Results 1 to 30 of 47

Thread: my compilation of useful to know stuff

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default my compilation of useful to know stuff

    contents (use control + f to find)

    morale
    mines
    trade resource value
    valour bonus
    bridges
    stat ratings
    rebellious provences
    What do my cavalry units dismount into?
    effects of desert on armoured units
    generals hitpoints
    location of new king
    loyalty buildings
    combat modifiers
    reappearing factions

    morale
    Impetuous: 10 and above
    Steady: 2 to 14
    Uncertain: -5 to 5
    Wavering: -14 to -6
    Routing:

    *** Positive Morale Factors ****

    +2 Morale for every point of valor
    +2 Morale for the Generals unit (automatic)
    +1 Morale for being within 50 meters of your General (for every command point the General has)
    +1 Morale if further than 50 meters from your General (for every TWO command points the General has)
    +4 Morale for outnumbering enemy troops
    +4 Morale for having a units flank protected
    +2 Morale for being uphill of enemy units
    +4 Morale bonus to units charging on their own because they are impetuous
    +6 Morale if a unit is "winning"
    +4 Morale to nearby units if there is a 3:1 advantage in local superiority
    +8 Morale when two or more enemy units are routed
    +8 Morale to any units fighting where there is no escape (ie Castle defense, or surrounded by enemy provinces)
    +4 Morale for routing units with no enemy nearby
    +8 Morale for routing units that rally


    *** Negative Morale Modifiers ***

    -2 Morale to units in "Loose" or a disordered formation
    -3 Morale for units being "Very Tired"
    -6 Morale for units being "Exhausted"
    -8 Morale for units being "Completely Exhausted"
    -2 Morale for being shot at by Missles
    -4 Morale if those Missiles "Cause Fear" (ie Cannon)
    -4 Morale is outnumbered by the enemy at 2:1
    -12 Morale maximum if outnumbered by the enemy 10:1 (could be less)
    -2 Morale if a flank is threatened
    -6 Morale if both flanks or a flank and the rear is threatened
    -4 Morale if charged on a flank
    -6 Morale additional if infantry is charged on a flank by Cavalry
    -8 Morale if charged on a flank by a hidden unit
    -2 Morale if unit takes 10% casualties
    -8 Morale if unit takes 50% casualties
    -12 Morale if unit takes 80% casualties
    -8 Morale maximum if unit is "Losing" (could be less)
    -6 Morale additional to infantry "Losing" against Cavalry
    -12 Morale maximum if two or more friendly units rout (could be less, depending on type)
    -8 Morale immediately following General's death (temporary)
    -2 Morale permanently following General's death (does not impact Elite or Disciplined units)
    -6 Morale to skirmishers running out of ammunition
    -6 Morale to skirmishers being pursued long distances (not sure just how long)

    SP Campaign Game settings:

    +4 Morale to your troops on Easy
    +4 Morale to AI faction troops on Expert
    +12 Morale to ALL units if Morale is turned off in realism settings

    mines
    mines take 12 years to pay off complexes take 22

    trade resource value (trading post 100% merchant 120% guold 140% master 160%
    glassware 40, wood 20, furs 40, wine 40, wool 30, silk 40, cotton 30, linen 30, wax 20, honey 40, salt 20, hides 30, butter 20, pottery 30, fish 20, spices 50, gems 50, sugar 40, dyes 50, ivory 40, olive oil 30, grain 30. #This tells you why Antioch, with its gems, spices and silks, is so profitable


