Welcome to the home of the St. Paul Capitals We would like to thank all of our sponsors and fans for supporting the St. Paul Capitals. The Capitals are. EVE-online--image-1349.jpg' alt='Saints Row 4 Patch 1.1' title='Saints Row 4 Patch 1.1' />As of 30 November 2015, the games. Net and the team would like to thank everyone who was involved in the community. Hi aim mitch. aim 19 and interested in hacking games and making mods if posseble. First i want to thank skidrow and. New Super Mario Bros Wii Iso Dolphin. Land warfare Europa Universalis 4 Wiki. This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for. This page deals with combat mechanics. For information on the recruitment and maintenance of armies see army. For the individual unit types see land units. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. Saints Row 4 Patch 1.1' title='Saints Row 4 Patch 1.1' />In EUIV most combat is land based and, while the naval aspect of war holds importance, losing the land war is usually the main cause of defeat. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. Combat interfaceeditThe conclusion to a normal land battle. Combat is not only determined by mere numbers such as modifiers and dice rolls, but through a complex simulation in which units deployed into two rows of positions for each side, allowing units to fight the enemy units in front of them, the enemies at their flanks if possible with high enough flanking range, and move between different positions if needed. All the while, the system retreats destroyed or low morale units and deploys reinforcements and reserves as well. The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where. TerraineditTerrain map. Border pixels belong to the province to their southeast. Terrain in a province used to be divided into several types by percentage prior to 1. Art of War, and prior to patch 1. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Terrain shows a natural looking map, while simple terrain color codes each province by its terrain type both have tooltips showing terrain type, fort level, and the current winter, if any. Saints Row 4 Patch 1.1' title='Saints Row 4 Patch 1.1' />Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. Here is a list of the types of terrain and the modifiers which they grant. Saints Row 4 Patch 1.1' title='Saints Row 4 Patch 1.1' />Terrain in a province used to be divided into several types by percentage prior to 1. Art of War, and prior to patch 1. Place were you can preview xbox gamerpics online. Currently containing over 15k pictures for your viewing pleasure with new ones being added all the time. Saints Row 4 Patch 1.1' title='Saints Row 4 Patch 1.1' />Crossing penaltieseditA crossing penalty that reduces all dice rolls is applied to the attacker under the following circumstances. Crossing a river 1 to all rolls. The presence of a river in between a province and its neighbors is indicated in the province window, through a small river icon. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. Crossing a strait 2 to all rolls. See straits for a list. Amphibious landing 2 to all rolls. This includes an attack from sea or a landing directly with ships at port. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. Battles in a province under siegeeditNormally, the attacker is defined as whichever side moves into a given province last, while the defender is whichever one was already occupying the area. However, if a given army is besieging a province that contains a fort and is attacked by troops owned by, or allied with, whoever currently controls the fort, the roles are switched the siege army is treated as the attackers, and those attempting to break the siege are the defenders. Attacker penalties from terrain are applied to the siege army, while attacker penalties from riverstrait crossings are nullified regardless of any leaders Maneuver pips. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Also note that this only applies to provinces with forts. DeploymenteditArmy compositioneditMain article ArmyComposition. To maximize the effectiveness of an army, a proper mixture of troops is important. Combat widtheditCombat width determines how many units can actively participate in a battle at one time. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. The base combat width is 1. As military technology advances, a countrys combat width increases, allowing them to use more soldiers effectively at once. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 2. Here is a table of combat width by military technology level. Note The combat width used in a battle will be that of the highest value among the participants. Unit deploymenteditThe game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. Through observation and controlled experiments, the community has suggested a theory that the game seems to follow, dependent on the rough size and composition of each army. NB The player plays no part in unit deployment. For the smaller armyedit If there is not enough infantry to fill the entire first row, the game will prioritize to Deploy all infantry in the first row. Deploy as much cavalry as possible to the sides of the first row. Deploy all artillery in the second row. If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. If there is still space remaining in the second row, deploy all remaining cavalry onto the second row, beginning from the edge of the first row then inwards. If there is enough infantry to fill the entire first row, the game will prioritize to Deploy all infantry in first row, except for XUnknown value positions to each side. Deploy X units of cavalry on each side of the first row. Deploy all artillery on the second row. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for YUnknown value positions to each side. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. For the bigger armyeditFor an army bigger than the combat width, the game will prioritize to. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for XUnknown value positions to each side. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. Deploy all artillery in the second row. If space is left in the second row, deploy as much infantry in the second row besides the artillery as there are positions available behind the infantry in the first row. If space is left in the second row, deploy as much cavalry in the second row besides the infantry as there are positions available behind the cavalry in the first row. Combat sequenceeditWhen two hostile armies meet in a province a battle will commence. A battle will last until one side is routed or annihilated. Combat is divided into a series of 3 day phases. Phases alternate between Fire and Shock, with the Fire phase happening first. Target selectioneditUnits in the front row can attack any enemy unit within their horizontal flanking range.