A crude model for fortification and sieges was called for in the Military Model VI thread. I started a new thread on the subject of fortifications and sieges, because I think it's going to require a lot of discussion that isn't central to the overall progress in the military threads.
I'm going to mostly say higher-level things in this document to get the discussion going. There will be many smaller details that we don't need to do now, or can be determined at a later date. Specific values of parameters will be left for later also, since those will be best determined by playtesting.
Fortifications
It seems to me simplest to have the area enclosed in fortifications be separate from the remaining part of a square. It has already been mentioned that cities should be their own individual hunk of land, so a city with walls encircling it would be handled as its own piece of land anyway. The advantages of having all circular fortresses be treated that way is that you can keep track explicitly of whether military units are inside or outside the fortress, as well as keep track of fortress stores of food and munitions if we decide this is worthwhile. For the remainder of this writeup I will assume that this is the direction we will head in. However, it's of course still up for discussion. There may also turn out to be big problems with it that I don't foresee at this point.
Fortifications have the following characteristics:
Enclosed Area or Capacity - simply the enclosed area within the walls. This will determine (crudely) the perimeter which will affect the cost of the walls, and the military power that can be positioned on the walls. The enclosed area also will give an indication of how much stuff and people can fit inside the enclosure in an emergency. Population density inside the fortress will be an important factor in whether a disease takes off in it.
Style - the style of the fortification. This runs from simple compacted dirt and stone walls, through styles of construction like castles, gunpowder-era fortresses, and whatever else we think is important. The style of a fortification is very significant, because as siege weapon technologies change, the effective strength of the fortification can be very strongly modified by what is attacking it. The most glaring example being castles, which were very difficult to take with middle ages siege weapons, being virtually useless as soon as cannon came on the scene.
Strength - this is essentially the defense rating of the fortress. It includes a number of parameters like wall thickness and materials, quality of design to give defenders as great an advantage as possible, etc.
These are the only three parameters I think we need at the moment. Suggestions for others that are vital? For now, I think we can model the food inside of a city with walls just like we do in detail for a square. (For example, for cities on the coast, if food can be supplied by sea, then starvation could be averted.) We'd handle a fortress as allowing it to hold out for a number of turns proportional to its strength. In essence we're rolling the cost of providing provisions into the initial cost of the fortification. A low-strength fortress might be able to last only a few turns, whereas a very strong fortification would imply the ability to last for something like ten turns.
Cost to build a fortress or city walls will increase in a TBD way depending on Enclosed Area, Style, and Strength.
Fortification effects on combat:
Fortifications give a defender in a combat an additional option. Normally a defender can either fight or retreat from the square. If a fortification is present, if the combat odds for a field battle are not to their liking, the defenders can retreat to within their fortifications, provided the fortifications have sufficient capacity. The attackers have the choice of leaving, remaining in the square without attempting to control the fortification (this is generally not very satisfactory), besiege the fortification, or or attempt to take it by direct assault.
Siege - the defenders generally stay within the fortification aside perhaps from brief raids to the outside ,while the attackers attempt to improve their position for an assault, and/or try to triumph over the garrison through its starvation or reduction by disease. Of course the besieging army can also be troubled by lack of provisions and disease. In coding term sieges justice date variable to describe the interaction of troops inside and outside the fortification.
Attacker Position - keeps track of how well-positioned the attacker is to begin an assault. First of all I don't like the name attacker position, but couldn't come up with anything better on short notice. Essentially Attacker Position covers the myriad cases where things need to be done to put the attacker into a decent position to assault the fortress or city walls. Starting an assault from a good position is pretty much mandatory for a satisfactory out, against any high-strength fortification. This includes factors like building earthen ramps within Arrow-shot of the walls, or working cannon near enough to a star fort to allow a successful assault. Specifications are all TBD for how attacker position influences the starting phases of the assault, what do different levels of attacker position mean, and how rapidly they can be changed by an Army.
Assault - direct attack upon the fortified units. When the fortification has not been breached, everyone in the fortification gets the Strength of the fortress (may be modified due to attacking weaponry) added to their defense. In addition, as has been noted before, the attacker cannot flank the defender. Generally the direct assault will only work with a decent starting Attacker Position, and large numerical odds in favor of the attacker, or after a breach of the walls has occurred.
Breaching - a hole in the walls, or some way around them. Either before or during an assault the fortress may be breached through things like bombardment, counter-mining, or treachery. Determining whether a breach occurs in any given tick will be a function of things like bombardment strength and type, fortress strength, time and effort spent digging under walls or looking for undefended entry points, and money spent on brides for potential turncoats to let the army in.
This is about as far as I've gotten for now. Comments, questions, and elaborations are very welcome. Hopefully Laurent and I can work out a specification over the next few weeks with input from anyone else that's interested. One thing we do need is the code for sub-square and the teas that Gary described in the military VI thread. If Gary stays out of the picture for too much longer, we may need to kludge around the lack of the sub-square hierarchy that he was planning to use for cities, since that capability is critical for the model as I've outlined it.
