Sentinel
02-03-2007, 21:08
Auto Resolving Sieges
In MTW and RTW auto resolving battles was usually a very costly way to fight a battle. It was rare to find one that you could not fight yourself with less losses and more kills.
The way these battles are calculated seems to have been changed in M2TW to give less of an advantage to the AI faction than previously.
This is particularly noticeable during a siege where often auto resolving the siege will give far fewer losses that even the most skilled human player could ever achieve no matter how many times they tried.
This is particularly the case, in the early game, before the availability of better siege engines. A larger attacking force of low quality units would give auto resolved losses for the whole siege lower than the loss experienced by a manual attack just pushing the ram to the gates.
Since I now found myself using the auto resolve more often (arguably too often), I became curious as to which factors affected the calculation. So I set up the following test.
All the testing below is based on my England VH/VH campaign.
Two similar settlements were selected and gifted to the Turks, who garrisoned each of them with 8 units of Mercenary Pavise Crossbowmen.
Castle – Magdeburg - Population 15,086 – Citadel, paved road, crop rotation.
Town - Breslau - Population 16,175 – Large stonewall, paved road, crop rotation, town hall, brothel.
I positioned a number of spies and full stack armies between the two settlements so that both were within striking distance of the any selected force in the same turn. The units used were -
-----------------------------Attack----Defence--Skill-----Shield----Total
Armoured Swordsmen-------14------9---------8--------6--------23
Feudal Knights--------------11------8--------5--------5--------17
Retinue Longbowmen-------12/8-----7--------7--------3--------17
Town Militia-----------------5-------0--------1--------6--------7
Hobilars---------------------7-------4--------3--------0--------7
Militia Archers--------------2/5------0--------1--------0--------1
The Swordsmen, Knights and Longbowmen were fully upgraded. The rest had no upgrades.
All averages reported below (unless otherwise stated) are from a minimum of 15 tests for each scenario.
Attacking Unit Type
Three spies were sent into the Castle to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked.
Attack on Castle using 601 men
Attacking Unit Type-----------------Lost----------Kills
Armoured Swordsmen-------------87---------- 240
Feudal Knights-------------------107----------232
Retinue Longbowmen-------------141----------234
Town Militia----------------------311----------52------defeat
Hobilar---------------------------336----------95------defeat
Militia Archers--------------------411----------66------defeat
The three higher quality units all had similar kill and capture rates but the losses showed significant differences. Infantry < Cavalry < Missile. How these figures are calculated is a mystery. It is tempting to argue that the kill rates of the heavier units are reflecting their attack value. But this does not hold true for the lighter units. Similarly the defence values do not follow the same pattern as the losses.
All the attacks with the heavier units gave victories whereas all the lighter units gave defeats. When I repeated these attacks with full stacks of light unit (1500/800/1200) they also gave defeats, but with lower losses.
Smaller sample size tests with mixed armies (i.e. 750 Town Militia + 600 Militia Archers) showed no advantage.
Generals
Three spies were sent into the Castle to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked. One of two generals was added to the army.
King Robin Faction Leader
Command = 12, Dread = 6, Authority = 11, piety = 4, HP = +9, Unit size 38
Richard Blake
Command = 0, Chivalry = 1,, piety = 0, HP = +0, Unit size 20
Attack on Castle using 361 Armoured Swordsmen.
General--------------Lost---------------Kills
None--------------120---------------241
Richard Blake------101---------------242
King Robin---------69----------------255
King Robin---------63----------------252
The addition of even a low ranking general gives a significant improvement to the losses that cannot be readily attributed to the 20 extra men of his body guard. The higher ranking general reduces the losses to half that expected with no general. The Night Fighter trait, of the faction leader, gives a +1 to command at night but since he is already maxed out in command this might not be taken into account in the calculations. The reduction in night battles losses could be due to a penalty against the accuracy of the defending missile units.
Castle Vs Town
Three spies were sent into the settlement to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked.
Attack on Castle and Town using 361 Armoured Swordsmen
Attack---------------Lost------Kills
Castle-------------120------241
Town--------------94-------235
Expect 20 - 25% less casualties when attacking towns.
SIEGE ENGINE TYPE
Three spies were sent into the settlement to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked. Then the game was reloaded the spies removed and the siege started without selecting any siege equipment. The game was quick saved and quick load, the siege equipment selected and the turn ended. The settlement was then attacked at the start of the next turn.
Attack on Town using 361 Armoured Swordsmen
Method--------------Lost------Kills
3 Spies------------94-------235
1 Ladder-----------102------217
1 Ram-------------187------237
Increasing the number of spies improves the chance of opening the gates but does not affect the losses and kills. Once the gates are open there is the same results with 1 spy as with 9 spies.
Although I have only reported above the results with armoured swordsmen I have done testing with a variety of unit types and number of siege engines. The above shows clearly that the losses using Spies < Ladders <Rams. This result is also repeated when sieging castles and also when using Retinue Longbowmen and different size attacking forces.
