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Developer Diary | Combat

Developer Diary | Combat

Hello, everyone. Ian Fischer of C Prompt Games here again, excited to share another Developer Diary for Millennia. We are heads-down working on our end-of-year objectives but I am going to take a quick break from that to talk about combat.

Goals of Combat

Before we get to specifics, let’s outline some of our goals.

To start with, we want Millennia’s combat to be “inline.” There are a lot of strategy games with tactical combat that we love (how ya doin’, Age of Wonders), but Millennia is primarily about the arc of history and our goal is to keep the focus at that level. We want you thinking more about technologies, government types, the growth of cities, and the course of wars, less about “that archer should take cover behind that tree.”

To support this, combat choices in Millennia are at the strategic level -- you decide who fights who, where, and when, but you do not give orders during combat. Similarly, combat is presented in window atop the world map and provides controls that allow you to analyze or quickly resolve a battle as you want. This is intended to show combat while still keeping you in the flow of the game as much as possible.

Secondly, we want combat to be manageable. In the early stages of a 4X, you tend to have a small number of units. These are important, easy to keep track of, and you often have a specific plan for each of them. Contrast this with not-uncommon mid- to late-game conditions, where you have a multitude of units, you spend a chunk of your turn trying to remember what you were thinking when you sent someone with a club to the other side of the planet 20 turns ago, and “plans” sometimes tend more toward masterful stratagems like “send everything here.”

We want to do what we can to keep things trending more in the early game feel. Some of this is accomplished with core game balance and UI support like the Outliner or the ability to name Armies, but the biggest contributor is having combat built around multiple Unit Armies.
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One of the two stylistic approaches to naming Armies...

Armies size starts at three but can grow to seven later in the game. Larger numbers of Units are thus grouped into a smaller number of Armies to command, plan around, and keep track of.

Finally, like almost everything, one of our goals is to have interesting choices at the heart of the gameplay. We like making combat inline and not having tactical choices during the fighting – but we want solid strategic choices about the fighting. Armies are a good structure to focus decisions around warfare – but there need to be interesting decisions about how you build Armies for it to be worthwhile.

Our core combat mechanics (which we’ll talk about next) are organized largely around supporting this objective.


Basics of Combat

Battles in Millennia are generally structured around one Army fighting another Army.

The fighting is resolved during up to three rounds of combat. All of the Units in each Army get to take an action during each round. If an attacker wins the fight, their Army moves into the space that was occupied by their target and the defender (assuming any of them are still around) retreats. If there is no winner after all three rounds, the battle is considered a “push” and both Armies remain in their original locations.
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This will go poorly for you, Roman Raiders.

During a round of combat, one Unit in an Army will target an enemy Unit. This causes the attacking Unit’s Attack value to be compared to the target’s Defense value. From the result, damage is determined and applied to the target Unit’s Health and Organization.

Health is something of a “normalized” value, meaning that Millennia uses it primarily as a way to scale lethality overall, not as a differentiating factor -- the majority of Units (but not all) have 50 health.

Organization, which is somewhat related to Health, is a differentiating factor and different Units have different Organization values despite having the same Health.

At zero or less Health, a Unit is destroyed. At zero or less Organization, a Unit is routed and attempts to flee the fight. Damage to Health is recovered over several turns (it is faster if the damaged Unit is recovering within its own territory, including territory held by an Outpost). Damage to Organization is fully recovered at the start of the next turn.

Additional factors, such as the terrain where a fight takes place or an Army being fortified, can further modify combat, but this is the basic arrangement.


Unit Types

Unit Types inject interesting gameplay into these core mechanics by adjusting various rules of the combat system.

With all of the Variant Ages, Crisis Ages, National Spirits, and upgrades through the Ages, there are close to 250 Units in Millennia. While many of these have unique characteristics, almost all of them have one of three basic Types and the Type defines their general operation.

Support Type Units are Units like Archers. In Millennia, Units of this type have the ability to do a lot of damage, but they need protection – they are relatively weak in direct combat.

Support Units go first in each round of combat and they select their targets at random. (If you believe in luck, you can run all Support Type Armies and hope your initial attack is enough to cripple the enemy Army.)

Line Type Units are what is supposed to protect the Support Types. Line Type are Units like Spear in the early game, evolving into Pike, then Musket, then Assault Rifle in later Ages. Line Units tend to do less damage but have strong Defense and Organization.

