Preface: land warfare is very deterministic; you will have the same win rate and losses result every time for the same battle as the systems is designed (Imperator Wiki). You can try to simulate the same battle with the ir.pdxsimulator.com and once the initial conditions are set, the outcome is always a matter of dice rolls.
Observation: the use of a dice roll gives us the false impression of chance, when it is a random effect that is a poor substitute of the real role of luck in life.
Suggestion:
Simulate the real role of luck in battles using real chances while building a story for every battle.
Implementation:
Luck is simulated by the number of additional opportunities that show up. Skill and abilities will determine if opportunities are exploited.
Before implementation, we have to define the following concepts:
With a success event, the damage formula will apply as it is now, but with the dice_roll value fixed by default to 6. With a non-successful event, there will be no damage as it will mean that the unit will have not successfully moved or landed the attack.
The battle will continue as usual, calculating every day the probabilities of movement and attack phases, and the damage dealt.
Finally, we will simulate luck in the following way:
Luck will be granted randomly to one general/army at the beginning of the battle and will have a X% chance to happen. That is, not all battles will have a lucky general/army. The lucky general/army will have for this battle and only this battle, a double roll random number between [0,1] for every check. This represents the increased number of opportunities to perform as desired that this army will have on that battle.
Example:
One unit attacking another unit with General Martial Skill 5 and current Tactic Effectiveness of 35%. The probability of successful movement and attack is calculated as:
If the general/army are lucky in this battle, if the first random number is above 0.295, then another random number will be generated. If the second number is equal or less than 0.295, the unit will have landed a successful attack. If not, then no damage will happen.
Bonus effect:
Battles with at least one good general and high tactic effectiveness will end faster than they do now.
Future evolution:
This system can be used to build a better battle simulator with decisions for types of movement and attack depending on the unit's relative situation in an improved battle chess board. By using distance and real movement, generals could take different decisions each turn, and the battle could be represented with animations in this greater chess board.
But this is a subject for a future suggestion.
Acknowledgments:
I have taken ideas from these posts and websites:
sinisterdesign.net
forum.paradoxplaza.com
forum.paradoxplaza.com
forum.paradoxplaza.com
Observation: the use of a dice roll gives us the false impression of chance, when it is a random effect that is a poor substitute of the real role of luck in life.
Suggestion:
Simulate the real role of luck in battles using real chances while building a story for every battle.
Implementation:
Luck is simulated by the number of additional opportunities that show up. Skill and abilities will determine if opportunities are exploited.
Before implementation, we have to define the following concepts:
- Opportunity: actions in battle that have a chance to happen. We will limit these actions to movement and attack.
- Movement phase: it simulates the unit moving after the General instructions, it is function of the general martial skill.
- The chance formula is P(M) = (80 / (100 - General Martial Skill))
- Attack phase: it simulates the unit attacking another unit, it is function of the tactic effectiveness. The tactic effectiveness expresses the coordination between units to perform the tactical attack. It is calculated in every combat phase to consider the current army composition after discarding destroyed or low morale units.
- The chance formula is P(A) = (Tactic Effectiveness / 100)
With a success event, the damage formula will apply as it is now, but with the dice_roll value fixed by default to 6. With a non-successful event, there will be no damage as it will mean that the unit will have not successfully moved or landed the attack.
The battle will continue as usual, calculating every day the probabilities of movement and attack phases, and the damage dealt.
Finally, we will simulate luck in the following way:
Luck will be granted randomly to one general/army at the beginning of the battle and will have a X% chance to happen. That is, not all battles will have a lucky general/army. The lucky general/army will have for this battle and only this battle, a double roll random number between [0,1] for every check. This represents the increased number of opportunities to perform as desired that this army will have on that battle.
Example:
One unit attacking another unit with General Martial Skill 5 and current Tactic Effectiveness of 35%. The probability of successful movement and attack is calculated as:
- P(M)*P(A)= (80 / (100 – 5)) * (35 / 100) = 0.842 * 0.35 = 0.295.
If the general/army are lucky in this battle, if the first random number is above 0.295, then another random number will be generated. If the second number is equal or less than 0.295, the unit will have landed a successful attack. If not, then no damage will happen.
Bonus effect:
Battles with at least one good general and high tactic effectiveness will end faster than they do now.
Future evolution:
This system can be used to build a better battle simulator with decisions for types of movement and attack depending on the unit's relative situation in an improved battle chess board. By using distance and real movement, generals could take different decisions each turn, and the battle could be represented with animations in this greater chess board.
But this is a subject for a future suggestion.
Acknowledgments:
I have taken ideas from these posts and websites:

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