Phases
The phases change based on slider bar progress.
The phases change the combat frequency and the defense bonus
Defense bonus
Visible bonus on slider bar: Impacts who pushes the bar each round
Visible bonus on slider bar * 10: Impacts who takes the shot for the round.
The defense bonus is halved in the probing attack phase
Shot probability
The paradigm has switched to momentum from alternation. If you took the last shot, the odds are better that you will take the next shot. This is opposed to the old paradigm where the odds decreased if you took the last shot.
Strategy
It is now quite possible to win the war without taking a shots
It can be worthwhile to sacrifice troops (stance) to push battle to next phase and thus reduce defensive bonus
Tower defense game bonuses can have major tide turning impacts.
Tower defense bonus is a way to hide true strength of army
It is to the advantage of the defender to preserve skirmish status of the battle for as long as possible to leverage the *10 bonus.
In close battles, protect large stacks and aggressively stance the smaller stacks to push the battle to the next phase.
Walkthrough
For no good reason other than experimentation. I dog piled a civilization that was declared on by another civilization. In the following walkthrough, The battle began at 6pm and ended sometime after 11pm.
I was the only army on the field for the first two hours. I was pushing the bar each round but losing more shots than I was taking. I had an advantage over the displayed value, but not the *10 value. I changed the stance of my troops to stop taking hits. I ceased taking hits completely within half an hour, despite progressive changing stance down to below 50/50 probability against the *10 value.
The opponents jumped in troops that were unbeatable when combined with the defense bonus. I was tapped out and only able to replace normal/fortified losses. Yet I still had three turning points in the battle.
1) I managed to jump my mini game defense to 75%
2) The mini game bonus boost pushed the battle into probing
3) The defender experimented with the old alternation paradigm… once, and lost all archers as a result.
Those three impacts enabled me to push the bar for half an hour in probing, until the defender jumped his mini game defense up 25%. At that point, it was no longer possible to win the shot totals. I managed to push the bar for another half hour by selectively placing protected stacks (e.g archers, since he had no archers, smaller infantry stacks since larger infantry stacks hit more often) on heroic and the primarily targeted stacks on normal, but the steady attrition and occasional hit on the protected heroic stacks meant that it was only a matter of time.
Once the battle was no longer winnable even if we erased the defense bonus by escalating the battle, I retreated the tattered remnants of the army. The defending civilization got their era about an hour later as they had to recover all the battle bar ground they lost plus over run our battle bar.
In the aftermath, I will admit that there are a lot more tactical options to sway a close battle than there used to be. I will also admit that it felt like I was fighting a typical civil war battle as inflicting losses and gaining ground were not tightly coupled. The battle also had ebbs and flows as battle changing events occurred and more than one battle changing event did occur.
Ultimately, I never want to commit myself to 5 hours of constant attention to a close battle again, there were numerous times when I thought about quitting, but didn’t because of obligation to teammates rather than out of feelings of ‘fun’.



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