Line Units go second in each round of combat. From a targeting perspective, if there are Line Units that are valid targets, they must be attacked before other Units can be engaged (when there are multiple valid enemy targets, Line Types select one to attack at random). Hence, stacking Line Units in an Army is a good way to keep damage-dealing Supports alive.

Mobile Type Units represent “maneuver warfare.” These are Units, like Knights or (later) Main Battle Tanks, that are intended to make a mess of things by showing up in places where the enemy doesn’t want to see them.

Mobile Types go last in each round of combat. If there are enemy Line Units present, Mobiles must target these first but, representing their ability to strike at enemy weak points, Mobile Types don’t select targets at random, instead always picking the valid target with the lowest Health.

Additionally, Mobile Types do double the normal damage to enemy Organization, representing the cavalry charges or similar shock tactics. With the focused targeting and shock damage, Mobile Type Units are useful for breaking enemy Line defenders and then chasing down any Supports they might be protecting.


Warfare Domain

Combat, as part of a 4X, generally involves considerations beyond just the actual fighting and composition of Armies – economic factors play a part too.

The typical considerations that flow from that structure, like Unit Production and Upkeep Costs, are part of Millennia’s combat system. Similar to the way that the Types rules introduce an additional dimension to how you think about your Armies, the Domains in Millennia create another dimension for the economic interaction with warfare, beyond the “typical” material.

To begin with, not all Units in Millennia are built at the Capitals with Production. There are a number of Domain Powers that can be used to spawn Units or Armies. For example, the starting Tribal Government includes Raise Tribal Army, which allows you to spawn a Warband at a Capital using Government Domain.
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It costs some political capital to raise the tribal army, but it’s a good option for defending Towns when surprises happen.

Units that are part of a particular National Spirit often have ways to earn or deploy these Units that are not the standard “build them with Production.” This allows a variety of economic plan and National Spirit combinations that can produce unique approaches to war.

The Warfare Domain itself has a number of National Spirits that are focused on war (as you might imagine), but even the basic Warfare Domain Powers that all Nations have access to influence combat heavily. Warfare Domain Powers like Forced March and Reinforcements can be used get Armies (of whatever composition) where you want them or to heal them after a fight. These uses also compete with upgrading older Units to more modern (and more powerful) versions when you advance in Ages, which has a Warfare Domain cost.
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Get with the times!

In general, a reserve of Warfare Domain represents a Nation’s overall preparation for war. If you’re going to be fighting, you want to have some Warfare Domain in the bank to use Domain Powers, upgrade Units, and make the most of your National Spirits.


Leaders

There are several sources for Leaders in Millennia, but the basic way to get one is to make your own via promotion.

As Units fight in Millennia, they gain experience, which eventually translates into levels of Veterancy. Each level of Veterancy increases the Unit’s Attack and Defense, but Veterancy also allows a Unit to be promoted into a Leader (at a cost of Warfare Domain).

Leaders are reasonably capable Units on their own, but their true value is in the bonus they apply to other Units in their Army.

Leaders have a Tactics value. When combat occurs, the Leaders with the highest Tactics value on each side (you generally do not want more than one Leader in an Army) are compared and the difference between their scores becomes a bonus for the side with higher Tactics leader.

Each level of the Tactics bonus is, essentially, an additional level of Veterancy for ALL Units in the Army, so good Leaders can provide a considerable advantage.

Leaders start with a Tactics value that depends on the corresponding Age of the Unit promoted – an Age 1 Warband will promote into a 1 Tactics Leader while an Age 2 Spear will promote into a 2 Tactics Leader. Gaining levels of Veterancy will further increase a Leader’s Tactics value.

Hence, the total potential Tactics value of a Leader caps out at maximum Veterancy, which means that Units from later Ages promoted into leaders always have a higher maximum Tactics level than Leaders from earlier Ages. Once a Unit has been promoted into a Leader, it can no longer be upgraded, which means it generally becomes outclassed over time.

When Leaders get a little long in the tooth, a Unit ability can be used to Retire the Leader, which provides a Warfare Domain reward.
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Agamemnon, heretofore not known to have commanded Main Battle Tanks.

(Overall, this means that Leaders can be very powerful for their Age, and the spirit of what they did can live on productively into the next Age or so, but generally you don’t want the Leader you had in the Stone Age to stick around to the end of the game.)


Thanks!

We hope you have enjoyed this look at combat in Millennia. While we covered a lot of the basics, combat is a deep system and there are aspects we didn’t get into or only touched on at a high level. Still, I hope the basic shape of things came across, especially the interplay of all the decisions – your economy, your National Spirits, how you compose your Armies, and how you manage your Warfare Domain all work together and provide a lot of options for crafting fun approaches to fighting.

We’ll be back on 14th of November to talk about Economy Part one. As usual, if you like what you have seen, please Wishlist us!
 
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Mechanically, you also have damage distribution / overkill in the first round from all-Support groups.
Oh, that's interesting.
When does the target determination take place? And the actual attack?
I can see two possible ways:
1. Targeting is done before the first attacks are resolved, if the original target gets invalid, the attack is not retargeted. If that's the case then overkill is indeed an important point to consider.
2. All units target and attack one after another. So each attack always targets a valid (ie live) target. In that case overkill may also happen, sure, but no attacks are going to be wasted.
 
Hence, the total potential Tactics value of a Leader caps out at maximum Veterancy, which means that Units from later Ages promoted into leaders always have a higher maximum Tactics level than Leaders from earlier Ages.
My first though when I read this was that while I understand needing a mechanism to encourage (or force) retirement of leaders, I'm not sure that the potential skill and thus impact of leaders growing strictly with age is the right answer.

At a casual level, one tends to think of the opposite; the importance of individual leaders to the flow of battle is *more* important the earlier in history you go. The "organization" of a tribal warband might be entirely dependent on the charisma and/or shouting ability of it's leader; when one thinks of classical era warfare it's almost always about some leader vs some other leader; individual leaders were still important in some battles of the middle ages, but increasingly about the quality of equipment and training; and by WWI the folks in the trenches might not even know who their nominal leader was at the moment.

Some sort of explicit best-by date might be a better answer, allowing the Alexanders and the Charles Martels to have the influence they ought to.
 
My first though when I read this was that while I understand needing a mechanism to encourage (or force) retirement of leaders, I'm not sure that the potential skill and thus impact of leaders growing strictly with age is the right answer.

At a casual level, one tends to think of the opposite; the importance of individual leaders to the flow of battle is *more* important the earlier in history you go. The "organization" of a tribal warband might be entirely dependent on the charisma and/or shouting ability of it's leader; when one thinks of classical era warfare it's almost always about some leader vs some other leader; individual leaders were still important in some battles of the middle ages, but increasingly about the quality of equipment and training; and by WWI the folks in the trenches might not even know who their nominal leader was at the moment.

Some sort of explicit best-by date might be a better answer, allowing the Alexanders and the Charles Martels to have the influence they ought to.
I suppose the increasing bonus to Tactics the later the Age they were created in is not the only modifier that increases over time. So the impact leaders make may still not be increasing over time, relative to the other bonuses to combat you get.

Another point though, resulting from the Age bonus to tactics: in Age 1, a Veterancy 10 Leader is 10x more effective than a Veterancy 1 leader. For Leaders created in Age 10, a Veterancy 10 leader is only 2x more effective than a Veterancy 1 leader.
 
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This sounds nice, like a more in-depth on-map battle system of Civ.

One thought crossed my mind: was there a prototype that experimented with custom orders? For example, setting the army tactics in which order each unit should engage to have a little bit of RPS fun? This could lead to each nation behaving differently in battle based on their cultural and characteristic unit composition and could simulate the changes of warfare throughout the ages.

For example:
A nation chooses to engage with line first, then have support, and then mobile.
Or mobile first to skirmish, then support then line.
This could lead to additional depth and could create interesting compositions and strategies in the long run.

Additionally, it would be interesting if different Ages in terms of History could lead to different battlefield tactics, for example, eras where we mostly relied on Line infantry or ages where Artillery or Support is most effective.

Or the changes to ages could introduce different or additional stages to combat. Air combat could be a whole new section in a battle where firstly the air superiority would be decided followed up by close air support.

I'm really intrigued by this design and I hope you can develop it further and give more layers and additions as the game moves on. Having the same battlefield tactics in the neolithic and when robot AIs fight would be a little dampener. Then changes to ages are only changing the appearance without changing the warfare itself which was historically really important no matter what Fallout intros try to tell you.
 
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Hm.

So, just going by what's here..

First off, what's Domain? I don't think I've seen it explained in the previous DDs unless I'm forgetting.

Second, I like the focus on having an army being a composite of units, that's how I thought Civ 6's army mechanic would work until it, y'know, revealed that it wasn't.

So, questions.
1: Are armies only able to fight each other? Are they able to, say, pillage tile improvements? (I assume yes)
2: Does an army of one do non-combat duties as well as an army of, say, four?
3: How many armies can a single army fight in one turn?
4: Is the cost of upkeep per army or per unit?

