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ајде да видиме што друго ви треба за да постанете еден од најстрашниот воен лорд во играта.
To train an army unit you need to have free villagers and resources.
- No matter how many soldiers are ordered at once, they are all going to get ready at the same time. - After the army units are trained they remain unmobilized for 72 hours. During that period you can mobilize them whenever you want. - Unmobilized soldiers will not fight, nor can be destroyed. They also are not seen by the enemy's spies.
The fighting spirit of your army.
When on a mission, this is the morale the army will fight with. There are several things that are very important about the morale: - Global Moral depends on the overall behavior of the player. - Morale, as a basic value, is 100. - If a player attacks players which are not in the allowed coefficient of 2, his morale drops, because he doesn't fight equals. - For every 0.1 difference in the coefficient (that is over x2) the morale of the army suffers 3 points loss. - Upon returning home, your army will restore its normal morale value.
Your troops have arrived at their destination. It’s time for a fight! What is happening in the very second, before you receive the battle report? Well, the system calculates the battle. Here are the basic processes that occur during that very second.
1. битката почнува
- The two armies start the fight with their Global Morale values. (100 against 100) - Each round the morale drops due to the fatigue, damage, losses, etc. - Each round the morale drops with 4 due to the fatigue. - Considering the damage inflicted, the morale drops with another 1-3 each round. - When your army inflicts more damage than the opponents your morale raises and the enemy's drops. This is the formula:
20-50% difference = 1 morale correction 51-150% difference = 2 morale correction Everything above 151% difference - 3 morale correction
- Thus, the morale differences can reach 1-7, which prevents the loss of a battle on a casual basis. - After passing the 50 points of the morale, there is a chance for your army to flee with the respective percentage (49 morale = 1% chance of fleeing, etc.) - If one army leads the other by 15 of morale it is not endangered of fleeing. - Fortress garrison do not have morale - they simply cannot escape anywhere. - Fortress garrisons do not require upkeep. - If an army flees from the battlefield, it automatically loses 50% if it's remaining troops. The rest of the army returns to the province they were sent to mission from. - If an attacker loses the Siege battle, all siege weapons are lost. - If an army attacks "inner province" (province which is surrounded by other provinces), each province he passes in order to get to its target "punishes" him with 20 morale loss.
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2. повлекување
- Field army can be ordered to retreat from the battlefield in organized order, before a field battle starts. - If the province is attacked with Fortress Siege attack, the army WILL fight, regardless of the order given. - The retreat option works only when the attack is Pillaging or Field battle.
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3. теренот на битката
различни терени даваат различни бонуси на трупите за време на битката. видете го тоа во секцијата терен за бонуси.
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4. хронологија на битката во провинцијата
There are two types of battles for each province.
- Field Battle (presumably your opponent has an army outside his Fortress) - Fortress Siege (presumably you won the field battle) - If there is no field army, you go directly to Fortress Siege
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5. спалување и опсада на тврдина
- Only one province can be pillaged and/or sieged during a campaign. - Sieging converts all the resources of your opponent into gold by the fixed prices of 10wood = 2iron = 5stone = 5gold. The gold is then added to your treasury when your troops return home. - If the attacked province has negative gold, it will stay there, you will NOT take negative gold. - Sieging cannot be performed if the Fortress’ walls have not been brought down. - Pillaging can be performed on a province. It means a certain amount of the province's population disappears (because it is killed or sold into slavery). - Pillaging brings gold using the following formula: for every villager caught (killed or sold into slavery) 5 gold is awarded. - Sieging brings gold from the resources stacked in the Fortress (if any) and raises your Honor. - Pillaging always brings gold because it is always successful, but Honor drops, because genocide and crimes against humanity are performed. - Pillaging destroys up to 20% of the province's population. After that the province cannot be pillaged for the next 168 hours. - In order for the pillage to be successful, the troops' ranks have to be 10% or more of the province's population. - In order to perform the most damaging pillage the army has to be at minimum 20% of the province's population. - If there is a defending field army, it has to be destroyed in order for the Pillage to be performed.