    valour bonus
    Highland Clansman-------Scotland
    Genoese Sailors-------Genoa
    Trebizond Archers-------Trebizond
    Bulgarian Brigands-------Bulgaria
    Janissary Bows-------Georgia
    Nizari-------Syria
    Turcoman Foot-------Anatolia
    Longbows-------Wales
    Turcopoles-------Antioch
    Berber Camels-------Morocco, Algeria
    Mamluk HA-------Sinai
    Turcoman Horse-------Tripoli
    Hospitaller Foot-------Rhodes
    Urban Militia-------Tuscany
    JHI-------Bulgaria
    Billmen-------Mercia
    All viking units-------Norway
    Ottoman Inf-------Rum
    Chiv Foot-------Ile-de-France
    Gothic Knights-------Saxony
    AUM-------Granada
    Gallowglass-------Ireland
    Peasants-------Provence
    Pikemen-------Tyrolia
    Swiss Pikemen-------Switzerland
    Saharan Cav-------Cyrenacia
    Mamluk Cav-------Egypt
    AHC-------Armenia
    Ghulam Cav-------Lesser Armenia
    Pronoiai Allagion-------Nicaea
    Kataphraktoi-------Constantinople
    Ottoman Sipahi-------Edessa, Rum
    Knights Hospitaller-------Malta
    Knights Santiago-------Leon
    Knights Templar-------Jerusalem
    Teutonic Knights-------Prussia
    Chiv Knights-------Toulouse
    Gothic Foot-------Brandenburg
    Sipahi of the Porte-------Tripoli
    Woodsmen-------Lithuania
    Dhow-------Tunisia
    Longboat-------Denmark
    Galley-------Venice
    Caravel-------Portugal
    Cog-------Wessex
    Gun Gallery-------Aragon
    Assassin-------Syria (+2)
    Inquisitor-------Castile
    Grand Inquisitor-------Castile

    bridges

    1. The first list will be borders in which you'll find a bridge battle going BOTH WAYS:
    Cordoba/Valencia
    Aragon/Valencia
    Mercia/Wessex
    Ile de France/Burgundy
    Toulouse/Provence
    Saxony/Brandenburg
    Franconia/Bavaria
    Bohemia/Bavaria
    Silesia/Poland
    Carpathia/Poland
    Bulgaria/Wallachia
    Bulgaria/Moldavia
    Kiev/Crimea
    Kiev/Khazar
    Khazar/Chernigov
    Khazar/Ryazan
    Muscovy/Volga-Bulgaria

    2. This list contains the ONE WAY bridge battles.
    ATTACKING FROM--INTO
    Toulouse----------Burgundy
    Anjou-------------Burgundy
    Flanders----------Normandy
    Flanders----------Ile de France
    Friesland----------Lorraine
    Lorraine-----------Franconia
    Denmark----------Saxony
    Pomerania---------Brandenburg
    Austria------------Hungary
    Serbia-------------Hungary
    Lithuania----------Kiev
    Chernigov---------Kiev


    stat ratings

    ---
    above 5
    Charge : Irresistible
    ATK/DEF : Excellent
    Armour : Very Heavily Armoured
    Morale : Excellent
    ---
    4 to 5
    Charge : Very Strong
    ATK/DEF : Very Good
    Armour : Heavily Armoured
    Morale : Good (same as below)
    ---
    3 to 4
    Charge : Strong
    ATK/DEF : Good
    Armour : Armoured
    Morale : Good
    ---
    1 to 2
    (won't be written in unit descriptions)
    ---
    -1 to 1
    (Charge won't be written)
    ATK/DEF : weak
    Armour : vulnerable to missiles
    Morale : poor
    ---
    below -1
    (charge won't be written)
    ATK/DEF : very weak
    Armour/morale : same as above

