Armies: WOW!!!

Also, you probably won't get many in the game, any more than 3 or 4 is a real feat.

Unless, of course, you build the military academy, which is now a VERY worthwhile small wonder...
 
How do you calculate the stats of your armies given the stats of the units in it ? Because I'm not sure I understand the "1/6" thing (ok, I'm sure I don't understand :) )
Let's say you've got a 5.2.1, a 4.3.2 and a 2.2.1, what will the final results be after you put them in an army ?
 
The 1/6 means the total army has an improvement of 1/6 over the unit stats. So, if you have all Cavarly, the attack strength goes from 6 to 7. (IIRC.)

Not sure about when you mix units, because I don't know if it averages them to attack or attacks with each one individually.
 
Yeah, that's what I thought, but some things are unclear, like the mixed units, and the rounding ; is it an upper rounding ? What about stats at 3 ? 1/6 of 3 being 0.5, will it become 3 or 4 ?
And 1/6 means only armies of powerful (thus late game) units take advantage of that, no ?
 
Are we really sure about this 1/6 bonus business? I don't recall my Cavalry armies displaying as 7/3/4, but rather 6/3/4. They're still friggin' awesome (I have 3 of them).

-Arrian
 
I never used armies all that much in vanilla civ. My first conquest game, I found out quickly that armies rule.

And it's a real pain when the Incas destroy all 5 armies I had defending the city I had just taken from them. They were attacking with cavalry, and I had infantry in them armies to boot!
 
Originally posted by thestonesfan
An army in a city is all but invincible.
Unless you attack it with another army... ;)

And for the record;
I killed an english swordsman-army (full health, inside a medium city) with one berserker attacking from a ship. It lost only 2 hitpoints during that attack :)

This was in medieval europe conquest :)
 
Originally posted by Bamspeedy
They won't display the stats, but the stats are increased.

Bamspeedy - have you or someone else tested this? I know it was mentioned as part of the Beta by a beta-tester and also described in Chieftesses strategy guide (written during beta) but based on the chat transcripts with Firaxis & BA, and also the limited documentation (soooo trustworthy :rolleyes: ), I assumed that in the release version armies lost their combat bonus but got the free pillage instead as a matter of balance.
 
I've always been a fan of armies despite all of the past controversy. However, with the new improvements in C3C I really really really am a fan of armies now! :goodjob:
 
Originally posted by Catt


Bamspeedy - have you or someone else tested this? I know it was mentioned as part of the Beta by a beta-tester and also described in Chieftesses strategy guide (written during beta) but based on the chat transcripts with Firaxis & BA, and also the limited documentation (soooo trustworthy :rolleyes: ), I assumed that in the release version armies lost their combat bonus but got the free pillage instead as a matter of balance.

No, haven't tested it, but when the stat bonuses were added in the beta, the stats of the units in the armies were not 'shown' to be stronger (riflemen were still displayed as being 4.6), but they certainly were stronger!

To put it another way-It's like the way scientists were in Civ3/PTW. The science output isn't shown to you, but they are giving you beakers! Just because the increased stats isn't displayed doesn't mean they aren't there.
 
Originally posted by robcheng


I've tried it, and yes they can pillage 9 tiles/turn. The reason is that pillaging does not cost any movement points for armies, so any tile they are can be pillaged to nothing for free. (and actually, they don't even have to start on a road, since they treat all terrain as roads.)

Yes it does. It need to be on a road the first turn, to pillage on the first turn.

Also, I can tell that the stats were increased, but it would make sense to display them.
 
Originally posted by Bamspeedy


No, haven't tested it, but when the stat bonuses were added in the beta, the stats of the units in the armies were not 'shown' to be stronger (riflemen were still displayed as being 4.6), but they certainly were stronger!

To put it another way-It's like the way scientists were in Civ3/PTW. The science output isn't shown to you, but they are giving you beakers! Just because the increased stats isn't displayed doesn't mean they aren't there.

Wow! I decided to test it and confirm that they do indeed enjoy the expected combat bonus.

Short answer: They do! :eek: :eek:

Longer answer: I only tested armies on offense, and only tested whether or not they enjoy the base 1/6 bonus refenced, not the 1/4 bonus with the construction of the Miitary Academy.

How does the 1/6 base bonus work? You add the raw attack values of all the constituent units. You divide the total attack values by 6, and round down the result (or so it has been stated elsewhere). The rounded result is added to the army's attack value for purposes of combat resolution. For example, an army composed of 3 knights would have an effective "attack value" of 6 rather than the knights' normal 4. (3 units with 4 attack = 12 combined attack; 12/6 = 2; 2 added to knight attack of 4 = 6). So that 3 knight army becomes a 12HP, 3-move, 6 attack, 4 defense, blitz-enabled, pillage-without-cost war machine.

As alexman said in a different thread, think about an immortal army early in the ancient age :ninja:

Again, I haven't tested defense, nor have I tested the effects of building the military academy (nor do I plan to).

In the interests of "civ scholarship" the following quote describes the test parameters I used so others can verify I haven't overlooked anything or made a mistake, and I'll post the .biq test scenario if anyone wants it.

I established a small landmass where both Rome (human) and Egypt (AI) have one city. The land is RR'd. All unit experience levels have 10 HPs in order to eliminate the effects of promotions and in order to generate more separate combat results from each monotonous attack than 4 HPs provide. Longbows are modded to have an attack value of 22 and 2 moves (revenge of the longbows :devil2: ); Infantry are modded to have a defense of 20. The Egyptian AI has a stack of ~40 infantry, unfortified on grassland -- with the grassland bonus, the infantry have an effective defense of 22. The Roman human has 30 longbows and 10 armies -- these are combined into 10 armies of 3 longbows each. Then it is just a matter of launching repeated attacks against the infantry stack with longbow armies, and keeping track of how many HPs are lost by each side.

If there were no army combat bonus, we should expect (with sufficient trials) a roughly 50 - 50 win - loss ratio between an army attacking at 22 offense against a defender with an effective 22 defense. If the 1/6 base bonus is present, we should expect the longbow armies to win about 60% of the time (3 longbows at 22 offense = 66 attack points; 66/6 = 11; 11 added to the attack of 22 means an effective atack of 33; 33 attack versus 22 defense = 33/55 = 60% win expected).

Out of 977 total individual combat die rolls (HPs), the armies lost 393 HPs while the infantries lost 584 HPs, meaning the infantries lost, and the longbows won 59.775% of the combats - pretty darn close to the expected 60 - 40 split.

Let the "armies too strong" debates begin :D
 
I personally wouldn't say TOO strong. Finally, they are really worth having.

At first, I was a bit ticked at not being able to use GLs to rush Great Wonders.

Now, I'm not sure I want to. An Army early on can make a huge difference, and literally allow you to steamroller your opponent.

I live in fear of the day I come across the AI that has one or more...
 
What really made me laugh at the unbelievers in the past was the way they all claimed that armies were useless and underpowered.

Now I'll laugh if they say that armies are too powerfull. Make up your mind kids, armies have always been, and always shall be great! :p :D
 
Not so, Moff-man.

Time was, armies were hardly worth the cost of the units you threw into them. When you're rolling through your enemy's countryside, a three-cavelry army was great at taking out tough defenders in well-fortified cites, but that single attack and real slow heal-rate were major drawbacks.

Now, you don't lose any of your attacks (in fact, you GAIN attacks, in some cases), plus you have modifiers galore. Way cool!
 
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