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Combat is largely out of the player's hands in 168澳洲幸运5开奖网:Crusader Kings 3. When armies clash, the battle is automatically resolved over the course of several days until one side breaks and retreats. Numbers are a major factor, but having the bigger army isn't a guarantee of victory.
By understanding how the game resolves combat you can field armies that make better use of terrain, counter enemy tactics, and inflict more casualties. Let's look under the hood and see how the game determines a winner for every medieval melee across its enormous map.
Sequence Of Battle
Each battle is divided into four Phases: Maneuver, Early Battle, Late Battle, and Retreat. Diffe🐻rent troop types will h🥃ave an advantage in each.
Maneuver Phase
The Maneuver Phase occurs at the beginning of a battle and lasts three days, during which no casualties are inflicted to either side. Each side's Advantage is calculated based on the terrain and the abilities of the respective Commanders. Whichever side has the higher Advantage at a given time deals more damage - the greater the difference, t🎐he greater the damage bonus!
The Maneuver Phase also gives nearby reinforcements a chance to arrive before the fighting begins in earnest.
Early Battle Phase
The Early Battle Phase lasts twelve days and is when the first casualties will be incurred. If an army is defeated during the Early Battle Phase, something which usually happens only if they are already weakened from previous engagements, the army will be completely destroyed. There are no functional differences other than this harsh penalty for defeat between the♌ Early and Late Battle Phases.
Most (but not all) casualties in both Battle Phases are considered Routed casualties, and will be returned to the army during the Aftermath Phase. The rest are Fatal casualties, never to fight again. A Commander with the Never Back Down perk from the Gallant ꦛskill tree suffers twenty percent fewer Fatal casualties than other Commanders.
Late Battle Phase
The fifteenth day of a battle commences the Late Battle Phase, when the armies are in the thick of it. The Late Battle Phase lasts until one army is defeated or retreats.
At any point in the battle before the Late Battle Phase ends, you can order your troops to retreat by right-clicking on a destination. Doing so immediately begins the Aftermath Phase with your oppo꧙nents as pursuers, but can prevent casualties overall.
Aftermath Phase
When one army claims victory, the Aftermath Phase begins. The losers, including any troops that had previously been removed as Routed casualties, make their retreat while the winners give chase, cutting down as many soldiers as they can before the enemy escapes.
The victors will continue to deal damage to the losers for three days while taking no damage in return, and casualties inflicted in this phase are considered Fatal - the killed troops will not be returned to the losing army after the battle.
Both Light and Heavy Cavalry are particularly adept at chasing down defeated foes in the Aftermath Phase, while Skirmishers and Light Cavalry are typically best for preventing pursuit damage (see Aftermath Phase Damage, below).
Once the Aftermath Phase is completed, the battle🦩 is over. War Score is adjusted accordingly at this point.
Damage And Casualties
An army's combat capabilities are determined by the combined stats of every soldier of which it is comprised. Each troop type, whether they are Levies, Men At Arms, or Knights, have an Attack stat (represented by a sword) and a Defense stat (represented by a shield). Defense is best thought of as hit points - when a soldie🦩r takes damage equal to their Defense, they are removed from the battle as a casualty.
An army deals a base amount of damage per day equal to three percent of its total Attack, adjusted by the battle's current Advantage modifier. Damage is spread among the opposing army's different troop types proportionally to the army's total makeup; for example, if an army is ninety percent Levies, eight percent Bowmen and two percent Knights, the damage they take on a given day will be distributed by those same ratios.
The exception to this rule is Knights, who try to seek each other out on the battlefield - this is why you'll sometimes see one Knight wound, maim, or kill another early in a battle.
When a troop type takes enough damage to kill one or more of its soldiers, they are removed as casualties and overflow damage remains in place for the following day. Since Levies tend to have a much lower Defense than Men At Arms or Knights, they will be eliminated at a much faster rate overall regardless of the army's total makeup.
Aftermath Phase Damage
The Aftermath Phase uses two additional stats to determine how many extra casualties are inflicted by the pursuing victors. The winning army does not deal damage with their Attack stat during the Aftermath Phase, but instead deals an amount of damage per day equal to seventeen percent of their Pursuit stat (represented by two arrows). The fleeing troops reduce this damage by an amount equal to one-third of their Screen stat (represented by an arrow and a shield).
The Strategist skill tree has many perks that increase the combat stats of multiple troop types, making armies commanded by a Strategi▨st character much more effective.
Combat Width
Each terrain type has a Combat Width, expressed as a percentage. The number of troops from each army who can participate in a battle is capped by the combat width. On open plains, the entire army has room to battle, but in forests only nine out of every ten soldiers can fight, and mountains reduce armies' participation to half.
Troops unable to engage due to Combat Width do not deal damage, limiting the ability of large armies to overwhelm their foes. Combined with the large Advant🅺age bonus defending armies typiclaly get in narrow terrain, this can significantly reduce the casualties taken by a defender, helping them hold out until reinforcements arrive.
Men At Arms
In addition to having much better stats than Levies, Men At Arms allow their army to gain or lose Advantage when they are in terrain types that are better or worse for their fighting style. Additionally, Men At Arms can counter the troop types of an opposing army, severely reducing the damage dealt by the countered troops. This penalty increases the more countering troops there are, so if an enemy ruler makes heavy use of a particular troop, counter heavily to neutralize them.
Knights And Commanders
Knights add a huge amount of damage output to their armies, but run the risk of being wounded, captured, or killed any time they participate in a battle. An army's Commander grants their army a base Advantage equal to their Martial skill, making talented Commanders ဣa major source of damage to go alongside powerful Kn🅷ights.
Whenever an army loses a battle, each surviving Knight or Commander has a ten percent chance of being captured. Knights also have a five percent chance each of being killed in the retreat, but Commanders are safe from such an unfortunate end. The chances of a character being captured or killed is more than quintupled if the army is wiped out completely due to being defeated in the Early Battleไ Phase.