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There are two types of battles in IO: - Field battle - Fortress siege.
No matter if the troops are ordered to siege, pillage or go to a field attack they will face one of these battles or several of them during their mission.
1. Напад на поле
This attack sends the troops to fight only with the opponent's field army, without sieging the Fortress or pillaging.
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2. напад спалување
Troops engage the opponent's civil population. - If a field army exists, the soldiers have to deal with it and then to pillage. - Each successful pillage is punished with -4 Honor. - For every villager killed 5 gold is awarded. - The defending army is allowed to retreat if the option is turned on.
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3. опсада на тврдина
Troops have to overcome the enemy Fortress. - If there is a field army, they have to destroy it and then attack the Fortress walls. - The defending army is NOT allowed to retreat if the option is turned on.
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- Extremely realistic gameplay engine. - All the mechanics, battle structures and rules of engagement are consulted with military specialists, teaching military sciences in academies. - Ground braking and sophisticated battle system.
Do you want to know more? Well, let’s start with the basics.
како се движи армијата?
Different kinds of troops move with different speeds.
- The army always moves with the speed of the slowest unit. - When on mission, the army requires higher than base upkeep - x3. - Mission preparation is required, which lasts 40 minutes. Those 40 minutes are automatically added to overall mission time.
Army movement formula:
A unit, moving with a speed of 1 (spearman) passes 1 IM for 4.5 seconds.
- Cartography Research can decrease the mission time, but not the time of preparation. - The formula is:
X/(1+whatever % of cartography is achieved), where X is the basic speed of the army.
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Што се случило на бојното поле ?
Front lines of the army are arranged as follows:
1. Infantry is stationed in the center. 2. Cavalry fights in the center and/or on the flanks. - Cavalry no more than 20% from the total army(excluding the archers) can be positioned on the flanks! - Light cavalry is always arranged on the flanks first. - Cavalry gets 50% attack bonus when it is on the flanks. - When in center, it receives 10-30-50% one time bonus, depending on its level: 3. Archers can shoot 1 or 2 rounds before the battle starts. After that they fight like everybody else:
- Light Archers shoot 1 round before battle. - Heavy archers shoot 1 round before battle. - Elite Archers shoot 2 rounds before battle.
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единици кои се борат со бонус
Each military unit has its “anti-unit” in IO.
- Cavalry beats totally archers (it is 4 times more cost effective) - Cavalry beats normally swordsmen (it is 2 times more cost effective) - Archers beat totally spearmen (they are 4 times more cost effective) - Spearmen beat totally cavalry (they are 4 times more cost effective) - Swordsmen beat normally archers and spearmen (they are 2 times more cost effective)
By cost effective we mean that with cavalry, for example, the army can annihilate 4 times more expensive army of archers without great loss.
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опсада на тврдина
These are the battles that are conducted between the attacking army and the Fortress garrison. To do this, the attacking army has to eliminate the field army of the opponent (if any) and then continue with the Fortress siege.
Fortress Siege Characteristics:
Fortress Siege is handled in two phases: 1. Phase one - destroying the walls. 2. Phase two - after the walls fall. - When the Fortress walls fall, the combat with the garrison is like a normal field combat.
Until the walls fall there are certain rules that apply:
- In any given time the attacker cannot use more army than the x4 the maximum garrison of the fortress to assault its walls. - Cavalry cannot be used in the battle until the walls fall. - Spearmen and swordsmen are the only non-siege units who can damage the walls. Their amount of damage is their normal attack. - If there are spearmen, swordsmen and cavalry in the Defender's garrison, they do not engage in battle until the walls fall. - Attacker's archers shoot at the Fortress garrison with 0,33 of their normal attack and damage it until the walls fall. - Defender's archers shoot at the enemy with x4 of their normal attack and receive 1 round extra attack, because of their high grounds position. - Fortress garrison does not depend on morale. They simply don't have anywhere to escape. - If there is no garrison in the Fortress, it still has to be stormed. - If the attacker flees due to low morale, his troops suffer 50% casualties. - If there are less than 50 troops in the Fortress, they will desert and disappear before the battle.
