Due to a sudden burst in spammer activity, account creation has been temporarily disabled. Sorry for the inconvenience to any new potential contributors.

Attrition

From AGEWiki

Revision as of 15:54, 5 May 2010 by Lodilefty (Talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

The term ‘Attrition’ refers to a unit’s gradual loss of combat efficiency and manpower (i.e. disease, desertion, accidents, etc.). Most armies suffered more from attrition than they did from combat with the enemy. This fact is reflected in the game by exposing Forces to potential attrition losses based on activities they perform throughout a game turn.


Contents

Effects of Attrition

Losses from attrition are reflected by the reduction of Cohesion and elimination of Strength Points.

Checking Attrition

Forces are checked for attrition under these conditions:

  • Movement: A Force which moves during a game turn is subject to potential attrition losses in proportion to the Cohesion cost of the move. (Forces suffer one (1) Cohesion point loss for each day of movement subject to a number of modifiers.)
  • Desert Region: A Force which occupies a Desert region for all or part of a game turn is subject to potentially severe attrition losses.
  • Lack of General Supply: A Force which lacks General Supply (‘Out of Supply’) is subject to potential attrition losses each game turn.
  • Harsh Weather: A Force which lacks shelter (i.e. in a region without a structure) during Harsh weather (i.e. Snow, Frozen, and Blizzard) is subject to potentially severe attrition losses.
  • Epidemics: Large concentrations of strength points in a region have the potential of causing an outbreak of disease. If an epidemic breaks out, Forces are subject to potential attrition losses.

Attrition Reduction

The effects of Attrition are reduced by:

  • Rich Region: Attrition losses are reduced by 50% if a Force is occupying a Rich region,
  • Civilized Region: Attrition losses are reduced by 10% if a Force is occupying a Civilized region,
  • Supply Wagons: A Supply Wagon (with General Supply) accompanying a land Force reduces attrition losses by 10%. Fleets are not protected by the presence of Naval Transports.
  • Force is entrenched: A Force that is entrenched (regardless of level) reduces attrition losses by 20%.

Attrition modifiers (both positive and negative) are cumulative. For example, if an entrenched Force that lacks General Supply experiences an epidemic all three of these conditions would be factored into the final Attrition loss equation.


Hardened Attrition Option

Players may choose to play the game using the Hardened Attrition Option. This rule, while more realistic, will result in increased losses due to attrition as the name indicates. All units, regardless of whether they have moved during the current game turn, are subject to attrition under this option, even if they occupy a structure (in case the region is pillaged and not very loyal). Also, units will not be eligible to receive replacement strength points or elements unless they remain stationary and occupy a Depot.

Modding

Several parameters for each model are set in the Models Database for each game.

Additionally, there are "global" parameters defined in Cohesion&Attrition.opt in the games \Settings folder

Forums