    rebellious provences
    Rebellious degree 0-4

    4/4 Portugal, Livonia

    3/4 Lithuania

    2/4 Prussia, Scotland

    1/4 Ireland, Khazar, Pomerania, Serbia

    0/4 All other


    What do my cavalry units dismount into?
    Alan Mercenary Cavalry -> Archers
    Steppe Cavalry -> Spearmen
    Turcopole -> Archers
    Berber Camel -> Desert Archers (yes)
    Mamluk Horse Archers -> Desert Archers
    Turcoman Horse -> Turcoman Foot
    Horse Archers -> Archers
    Golden Horde Horse Archers -> Golden Horde Warriors (yes)
    Byzantine Cavalry -> Trebizond Archers
    Golden Horde Heavy Cavalry -> Golden Horde Warriors (yes)
    Gothic Knights -> Gothic Foot Knights (yes)
    Saharan Cavalry -> Murabitin Infantry
    Mamluk Cavalry -> Saracen Infantry
    Armenian Heavy Cavalry -> Feudal Sergeants
    Bedouin Camel Warriors -> Muslim Peasants (yes)
    Hobilars -> Feudal Sergeants
    Ghulam Cavalry -> Saracen Infantry
    Khwarazmian Cavalry Saracen Infantry
    Pronoiai Allagion -> Byzantine Infantry
    Kataphraktoi -> Byzantine Infantry
    Ottoman Sipahi -> Turcoman Foot
    Feudal Knights -> Feudal Foot Knights
    Teutonic Sergeants -> Order Foot Soldiers
    Knights Hospitaller -> Hospitaller Foot Knights (yes)
    Knights Santiago -> Chivalric Foot Knights (yes)
    Knights Templar -> Chivalric Foot Knights (yes)
    Teutonic Knights -> Chivalric Foot Knights (yes)
    Lancers -> Chivalric Foot Knights
    Chivalric Knights -> Chivalric Foot Knights (yes)
    Gendarmes -> Chivalric Man-at-Arms (yes)
    Early Royal Knights ->Feudal Foot Knights
    High Royal Knights -> Chivalric Foot Knights (yes)
    Late Royal Knights -> Chivalric Foot Knights (yes)
    Early Royal Ghulam Knights -> Saracen Infantry
    High Royal Ghulam Knights -> Saracen Infantry
    Late Royal Ghulam Knights -> Saracen Infantry
    Spanish Jinetes -> Feudal Sergeants
    Sipahi of the Porte -> Janissary Infantry
    Boyar -> Feudal Man-at-Arms
    Lithuanian Cavalry -> Archers (yes)
    Polish Retainer -> Feudal Sergeants
    Mounted Crossbows -> Crossbows
    Mounted Sergeants -> Feudal Sergeants
    Avar Nobles -> Armoured Spearmen
    Byzantine Lancers -> Armoured Spearmen
    Druzhina Cavalry -> Feudal Foot Knights (yes)
    Faris -> Dismounted Faris
    Khazar Royal Cavalry -> Armoured Spearmen
    Medium Cavalry -> Round Shield Spearmen
    Pictish Cavalry -> Celtic Warriors
    Dark Age Royal Knights -> Early Royal Foot Knights
    Dark Age Knights -> Early Foot Knights
    Steppe Heavy Cavalry -> Armoured Spearmen
    Szekely -> Slav Warriors
    Viking Raider Cavalry -> Viking Carls (yes)

    The units that can dismount in any battle have been marked with a "(yes)." If there is no "(yes)," then the units may only dismount in castle assaults.

    effects of desert on armoured units

    Cavalry Armour Level 2&3 (depletion 50%/recovery 50%)
    Cavalry Armour Level 4&5 (depletion 75%/recovery 25%)
    Cavalry Armour Level 6&+ (depletion 100%/recovery 0%)

    Infantry Armour Level 1&2 (depletion 50%/recovery 50%)
    Infantry Armour Level 3&4 (depletion 75%/recovery 25%)
    Infantry Armour Level 5&+ (depletion 100%/recovery 0%)

    generals hitpoints

    Base hitpoints: 4
    King: +6
    Prince: +4
    Command: Adds +1 per rank
    V&V: 1/3 of Health bonus, rounding down. +5 to Health means +1 hitpoint.