- Siege weapons do not participate in the field combat. - If the battle is lost, all siege weapons are lost. - Siege weapons cannot be destroyed when they are at home.
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Класа на тврдина
There are 3 major Fortress classes:
Level 1, 2, 3 - Small Class Fortress Level 4 and 5 - Middle Class Fortress Level 6+ - Grand Class Fortress
Thus:
- The Small class Fortress is designed to defend the province from the first class units. - The Middle class Fortress is designed to defend the province from the Heavy class units. - The Grand class Fortress is designed to defend the province from the Elite class units. - When the attacker comes with rams, they start the fight along with the infantry. - Catapults and Trebuchets engage in the combat from the first round.
- After the walls are down and the garrison is dealt with, the attacker takes all the resources of the province, converted in gold by the fixed rates.
- When a Fortress is taken it is considered destroyed. - In order to rebuild it, the player has to pay 1/3 of its building price in stone. - The rebuilding is instant. - Until the Fortress is rebuilt, players cannot build other buildings in the province or order any research from it. - All other Fortress features remain.
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Fortresses hitpoints and garrisons:
These are the basic numbers, Fortification and Military architecture is increasing them along with the terrain factors:
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удари |
гаризон |
| ниво 1 |
48 000 |
100 |
| ниво 2 |
96 000 |
200 |
| ниво 3 |
192 000 |
400 |
| ниво 4 |
576 000 |
800 |
| ниво 5 |
1 152 000 |
1600 |
| ниво 6 |
4 608 000 |
3200 |
| ниво 7 |
9 216 000 |
6400 |
| ниво 8 |
18 432 000 |
12800 |
Maximum fortress capacity(resources of each type)( VERSION 4 REALMS ONLY!) Fortress 0 - 10,000 Fortress 1 - 20,000 Fortress 2 - 35,000 Fortress 3 - 110,000 Fortress 4 - 410,000 Fortress 5 - 1,210,000 Fortress 6 - 4,810,000 Fortress 7 - 19,210,000 Fortress 8 - 38,410,000
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после битката
As soon as the battle is over, both armies restore some of their lost troops.
- Loser, if vanquished, restores 17% of his starting army. - If the losing army flees due to low morale, it suffers 50% additional casualties on all remaining troops and then the restoration % is applied. - Winner restores 32% of his army. Winner, also, takes the loser's supply train. Its size is the 24h upkeep of the destroyed army in gold.
What if there is not enough gold for the upkeep of the army?
If on the march, your army continues its mission, generating minus gold in your province.
- The army cannot start its mission unless the gold in the province is positive. - If the gold in the province is negative, no building or researches can be started.
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The espionage system in the game is divided into two sections: Espionage and Counter-espionage.
When the Espionage screen is displayed all the player's provinces will be shown. The ones that are colored in red are walled provinces (by four other provinces), and therefore the army will fight with -20 morale if sent to attack there.
The two ways you can spy on your neighbors are: 1. Rumors 2. Spying
The spy gives the most reliable information and the rumors - most uncertain.
гласини
This is the information that is gathered from all the traveling folks (merchants, peasants, artists, etc.). - The only requirement is to have the Espionage technology. - The higher the level of the Espionage, the more rumors are granted (version 4 gameplay rules only! In other versions – only 5 rumors each 24 hours can be performed!) - The information is with +/-50% confidence interval. - Other information available via rumors is the type of units enemy has (normal/light, heavy or elite). - The price of each rumor is 2 gold.
