Combat resolution

 

Combat in civ II introduces a new concept, that of hit points. This is to overcome a problem
in civilization where it was possible, for example, for a warriors unit to defeat an Armor unit.
Also, when a unit is victorious, it may take significant damage, this is represented by the little
colored line above the shield:

First, some definitions:

 

Hit Points: The amount of damage a unit can take before being destroyed

This is obtained by multiplying the Hp statistic times 10.

Fire Power: The amount of damage a unit inflicts in each successive attack.

 

 

Here is how combats are resolved:

 

The necessary attack or defense modifiers (i.e., terrain, city walls) need to be applied. For units with defense of 0, a random number is generated to give them a small chance of winning

Combat is carried out by carrying out successive battles until one of the combatants dies.

Example :

 

A Catapult (Attack: 6, Defense: 1 , Hp: 1, Fp: 1) attacks a phalanx (Attack: 1, Defense: 2 , Hp: 1, Fp: 1).
Neither unit receives any modifiers.

 

Probability of catapult winning: (6) / ( 6 + 2) = 0.75

Both the catapult and phalanx start with 10 hit points.

So the catapult will win in 75 % of battles. Using 2 d10 (for percentiles) (any roll over 75,
phalanx wins) we get:

 

Dice roll Catapult HP Phalanx HP
12 10 9
60 10 8
21 10 7
28 10 6
15 10 5
Catapult gets unlucky 90 9 5
Catapult gets unlucky 85 8 5
16 8 4
50 8 3
20 8 2
28 8 1
Phalanx dies 60 8 0

So the catapult wins but it has taken some damage.

 

It is also possible to modify the rules to use the old style combat (as in civilization). Stay tuned for details on how well this works.

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