unit experience for "domain"

Crustacian

Crusty
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Jan 2, 2007
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I recently saw this on a trireme I hovered over before attacking: (+40%:Bonus VS Domain)

It was not on a previous one in the same waters. Neither were in their home water boundaries, but a few tiles away.

One was one tile from "former" home boundary

I understand the Wonders and Religion that enhance strength while fighting in home territory, but do not think in this case it is due to that.

Any ideas how this works?

Moderator Action: Moved to "General Discussion".
 
40% Bonus vs. Domain means that unit has a promo (or multiple) that gives it 40% extra strength against naval units (naval units being the domain that's referred to).
 
Exactly what Aaron said

+40% vs domain means that you were looking to attack it with a naval thus he had naval 1 and naval 2 promotions giving each 20% for a summed total 40% vs domain.

Had you selected an Archer and moused-over the trireme, it would've had no apparent domain bonus.
 
Thank you Aaron90495 and Deau!

I must look at the whole mouse over info in important situations, MORE than just the green/yellow/red!! Well, I do but NOT enough!

Those promotions do exist just as you said,
AND there is one more: +15 combat Bonus which must be one of the triangles.
And what do you speculate the 15% combat bonus is from?

So two "anchors" (naval 1 & 2), and red triangle, yellow triangle.

I am well familiar with the naval 1&2 promotions, as such, just never knew they were called "domain bonus" at times. Sometimes over familiarity can result in carelessness!

And I will check out your archer mouse over theory in this case as well, Deau.

Thanks for the insight. It helps me clean up my game.

There are games where no margin of error is allowed. And even if there are no "errors", victory may be taken from you by a better player's overall strategy.
 
Thank you Aaron90495 and Deau!

I must look at the whole mouse over info in important situations, MORE than just the green/yellow/red!! Well, I do but NOT enough!

Those promotions do exist just as you said,
AND there is one more: +15 combat Bonus which must be one of the triangles.
And what do you speculate the 15% combat bonus is from?

So two "anchors" (naval 1 & 2), and red triangle, yellow triangle.

I am well familiar with the naval 1&2 promotions, as such, just never knew they were called "domain bonus" at times. Sometimes over familiarity can result in carelessness!

And I will check out your archer mouse over theory in this case as well, Deau.

Thanks for the insight. It helps me clean up my game.

There are games where no margin of error is allowed. And even if there are no "errors", victory may be taken from you by a better player's overall strategy.

I'm almost positive that the red triangle represents "unable to enter ocean tiles." I can't say this with as much certainty, but the 15% combat bonus is likely the Morale promo that units get from a Heroic Epic city.
 
This being a scenario, they can enter ocean. Yet it is a point well taken that whatever the triangles mean, they are explained in the mouse-over of each unit.

And it must be weighed most carefully at times...

I have noticed a new one!
Near a recently captured (by me) city with iron, my CB upon mouse over revealed green 50% strategic resource bonus!!!!! The hapless two units near the iron went down quick

Have you seen this one?
 
This being a scenario, they can enter ocean. Yet it is a point well taken that whatever the triangles mean, they are explained in the mouse-over of each unit.

And it must be weighed most carefully at times...

I have noticed a new one!
Near a recently captured (by me) city with iron, my CB upon mouse over revealed green 50% strategic resource bonus!!!!! The hapless two units near the iron went down quick

Have you seen this one?

Well, no idea what the red triangle means, then, but the strategic penalty is really nice to go against. That happens when the AI or you (more likely) doesn't have enough resources for a unit (i.e. it has 4 swordsmen but 3 iron). It becomes much less common as you go up in difficulty, as the AI's have more land and thus more resources.
 
AND there is one more: +15 combat Bonus which must be one of the triangles.
And what do you speculate the 15% combat bonus is from?

There are 2 options for the 15% bonus.

If it's called discipline, then it's the first SP in the right tree of honor. The bonus comes and goes whenever a given melee unit (affects melee ships too) has another unit in an adjacent tile.

Or, it could be Morale, the 15% bonus from the heroic epic national wonder.
 