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шпионирање
Espionage is the most reliable way for gathering information about the enemy. - The movement speed of the spy is 5 times faster than the Light Cavalry's. - The chance to perform a successful mission depends on the level of the Espionage. - The price to send a spy is 20 gold per espionage level.
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Што може да се случи кога шпиунот е испратен ?
1. The spy can be caught before he is able to infiltrate the enemy. The enemy will know who sent the spy. 2. The spy manages to infiltrate successfully, he can start sending reports. - It will keep sending reports for 24 hours until called back or is caught by the enemy Counter-Intelligence. - Catching spies on the border is done automatically - To seek & destroy infiltrated spies a Counter-espionage can be performed. - Every infiltrated spy can be caught until it is called back home.
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пресметување на шансите за успех на шпиoнот:
The technologies that influence the calculations are:
- Espionage. - Border outposts - this is the Counter-espionage. - The chances of successful infiltration, if the levels of espionage and outposts are equal, are fifty-fifty. - For each level difference another 25% are added, thus if the difference is more than 2 levels the spy always succeeds or fails, yet there is still a minimal (under 1%) chance for successful infiltration. - After successful infiltration the spy will stay at the enemy's province for 24 hours until caught or called back.
The spy report consists of the size and type of the army in the province (in/out the fortress), the amount of resources gathered in the fortress, the level of the fortress.
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контра-шпионажа
By clicking on it all infiltrated spies can be seen (it is possible for the sender to remain anonymous if his spy level is 2 levels greater than the defender's outposts).
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алијанса и шпионирање
само за светови од верзијата 4!
When part of an alliance a player gets the additional bonus to use his/hers allies spy reports. There reports are shown in the player lists - the most current spy report done by the player or his/hers allies is always visible there. (Warning: these reports are not giving current information but the information that was found at the time of the spying)
Particularities based on Espionage and Surveillance network levels during attack
- If attacker's Espionage and defender's Counter-espionage are equal levels, the defender will see the attacker's army composition 30 min before the attack arrives
- For every level difference 10min are added or subtracted to the base 30 min. For example - if the attacker has level 10 Espionage and the defender has level 9 Counter-espionage the defender will see the composition of the attacker's army 20 min before the attack.
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This is the statistic that shows how each player conducts his affairs whether he/she fights equal battles, fights civilized wars and etc.
акции кои можат да генерираат негативна чест:
- Attacking an enemy that is out of the allowed coefficient. (x2) - 0.1-1 coefficient out of the allowed one(total of x3 the points), the attacker loses 2 points per 0.1 difference, the most loss is 20 points if the difference is x3.
- For recalled army before a battle (so it is avoided) - 1 point. - For Pillaging a province (for conducting total war) - 4 points. - For attacking an ally - 10 points
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акции кои можат да генерираат позитивна чест:
- Winning a field battle - 1 point (the winning army must lose at least 5% of its units) - Winning a siege battle regardless on which side (defender or attacker) - 2 points. (the winning army must lose at least 5% of its units)
- For every 1000 men killed in battle, the winner earns 1 more point of Honor which is added to the ones above. The battle must still meet the requirements for honor. (5% casualty rate)
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бонуси и казни за имање на позитивна или негативна чест:
Positive Honor:
It grants the player with bonus to the Global Morale. The bonuses are given at the following levels: - 100-199 points 2 points morale for the army - For every 100 points thereafter the bonuses stack (example: at 500 honor your morale will be with 10 more)
Negative Honor:
It punishes the player with loss of Global Morale. The anti-bonuses are given at the following levels: - 100-199 points 5 points anti-bonus to the morale of the army - For every 100 points thereafter the bonuses stack (example: at -500 honor your morale will be with 25 less)
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The capitulation allows you to defend yourself from a player for a certain amount of time. During this period nether you or him can not attack the other. Capitulation lasts between 42 and 168 hours, depending on the realm version you play.
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