I'm going to mostly say higher-level things in this document to get the discussion going. There will be many smaller details that we don't need to do now, or can be determined at a later date. Specific values of parameters will be left for later also, since those will be best determined by playtesting.
Fortifications
It seems to me simplest to have the area enclosed in fortifications be separate from the remaining part of a square. It has already been mentioned that cities should be their own individual hunk of land, so a city with walls encircling it would be handled as its own piece of land anyway. The advantages of having all circular fortresses be treated that way is that you can keep track explicitly of whether military units are inside or outside the fortress, as well as keep track of fortress stores of food and munitions if we decide this is worthwhile. For the remainder of this writeup I will assume that this is the direction we will head in. However, it's of course still up for discussion. There may also turn out to be big problems with it that I don't foresee at this point.
Fortifications have the following characteristics:
Enclosed Area or Capacity - simply the enclosed area within the walls. This will determine (crudely) the perimeter which will affect the cost of the walls, and the military power that can be positioned on the walls. The enclosed area also will give an indication of how much stuff and people can fit inside the enclosure in an emergency. Population density inside the fortress will be an important factor in whether a disease takes off in it.
Style - the style of the fortification. This runs from simple compacted dirt and stone walls, through styles of construction like castles, gunpowder-era fortresses, and whatever else we think is important. The style of a fortification is very significant, because as siege weapon technologies change, the effective strength of the fortification can be very strongly modified by what is attacking it. The most glaring example being castles, which were very difficult to take with middle ages siege weapons, being virtually useless as soon as cannon came on the scene.
Strength - this is essentially the defense rating of the fortress. It includes a number of parameters like wall thickness and materials, quality of design to give defenders as great an advantage as possible, etc.
These are the only three parameters I think we need at the moment. Suggestions for others that are vital? For now, I think we can model the food inside of a city with walls just like we do in detail for a square. (For example, for cities on the coast, if food can be supplied by sea, then starvation could be averted.) We'd handle a fortress as allowing it to hold out for a number of turns proportional to its strength. In essence we're rolling the cost of providing provisions into the initial cost of the fortification. A low-strength fortress might be able to last only a few turns, whereas a very strong fortification would imply the ability to last for something like ten turns.
Cost to build a fortress or city walls will increase in a TBD way depending on Enclosed Area, Style, and Strength.
Fortification effects on combat:
Fortifications give a defender in a combat an additional option. Normally a defender can either fight or retreat from the square. If a fortification is present, if the combat odds for a field battle are not to their liking, the defenders can retreat to within their fortifications, provided the fortifications have sufficient capacity. The attackers have the choice of leaving, remaining in the square without attempting to control the fortification (this is generally not very satisfactory), besiege the fortification, or or attempt to take it by direct assault.
Siege - the defenders generally stay within the fortification aside perhaps from brief raids to the outside ,while the attackers attempt to improve their position for an assault, and/or try to triumph over the garrison through its starvation or reduction by disease. Of course the besieging army can also be troubled by lack of provisions and disease. In coding term sieges justice date variable to describe the interaction of troops inside and outside the fortification.
Attacker Position - keeps track of how well-positioned the attacker is to begin an assault. First of all I don't like the name attacker position, but couldn't come up with anything better on short notice. Essentially Attacker Position covers the myriad cases where things need to be done to put the attacker into a decent position to assault the fortress or city walls. Starting an assault from a good position is pretty much mandatory for a satisfactory out, against any high-strength fortification. This includes factors like building earthen ramps within Arrow-shot of the walls, or working cannon near enough to a star fort to allow a successful assault. Specifications are all TBD for how attacker position influences the starting phases of the assault, what do different levels of attacker position mean, and how rapidly they can be changed by an Army.
Assault - direct attack upon the fortified units. When the fortification has not been breached, everyone in the fortification gets the Strength of the fortress (may be modified due to attacking weaponry) added to their defense. In addition, as has been noted before, the attacker cannot flank the defender. Generally the direct assault will only work with a decent starting Attacker Position, and large numerical odds in favor of the attacker, or after a breach of the walls has occurred.
Breaching - a hole in the walls, or some way around them. Either before or during an assault the fortress may be breached through things like bombardment, counter-mining, or treachery. Determining whether a breach occurs in any given tick will be a function of things like bombardment strength and type, fortress strength, time and effort spent digging under walls or looking for undefended entry points, and money spent on brides for potential turncoats to let the army in.
This is about as far as I've gotten for now. Comments, questions, and elaborations are very welcome. Hopefully Laurent and I can work out a specification over the next few weeks with input from anyone else that's interested. One thing we do need is the code for sub-square and the teas that Gary described in the military VI thread. If Gary stays out of the picture for too much longer, we may need to kludge around the lack of the sub-square hierarchy that he was planning to use for cities, since that capability is critical for the model as I've outlined it.
Comment