This is Immortal level, as I always play emperor through deity level.

Unless an MP host sets it different.

So how does it work, and why does it strategically affect combat?
 
This being a scenario, they can enter ocean. Yet it is a point well taken that whatever the triangles mean, they are explained in the mouse-over of each unit.

And it must be weighed most carefully at times...

I have noticed a new one!
Near a recently captured (by me) city with iron, my CB upon mouse over revealed green 50% strategic resource bonus!!!!! The hapless two units near the iron went down quick

Have you seen this one?

Yes, this occurs mostly when you pillage a strategic resource tile to the point the enemy civ goes in the -x for a given resource. For example if a civ only has one tile with 4 horses and you pillage it (assume they have no friendly CSs providing extras), then all their horse-based units will have the 50% penalty.

As such, it is a good strategy to trade one or two horse/iron/etc to a nearby neighbor that is likely to attack you eventually (at least at higher difficulty levels where they spam units all day everyday). Doing so will make them build one too many such that when they DoW, all their units of that given type will get the 50% malus.

As a result however, it is often best for you NOT to kill those units and leave them in the red (they will often just circle around and not attack with those weakened units anyway) as once you kill 1-2 all their others will regain lots of strength. Same goes with looking up for the strategic tiles in an enemy land when you go offensive. Pillaging a source of iron/horse, even marching your way towards it or using a fast (horse) unit to get there pillage and come back will often result in the AI just sitting those units behind its city because its weakened, making your march much easier and often resulting in fewer units losses.
 
This is Immortal level, as I always play emperor through deity level.

Unless an MP host sets it different.

So how does it work, and why does it strategically affect combat?

Well, all bonus sources are additive and the base combat strength of the units is multiplied by 100%+sum of bonuses%. So in the example you provided with a ship having naval1 naval2 and morale or discipling for a total of 55% bonus, assume the ship was a Privateer with base 25 strength, then its actual strength for a battle would be of 25*1.55 = 38.75 making it significantly stronger than an unpromoted unit.

This is particularly important for the human player to chose his promotions according to the land he ought to march on nor to how much resistance the human expects to receive in a naval war. If you know you will be able to clear all melee ships with your range ships, then your melee ships should take that city pillage promotion (forget the name) but otherwise, taking naval promotions will help your melee units survive/serve as a front line/do more damage to enemy ships.

Same goes with making sure that your rough terrain specialist units end their turn on hills/forest/jungle if you expect them to take any damage for example. I think the bigger component however is what I mentioned in the previous post about using a fast unit to quickly jump on a resource tile and pillage it. It is often worth using a suicidal mission horse to do so if you know it is the only source available to an enemy civ.

In the late game, a bomber with -50% oil penalty will likely die in a single attack but especially, the AI will probably not manage to kill any of your units with their suicidal bombers.
 
Well, all bonus sources are additive and the base combat strength

This is particularly important for the human player to chose his promotions according to the land he ought to march on nor to how much resistance the human expects to receive in a naval war. If you know you will be able to clear all melee ships with your range ships, then your melee ships should take that city pillage promotion (forget the name) but otherwise, taking naval promotions will help your melee units survive/serve as a front line/do more damage to enemy ships.

Same goes with making sure that your rough terrain specialist units end their turn on hills/forest/jungle if you expect them to take any damage for example. I think the bigger component however is what I mentioned in the previous post about using a fast unit to quickly jump on a resource tile and pillage it. It is often worth using a suicidal mission horse to do so if you know it is the only source available to an enemy civ.

In the late game, a bomber with -50% oil penalty will likely die in a single attack but especially, the AI will probably not manage to kill any of your units with their suicidal bombers.

I knew there was a cost for having more resource dependent units than the resources available. But is most interesting to see it revealed in the combat bonuses of an individual unit. Thank you for explaining this.

And against the AI it is often no need to worry, but against a good human, well its another story then.

And your suggestion on suicide horses is one I underutilized.

Now for two reasons horses are more valuable to me. One is a s you say, the other is to gain flanking bonus.

So it was my taking the city WITH the iron that made them deficient! A new angle for me to think of!
 
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