The number of siege engines that you build has no effect on the result. You get exactly the same set of results if you build 1, 2, 3, 4, 5, or 6 set of Ladders. This means that not only does the calculation treat any number of Ladders in the same way but it does not even affect the random numbers used to give different results.
The same is true for Siege Towers. Not only does the calculation treat the number of Siege Towers in the same way, it also treats them the same as Ladders.
You will get exactly the same set of results if you build
1 Ladder.
3 Ladders
1 Siege Tower.
2 Siege Towers and 3 ladders
Or any combination of Towers and Ladders.
Rams are similar in that the number you build always gives the same result but the result is different from that of Ladder/Towers and always gives higher losses. If you build a combination of Rams and Ladder/Towers the calculation ignores the presence of the Rams and returns the result expected from building a Ladder.
I only reported the results for one Ladder and one Ram, because all the other results are exactly the same.
Summery
Most of the work above just confirms what most experience players have already worked out for themselves. That is -
Spies are the best “siege engine”.
If no spies are available, then just build one set of ladders. Anything more is wasted.
Have the best general available to lead your attack (preferably at night).
The higher the quality of the units, the better the results.
Choose infantry over cavalry over missile units.
Expect a tougher fight for a castle than for a town.
Think twice about whether you need to auto resolve. You may obtain better figures and a quicker result. But you won’t gain experience and you will miss out on a lot of fun.
Finally
There is one major factor to auto resolving sieges (or anything in this game) that I have hardly touched on. The random generator!
Almost any calculation or decision you ask the game to make involves two elements. The first is a normal mathematical equation that can precisely calculate the losses. The second is the random factor that CA included in all the calculations to make the game less predictable and more fun. Unfortunately this random factor also makes the sort of comparisons reported above a lot harder. Whilst in a few cases it is possible to control the game so that the same random numbers are used in two scenarios that are being compared, for most this cannot be done. For these each part of the test has to be repeated until there is a big enough sample to average out this random element.
Whist doing this you realise just how big a difference these random factors can make to the results. For example whilst calculating an attack on a Castle using 361 Armoured Swordsmen, the sample size was 45 tests. This gave the following range of results -
---------------------Lost------Kills
Maximum----------180------155
Average-----------120------241
Minimum-----------80-------294
If the results can vary so much, due to the random number when carrying out exactly the same siege on the same castle in the same turn etc. Then just how much time and effort is it worth spending selecting the best units and tactics for the job? How much is the success in a campaign due to your skill as a commander and how much to the roll of a dice?
In MTW and RTW auto resolving battles was usually a very costly way to fight a battle. It was rare to find one that you could not fight yourself with less losses and more kills.
The way these battles are calculated seems to have been changed in M2TW to give less of an advantage to the AI faction than previously.
This is particularly noticeable during a siege where often auto resolving the siege will give far fewer losses that even the most skilled human player could ever achieve no matter how many times they tried.
This is particularly the case, in the early game, before the availability of better siege engines. A larger attacking force of low quality units would give auto resolved losses for the whole siege lower than the loss experienced by a manual attack just pushing the ram to the gates.
Since I now found myself using the auto resolve more often (arguably too often), I became curious as to which factors affected the calculation. So I set up the following test.
All the testing below is based on my England VH/VH campaign.
Two similar settlements were selected and gifted to the Turks, who garrisoned each of them with 8 units of Mercenary Pavise Crossbowmen.
Castle – Magdeburg - Population 15,086 – Citadel, paved road, crop rotation.
Town - Breslau - Population 16,175 – Large stonewall, paved road, crop rotation, town hall, brothel.
I positioned a number of spies and full stack armies between the two settlements so that both were within striking distance of the any selected force in the same turn. The units used were -
-----------------------------Attack----Defence--Skill-----Shield----Total
Armoured Swordsmen-------14------9---------8--------6--------23
Feudal Knights--------------11------8--------5--------5--------17
Retinue Longbowmen-------12/8-----7--------7--------3--------17
Town Militia-----------------5-------0--------1--------6--------7
Hobilars---------------------7-------4--------3--------0--------7
Militia Archers--------------2/5------0--------1--------0--------1
The Swordsmen, Knights and Longbowmen were fully upgraded. The rest had no upgrades.
All averages reported below (unless otherwise stated) are from a minimum of 15 tests for each scenario.
Attacking Unit Type
Three spies were sent into the Castle to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked.
Attack on Castle using 601 men
Attacking Unit Type-----------------Lost----------Kills
Armoured Swordsmen-------------87---------- 240
Feudal Knights-------------------107----------232
Retinue Longbowmen-------------141----------234
Town Militia----------------------311----------52------defeat
Hobilar---------------------------336----------95------defeat
Militia Archers--------------------411----------66------defeat
The three higher quality units all had similar kill and capture rates but the losses showed significant differences. Infantry < Cavalry < Missile. How these figures are calculated is a mystery. It is tempting to argue that the kill rates of the heavier units are reflecting their attack value. But this does not hold true for the lighter units. Similarly the defence values do not follow the same pattern as the losses.
