EIA Setup - "View Available Counters"

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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pfnognoff
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RE: Diplomacy AI

Post by pfnognoff »

ORIGINAL: Wandering Eye

Seeking clarification on the counters.

- Do the counters that look like towers (first inclination was to say 'rooks', heh) designate something like militia garrisons?

- Do the little red-outline boxes in the upper-left corner of certain counters mean that they're in the city, or is this something else?

- Were any of the towns in this area of the map fortified cities (can't remember off-hand)? If so, I'd be curious to know whether there's a way to check how many troops (measured in army factors? can't recall, it's been a long time) that you need to properly garrison it. IIRC the original board had dark triangular notches set in the wall of the town icon.

- Towers, rooks, castles, which ever way you name them, are city garrison counters. You can put infantry, militia or a mix of both in them up to the city garrison maximum.

- You got it! It is just that, a marker showing a counter is inside the city walls.

- Fort levels are not at the moment clearly shown on the map, but if I'm not mistaken, the map is under constant revision and they should be included in one of the future versions. Never the less, the fortification bonuses are allready in the game engine and they give a die roll modifier making it more difficult to breach a fortified city, just as in the board version. Garrison levels are shown on the garrison counter (the rook, see above), and if you are not within 5 factors away from the max the attacker gets a die roll modifier in his favor, also just like the original.
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Camile Desmoulins
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RE: Diplomacy AI

Post by Camile Desmoulins »

ORIGINAL: pfnognoff
- You got it! It is just that, a marker showing a counter is inside the city walls.

In the original boardgame game the corps were in the areasn and when an enemy corps entered he could decide if to face the one in the area (battlefield) or to take refuge in the city, and the enemy body then could decide if it besieged or not (with different supply cost if made it or not). How does it solve this sequence the PC game? [&:]

Camile
"Scis vincere, nescis uti victoria" (Maharbal)
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pfnognoff
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RE: Diplomacy AI

Post by pfnognoff »

Translating this rule from the original to the letter, would create additional e-mail traffic even during a single nation move phase, making PBEM play take long time. It is simplified:
If your corps is outside the city, there is a field battle when the enemy arrive (resolved in the combat phase). If your corps is in the city, enemy can besiege you when they arrive.
YohanTM2
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RE: Diplomacy AI

Post by YohanTM2 »

Seems like a good compromise to me.

ORIGINAL: pfnognoff

Translating this rule from the original to the letter, would create additional e-mail traffic even during a single nation move phase, making PBEM play take long time. It is simplified:
If your corps is outside the city, there is a field battle when the enemy arrive (resolved in the combat phase). If your corps is in the city, enemy can besiege you when they arrive.
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Pippin
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RE: Leader Arrival dates

Post by Pippin »

A becomes more experienced by winning several battles and can now command more troops or his tactical rating increases.

I would think that most games that relied on a feature like this would also be somewhat flawed. For example, should a WW2 Russian leader get experience points for continualy winning the eastern battles because he just sits there and sends numerous conscripts to their death, but enough that the enemey gets wiped out in each case? Even if it results in far more casualties on his own side?
Nelson stood on deck and observed as the last of the Spanish fleets sank below the waves…
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Titi
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RE: Diplomacy AI

Post by Titi »

ORIGINAL: Yohan

Seems like a good compromise to me.

ORIGINAL: pfnognoff

Translating this rule from the original to the letter, would create additional e-mail traffic even during a single nation move phase, making PBEM play take long time. It is simplified:
If your corps is outside the city, there is a field battle when the enemy arrive (resolved in the combat phase). If your corps is in the city, enemy can besiege you when they arrive.
Seems not for me, currently :

Will there be no insurrection corps for Austria as it's the same kind of mechanism?

Will an enemy corps moving over a corps in a city be free to continue its move in another area, or will it be forced to stop?

How will forage the corps finishing in an area and choosing to be in the city?

Will the corps in a city modify the forage of an enemy corps moving in the same area?
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pfnognoff
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RE: Diplomacy AI

Post by pfnognoff »

ORIGINAL: Titi
Seems not for me, currently :

Will there be no insurrection corps for Austria as it's the same kind of mechanism?

There are Insurrection corps, the AI handles their placement upon enemy entrance into eligable province.
Will an enemy corps moving over a corps in a city be free to continue its move in another area, or will it be forced to stop?

As per original rules, if you declare your corps to be inside the city, enemy can continue his move. If your corps is outside the city, the enemy has to stop its move and engage in a battle (Edit: this is handled as per original). There just isn't any option to retire inside the city after the enemy enters and you are outside (Edit: as opposed to original).
How will forage the corps finishing in an area and choosing to be in the city?

I'm not sure exactly what are you asking. If you besiege then the forage shouldn't be modified by unspent movement points, but the besieged corps also doesn't count for forage modifier.
Will the corps in a city modify the forage of an enemy corps moving in the same area?

Any unbesieged corps inside the area influences the forage roll.
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