Due to a sudden burst in spammer activity, account creation has been temporarily disabled. Sorry for the inconvenience to any new potential contributors.
Effective with Game Engine dated July 26, 2012 or later
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
None for now, if values seem ok, variables will be exported.
Troops Allowance in elements
- Fort: 25 per level
- City: 10 per level
- other: 10 per level
The limit is set by priority, not cumulative for all structures.
Example: A level 3 City with a level 1 Fort and a level 4 Depot The Fort takes priority, so the overall crowding limit is 25 Example: A level 3 City with a level 4 Depot The City takes priority, so the overall crowding limit is 30 Example: A level 4 Depot with no Fort or City structure The overall crowding limit is 40
nb: It can be possible that a medium to large city holds more troops that a fort, that's expected.
Penalty in case of overcrowding
4 cases are differentiated: if you are the side doing the attack, if you are the defender, if the phase is a fire phase, if it's an assault.
For each number of element equivalent to the allowance, above the allowance, then a full penalty or a full bonus is given. For example if the allowance is 30 and you have 40 elements, then you are 10 above the allowance, so you'll get one third of a penalty or bonus (because 10 is one third of 30, the allowance). Or if you are twice above the allowance, you'll get a full penalty (as defender) or a full bonus (as the attacker).
The defender, if assaulted suffers a -20 penalty to the melee phase per full penalty. A -10 to the fire phase when firing. The attacker gets a +30 bonus to the melee phase per full penalty of the defender, and a +20 to the fire phase when firing.
A penalty or bonus is a modifier to the finalized probability to hit. For example if an attacking artillery had 16% chance to hit normally, but the defender gives the attacker a +25% bonus, then the final chance for the artillery will be 16 x 1.25 = 20%.