All the attacks with the heavier units gave victories whereas all the lighter units gave defeats. When I repeated these attacks with full stacks of light unit (1500/800/1200) they also gave defeats, but with lower losses.
Smaller sample size tests with mixed armies (i.e. 750 Town Militia + 600 Militia Archers) showed no advantage.
Generals
Three spies were sent into the Castle to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked. One of two generals was added to the army.
King Robin Faction Leader
Command = 12, Dread = 6, Authority = 11, piety = 4, HP = +9, Unit size 38
Richard Blake
Command = 0, Chivalry = 1,, piety = 0, HP = +0, Unit size 20
Attack on Castle using 361 Armoured Swordsmen.
General--------------Lost---------------Kills
None--------------120---------------241
Richard Blake------101---------------242
King Robin---------69----------------255
King Robin---------63----------------252
The addition of even a low ranking general gives a significant improvement to the losses that cannot be readily attributed to the 20 extra men of his body guard. The higher ranking general reduces the losses to half that expected with no general. The Night Fighter trait, of the faction leader, gives a +1 to command at night but since he is already maxed out in command this might not be taken into account in the calculations. The reduction in night battles losses could be due to a penalty against the accuracy of the defending missile units.
Castle Vs Town
Three spies were sent into the settlement to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked.
Attack on Castle and Town using 361 Armoured Swordsmen
Attack---------------Lost------Kills
Castle-------------120------241
Town--------------94-------235
Expect 20 - 25% less casualties when attacking towns.
SIEGE ENGINE TYPE
Three spies were sent into the settlement to give 103% chance of opening the gates. The game was quick saved / quick loaded and the settlement attacked. Then the game was reloaded the spies removed and the siege started without selecting any siege equipment. The game was quick saved and quick load, the siege equipment selected and the turn ended. The settlement was then attacked at the start of the next turn.
Attack on Town using 361 Armoured Swordsmen
Method--------------Lost------Kills
3 Spies------------94-------235
1 Ladder-----------102------217
1 Ram-------------187------237
Increasing the number of spies improves the chance of opening the gates but does not affect the losses and kills. Once the gates are open there is the same results with 1 spy as with 9 spies.
Although I have only reported above the results with armoured swordsmen I have done testing with a variety of unit types and number of siege engines. The above shows clearly that the losses using Spies < Ladders <Rams. This result is also repeated when sieging castles and also when using Retinue Longbowmen and different size attacking forces.
The number of siege engines that you build has no effect on the result. You get exactly the same set of results if you build 1, 2, 3, 4, 5, or 6 set of Ladders. This means that not only does the calculation treat any number of Ladders in the same way but it does not even affect the random numbers used to give different results.
The same is true for Siege Towers. Not only does the calculation treat the number of Siege Towers in the same way, it also treats them the same as Ladders.
You will get exactly the same set of results if you build
1 Ladder.
3 Ladders
1 Siege Tower.
2 Siege Towers and 3 ladders
Or any combination of Towers and Ladders.
Rams are similar in that the number you build always gives the same result but the result is different from that of Ladder/Towers and always gives higher losses. If you build a combination of Rams and Ladder/Towers the calculation ignores the presence of the Rams and returns the result expected from building a Ladder.
I only reported the results for one Ladder and one Ram, because all the other results are exactly the same.
Summery
Most of the work above just confirms what most experience players have already worked out for themselves. That is -
Spies are the best “siege engine”.
If no spies are available, then just build one set of ladders. Anything more is wasted.
Have the best general available to lead your attack (preferably at night).
The higher the quality of the units, the better the results.
Choose infantry over cavalry over missile units.
Expect a tougher fight for a castle than for a town.
Think twice about whether you need to auto resolve. You may obtain better figures and a quicker result. But you won’t gain experience and you will miss out on a lot of fun.
Finally
There is one major factor to auto resolving sieges (or anything in this game) that I have hardly touched on. The random generator!
Almost any calculation or decision you ask the game to make involves two elements. The first is a normal mathematical equation that can precisely calculate the losses. The second is the random factor that CA included in all the calculations to make the game less predictable and more fun. Unfortunately this random factor also makes the sort of comparisons reported above a lot harder. Whilst in a few cases it is possible to control the game so that the same random numbers are used in two scenarios that are being compared, for most this cannot be done. For these each part of the test has to be repeated until there is a big enough sample to average out this random element.
Whist doing this you realise just how big a difference these random factors can make to the results. For example whilst calculating an attack on a Castle using 361 Armoured Swordsmen, the sample size was 45 tests. This gave the following range of results -
---------------------Lost------Kills
Maximum----------180------155
Average-----------120------241
Minimum-----------80-------294
If the results can vary so much, due to the random number when carrying out exactly the same siege on the same castle in the same turn etc. Then just how much time and effort is it worth spending selecting the best units and tactics for the job? How much is the success in a campaign due to your skill as a commander and how much to the roll of a dice?