships. But then what if you want to separate the ship units (disband the TF into individual units)?
                              Should we forbid the 12-man unit to board because it would have to split up?
                              I'd tend to have all boarded armies united into one TF, but I may have problems restoring elements to their appropriate unit in that case. One could say if elements are separated from their unit, they lack support and vanish, but I don't really like that. The other way I see requires players to handle elements, but that's too much micromanagement, so anyone has an idea?
                              BTW, Krenske, your post above sports a quite impressive white space at the beginning, I spent some time before finding the text downwards.
                              Clash of Civilization team member
                              (a civ-like game whose goal is low micromanagement and good AI)
                              web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                              Comment


                              • #45
                                Thanks Krenske! Very timely since we're tring to build the new units basically now...

                                Laurent: One idea would be to produce a split by generating two 'damaged' units. They could retain the old name, but be called #1, and #2 or something imaginative like that . If the two part were ever together again they would automatically fuse together.
                                Project Lead for The Clash of Civilizations
                                A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                                Check it out at the Clash Web Site and Forum right here at Apolyton!

                                Comment

                                Working...
                                X