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Zone of Control
From AGEWiki
The variables discussed are not yet available for modding.
Contents |
Patrol Values
Each element has a Patrol Value that represents the ability of the element to block (i.e. interrupt) enemy movement.
- The sum (modified by cohesion, prorated) of all the Patrol Values belonging to friendly elements is added to the Patrol value of any friendly fortifications in a region.
This value is NOT modified by the Military Control value in the region.
The resulting value represents the strength of the Zone of Control that friendly forces exert in the region.
Fortifications and Zone of Control
Fortifications have a Patrol Value equal to [the level of Military Control in the region] x [the fortification level] x 100.
As a result, it is virtually impossible to bypass large enemy fortifications.
Entrenchments
Patrol is augmented by your entrenchment, x 1.1 per level of entrenchment.
- The rationale is that high entrenchment level is a 'network of trenchs and observation posts, to prevent enemy sneaking'.
Evasion Values
Each element has an Evasion Value that represents the ability of the element to avoid contact with enemy forces.
- The Group's evasion is the worst evasion value of any unit in the group.
- Evasion Value of a unit is the average of the evasion values of the elements in the unit.
- Evasion Values of the units is modified by weather and terrain.
- The size of a Force is also taken into account — smaller forces have an easier time avoiding enemy contact.
Weather and Terrain Bonus
- Weather bonus is 5 points x hide bonus given by Terrain and Weather, added to the evasion value of each element.
The value of each Terrain/Weather bonus can be found in the /GameData/Terrains folder
Example from WIA (filename 0Clear.ter)
{Clear} ... Supply = 4 HideBonus = 0 MaxRange = 99 ...
... and so on through the last weather level:
{Blizzard} ... Supply = 0 HideBonus = 1 MaxRange = 3 ...
These values are easier to view using the Spreadsheet DB file (example: WIA_DB_Terrains_ver102b.xls)
Size Bonus
- Small Force: A Small Force is a Force that is equal to leader command 1* or less in CP, with 1 unit costing at least 1 CP
- Size bonus +3
- Large Force: A Large Force is a Force that contains MORE CP than what a 3* can command.
- Size bonus -3
Effectiveness of Zone of Control
Once the strength of the Zone of Control (i.e. total modified Patrol Value) is determined, it is divided by the Evasion Value of the opposing Force. An opposing Force is prevented from retreating into any adjacent region where its level of military control is less than this number.
- The game engine contains "exceptions" to allow movement by Orders into these zones.
Regions that a Force cannot enter due to a blocking Zone of Control are indicated in Red on the game map. Additional information regarding blocked movement is obtained by holding your mouse over adjacent regions.
Commander’s Note: Small fast moving cavalry forces have the best chance to avoid being pinned down by enemy Zones of Control.
Examples of Zone of Control
Here is where you find these values:
Example calculations:
- The enemy has a patrol value of 500. You want to go through with a gun unit (Evade : 2). You can only go in province with at least 500/2 = 250% of Military Control. Impossible.
- The enemy has a patrol value of 500. Your cavalry has a Evade value of 12. 500/12 = 41,7% You can only go in the provinces where you have at least 42% of Military Control.
Practical example. In Montréal, the French patrol value is :
- A level two fort : 200 - The units – 34. I opened the French file to know this (the game is finished). - Military Control : 75% Patrol value : (200+34)*0,75 = 176.
Here are some examples based on this. Remember that due to the “small size” bonus that the user cannot calculate to add to the theorical value, and a bonus due to the stormy weather.
Conclusion : it might be useful to send a small unit first when you want to go somewhere in enemy ZOC, so you raise your Military Control. Then, you can move the rest of the army.