Basically, while the design philosophy is about army vs army and composition, what are the mechanics of catch-up for a weaker nation against a stronger one? I assume this is where Domain comes in, but as a general rule of thumb the player that has More Stuff tends to be able to win against a player with Less Stuff.

Similarly, what are the gameplay incentives for keeping a few stacks of units rather than a large amounts of stacks-of-ones? Like, yes, a large amount of units is a pain to control, but, theoretically, a massive stack of easy-to-kill Support units that attack first would be able to deal non-combat damage to the player while also doing chip damage to their army when attacked.

...by virtue of the idea that Support units attack first, I can see a scenario in which all armies are support units just because the first strike advantage with what sounds like the highest attack units is too good to pass up. Good Alpha Strike, and all that.

maybe mobile units can be first to attack but only on offense?
 
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maybe mobile units can be first to attack but only on offense?
That would be a good way to model Blitzkrieg tactics. Assuming tanks are "mobile", ofc.
Then again, especially against France, the Blitzkrieg wasn't successfull because the French didn't have tanks but because they had another doctrine for using them. In game terms as far as I understand ist so far the French used tanks as line units, while the Germans used it as support (ie "shoots first"). With the alteration proposed they'd count as mobile which makes much more sense as support would be, to my understanding, artillery (and CAS) in that scenario.

So maybe there are some units and/or National spirits or whatever that can shake the combat order up a bit.
 
First off, what's Domain? I don't think I've seen it explained in the previous DDs unless I'm forgetting.
Domain seems to be their name for the "exp points" you get in the Domains of Government, Exploration, Warfare, etc.

It's not been directly explained in dev diaries I think, but has been mentioned in many places.
 
(Units that are broken in a battle are also broken for the duration of the turn. If they are alone or within an Army of entirely broken Units and attacked a second time, they are wiped out...

You mentioned that broken armies can be wiped if they are attacked a second time. Can this not be easily exploited, where the player holds one army of one minor cheap unit in reserve, behind their main army, to wipe the enemy's broken army?

Is there an army strength/size comparison that takes affect to stop say an army of one raider I kept around from wiping 8 broken mech walkers?
 
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Supports don't do any bonus damage to broken Units because they are broken, but their baseline bonuses still apply. Supports (generally) have an Attack bonus against Line, so any broken Line would see that applied if hit.

(Units that are broken in a battle are also broken for the duration of the turn. If they are alone or within an Army of entirely broken Units and attacked a second time, they are wiped out. If there are non-broken Units in the army, additional battle happens as normal but the broken units start the battle in their broken state.)

How is this situation possible?

"Worth mentioning, if a Unit breaks (Organization <= 0) they can still be hit by Support and can be targeted if there are not other valid targets, but Line and Mobile move on to non-broken targets. The intent there is that, if Mobile breaks a Line (if a charge of knights or tanks makes infantry consider the better part of valor), they have a chance to get into the back ranks (Supports) where they can do some real damage."

Say you have an Archer and Spear fighting a Crossbow and two Chariots.
Archer and Crossbow take turns, pick random enemies.
Spear goes, no enemy Line to fight, picks Crossbow or one of the Chariots.
Chariots go, there is enemy Line, they both target the Spear -- say that causes the Spear to break.
In the second round of combat, the Archer and Crossbow go again, again pick random targets (the Crossbow could target the broken enemy Spear).
The one Line in the fight is broken, so there is no Line attack after the Supports.
The Chariots go. They ignore the Spear that they charged and broke last round, now go after the enemy Archer.
(If the first Chariot attack breaks the enemy Archer, the second Chariot would consider both broken enemy Units valid targets.)
Oh right, thank you!

Somehow I haven't considered the multiple turns per battle.
 
I knew nothing about this game just one hour ago; shoutout to JumboPixel (youtuber) for its discovery.

Thus far I really like the ideas and concepts I'm seeing; the notion of keeping a more managable amount of units by streamlining the battles like this is appealing to me. Trying to keep the player's focus on building and shaping the nation's identity throughout the mid and late game sounds very worthwhile. I hope it is well implemented, it could be fun.

Don't know if someone else has already mentioned something similar but, as an idea, it'd be very rewarding to get access to special units that, whilst keeping in tone with the age they belong to in terms of strenght and such, can "ignore" the regular restrictions and rules in battle (even if just for a limited amount of turns). It would make army compositions quite interesting and nuanced.
 
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