    So a king of Rank 6 with the Virtue Mighty Warrior (+ 10 Health) would look like this:
    4
    +6
    +6
    +(1/3 * 10 = 3)
    = 19 hitpoints. Not bad at all.


    location of new king
    It's the province with the highest number of buildings, whatever they are. If there's a tie it's the last such region in the faction's list. (amount of buildings not upgrades)

    loyalty buildings

    Town Watch (+10)
    Town Guard (+10)
    Town Militia (+10)
    County Militia (+10)
    Brothel (+10/level)
    College of Surgeons (+40)
    Church (+20)
    Mosque (+20)
    Monestery (+10)
    Reliquary (+30)
    Cathedral (+40)
    Grand Mosque (+40)
    Watch Towers (+10)
    Border Fort (+10)



    Combat modifiers:

    Formations

    +3 atk, -3 def for wedge formation
    -2 atk, +2 def for hold formation

    Spear/pikes

    +1 def per rank (up to 2 for spear, 4 for pike)
    +1 atk per 2 ranks when not charging
    +1 atk per rank when charging
    No rank bonuses in trees

    Terrain

    +1 atk for camels in sandy desert
    -1 atk for camels in lush or temperate
    -2 atk, -2 def for cavalry or camel in trees
    Bonus to atk for being uphill (amount depends on height difference)
    Penalty to atk for being downhill (amount depends on height difference)

    Fear of camels

    +4 def for camels against horses
    +2 atk for camels against horses

    Positional

    +5 atk for flank attack
    +7 atk for rear attack
    +2 atk for charging into flank/rear
    +6 atk on the following combat cycle after 'pushing back' the enemy
    +5 atk when target squeezed too tight (example: bridge or castle gate)

    Exhaustion

    -2 atk when quite tired
    -3 atk, -1 def very tired
    -4 atk, -2 def exhausted
    -6 atk, -3 def totally exhausted

    Routing

    +4 atk against routing enemies
    -8 def if routing

    Armor Piercing

    atk bonus = (target armor - 1)/2
    (remove the contribution of the shield and horse to target's armor before making this calculation)

    Shield

    If striker hits target from the rear:
    +2 atk if target is footman with large shield
    +1 atk if target is mounted or footman with small shield

    reappearing factions
    - the pope can always re-emerge, regardless of loyalty
    - the game tracks underage heirs of eliminated factions(after 60 years the factions completely dead if they havent reappeared)
    - re-emergences only happen along with a regular rebellion (i.e. less than 100% loyalty) and only in a province they held for at least one turn. Once the game determines a re-emergence has occured, ANY province that faction once held that is below 120% can also see loyalist troops appear.
    - rebellions cause neighboring provinces to suffer lower loyalty.
    - large empires suffer a provincial happiness penalty.



    im adding more as i find it so feel free to add to it

  2. #2

    Default Re: my compilation of useful to know stuff

    freakin great guide

    so even pesants can be viable combat troops if they flank? I didn't know that. They can also help bolster Morale just by being there to provide a numeric advantage.

    keep it up, I'm really intrigued to see what else you've discovered!

  3. #3

    Default Re: my compilation of useful to know stuff

    Interesting lists Pred.

    I've wondered if the org should have a "numerology" section for these kinds of stats and info like the .com does.

    A minor correction to loyalty bonuses for buildings- according to the Prod file for MTW VI:

    Watch Towers +20
    Town Watch +10 - the rest of the militia buildings don't add any bonus
    Brothels - in case it wasn't clear, they add +10 for each of the first 3 levels.

  4. #4

    Default Re: my compilation of useful to know stuff

    thanks for the corrections sharp ill edit them in later

    yes heidrik with enough morale and a rear charge peasents can be formidible hence the reason i include a few of those cheap upkeep units in my army (peasents first few turns militia after)

  5. #5

    Default Re: my compilation of useful to know stuff

    Another question:

    Do certain types of units get bonuses against other specific types? I hear somewhere that Swordsmen units get +1 Atk/Def against Spears, and that Cavalry get a bonus on open ground (I assume this means not uphill or in trees?)

  6. #6

    Default Re: my compilation of useful to know stuff

    Swords do get a +1 attack against spearmen. As I recall, this was one of the changes made in the MTW v1.1 patch.

    Cavalry get penalized -4 points in trees, so they are better on open ground. I'm not aware of any bonus for cavalry on open ground.
    Last edited by Puzz3D; 12-18-2007 at 08:09.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO