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Author Topic: What rule of thumb do you use to decide army size for successful conquest?  (Read 2203 times)

MVladO

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Let's say I want to conquer hillocks with 200 population that was taken over by goblins. Lets assume the military has full default sets (metal or leather), and has been doing basic training for last year, but no "one man army master swordsman vampires" are on board. Do I actually need about 200 military dwarves ? Or more like 100? Or maybe with full equip 2 x 10 melee and 2 x 10 range squads would do? What if I want to conquer 200 population dark pits of cheekclaps? And how does one conquer sites that have populations counted in hundreds or thousands?
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PatrikLundell

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #1 on: September 03, 2020, 07:05:44 am »

I can't give you numbers, but most site inhabitants are civilians, with only a limited portion of them being militia, so you can normally have a significantly smaller force than the number of inhabitants, but animals can change things.

Large sites are, reportedly, best conquered by whittling down the number of defenders through raiding them (and getting into a fight), killing a few at a time.

Personally I have totally given up raiding due to the equipment corruption bug, as it's cost me every fortress I've raided in but one (which was lost due to another corruption). I would have lost my current fortress as well as it got corrupted even without raiding or any other off site activities, but I happened to have a backup save half a year older.
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MVladO

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #2 on: September 03, 2020, 12:03:36 pm »

Thanks for letting me know.  I think I saw an auto save option in df hack, I should use it then since I'm getting random crashes anyway
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Ziusudra

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #3 on: September 03, 2020, 04:10:29 pm »

Thanks for letting me know.  I think I saw an auto save option in df hack, I should use it then since I'm getting random crashes anyway
That's vanilla, the first options in data/init/d_init.txt.
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Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

PatrikLundell

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #4 on: September 03, 2020, 05:06:53 pm »

The equipment corruption bug doesn't result in an immediate crash, so a save may be doomed by already being corrupted.
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Leonidas

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #5 on: September 03, 2020, 07:48:15 pm »

Let's say I want to conquer hillocks with 200 population that was taken over by goblins. Lets assume the military has full default sets (metal or leather), and has been doing basic training for last year, but no "one man army master swordsman vampires" are on board. Do I actually need about 200 military dwarves ? Or more like 100? Or maybe with full equip 2 x 10 melee and 2 x 10 range squads would do? What if I want to conquer 200 population dark pits of cheekclaps? And how does one conquer sites that have populations counted in hundreds or thousands?
The current version of DF isn't designed for you to be able to conquer the world. You can still do it if you're very patient, but be aware that you're going against what Toady designed the game to do.

I've run a lot of missions, and these are my best guesses on how the mission combat works:

1. Leadership is key, meaning the Military Tactics skill, possibly combined with the Organizer skill. At the beginning of the pillage or raze mission, your leader's skill is compared to the defending leader's skill. The result establishes a multiplier that usually covers the rest of the battle. This is reflected in the report's paragraph about "unrolled a plan" and "positional advantage".

The defending leader seems to be the historical figure at the site with the highest skill. A big city will have lots of historical figures, and thus a high chance of a defending leader with high skill. Small settlements often have no historical figures and thus no leaders, so your attackers automatically get the highest tactical multiplier. So you might want to send large pillage missions against a site that you haven't pillaged before, to test the leadership. Once the leadership is gone, it's relatively safe to send smaller missions for better XP. But there's always a chance that a historical figure will wander into the site as you're pillaging it, so you can never be certain that a site is leaderless.

If your militia commander's squad is in the mission, then he's always the mission leader. Otherwise, I'm not sure how the leader is selected. A large battle will sometimes have multiple skill checks. While the first check is always with the mission leader, the subsequent checks involve random squad leaders. So you should grind up XP on all your squad leaders. That's why the best approach for missions involves dozens or hundreds of single-squad pillage missions against weak targets. Raze missions waste potential XP by killing defenseless civilians too quickly. Pillage missions kill 10% of the population, so you can get 15 to 20 missions---at 500XP per mission for the squad leader---before the site is empty.

2. Non-humanoids are Super-Effective. In an earlier version, every animal at the site would fight in its defense. So the only way to attack elven sites with their giant animals was to first send raid missions to steal the animals. Now that has changed. Most domestic animals won't fight to defend the site. Some types of animals will still fight, and I haven't figured out which ones. If you're worried about the animals fighting, you can always steal them first.

Trolls and ogres are ultra-dangerous, presumably because the one-on-one mission combat uses body size. And you can't steal them because they don't count as livestock.

3. In-Game Site Info is Garbage. The only reliable way to know what you're facing in a site is to export legends. Even then, the situation could change while your soldiers are en route. A competent leader might arrive to defend the site. Or, with a weak site, another civ could conquer the site just before your soldiers arrive. Since the game doesn't check changes in site ownership after mission creation (Bug 11557), you can accidentally start a war with a peaceful neighbor.

4. Skill and Equipment. The formula used in mission combat is very, very different from what you see in a fortress. Soldiers who fight on missions only gain XP in two or three combat skills, though I can't find my notes on which ones. IIRC, it's mostly weapon skill. You could export pre and post data from Therapist into a spreadsheet to get a clearer picture.

I doubt that equipment affects mission outcome in any way. The only equipment mentioned in the reports is the weapon being wielded. And that might be drawn from the highest weapon skill rather than the actual object in the soldier's hand. I've never tested it.

5. On Large Armies. Even if you have high-skill dwarves with brilliant leaders, there's a practical limit on the sites that you can safely attack with missions.

First, there are no real hit-and-run missions. The difference between pillage and raze is simply how much of the civilian population you'll kill after you win the battle. I think the battles themselves are identical. So there's no way to whittle a site down. If a city has 300 people in it, then you're gonna need at least 400 soldiers to attack it, just as in real life.

Second, the important mission combat is presented as duels between individuals. If Dastot is fighting an ogre, it's not clear how much help he's getting from his comrades. There's no way for your dwarves to rush the ogre en masse, as you can in fortress mode.

Third, it's important to think about how the soldiers leave your fortress and return. When you send a mission, each squad marches to the map edge tile closest to the squad leader. It's a fairly efficient process. But when the soldiers return from the mission, they hold what I call a Victory Parade: They return one dwarf at a time, just like migrants. That's not a big deal if you sent 20 or 30 dwarves. But if you sent 120, you'll be watching that parade for weeks. And if the parade is still going on at season change, then there's a chance that your returning soldiers will march into a besieging army.

This is why missions work best with small embarks. If you try running dozens and dozens of missions on a large embark, then your soldiers will spend a lot of time walking back and forth. The next fort that I use for missions will definitely be 1x1.

6. Adventurers. Missions are best at stealing items, settling sites, and exterminating helpless civilian populations. But they suffer from a definite upper limit. You can't run a thousand-man fort, which means that you can't field a thousand-man army.

Adventurers don't have those limitations. In fortress mode, you can give adventurers military training and excellent gear. Then release a party of two or three of them on the world, and they can kill anything. It doesn't feel particularly heroic to massacre helpless human monks or elven herbalists by the dozens, but it's very effective in reducing site populations. The only limit is your patience. Once you've cut a site down to size, you can switch back to fortress mode to finish it off and settle it. And that leads to unretirement, which is a massive headache unto itself.
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MVladO

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #6 on: September 04, 2020, 01:19:53 pm »

Thanks.  That kinda cools my world domination desires... and sadly my desire to play. In 4 years of my current fortress I got 0 goblin sieges despite 4 gob civs close by, so I need to reach out to have fun. I'll risk it, guess I will conquer The World by making new fortresses
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PatrikLundell

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #7 on: September 04, 2020, 02:41:49 pm »

With the current logic only the gobbo civ considered your neighboring gobbo one is allowed to attack you without provocation, and then only after you've reached the pop trigger (defaults to a pop of 80, but can be changed). You can attack others with raids to goad them into attacking you, though (and the pop trigger won't protect you against retaliation from your neighbor, should you attack them first).
However, to make somewhat sure you're actually going to get any attacks you should check the pop sizes of the neighboring civ sites (using Legends Mode info), as sites with a pop of 20 or so won't be able muster any armies (after half a century they can rebuild and attack with an army of 30 recruits...). Also make sure you're their nearest target, to increase the odds they'll pick you as their target for the next raid.
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Leonidas

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #8 on: September 04, 2020, 02:54:01 pm »

Thanks.  That kinda cools my world domination desires... and sadly my desire to play. In 4 years of my current fortress I got 0 goblin sieges despite 4 gob civs close by, so I need to reach out to have fun. I'll risk it, guess I will conquer The World by making new fortresses
If you want more bloodshed, you can always use missions to start wars. That'll get you plenty of sieges.
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MVladO

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #9 on: September 05, 2020, 04:02:08 am »

Ok, so if the game is not designed for world conquest and missions are bugged, then how about an alternative? What if I made new fortress, conquer a site, retire it if the save file becomes corrupted, go to adventurer mode, sabotage goblin site, start new embark and repeat?
Do retired fortresses campaign on their own?

Partially related: what would happen if I retired a fortress immediately after embark? Would it maintain its population? Could I just carpet the region with fortresses spawns, hoping one or two is successful? What happens if you visit such fortress in adventurer mode? Do a dwarves just awkwardly stand around wagon? (I did not have a chance to experiment with adventurer mode yet)
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PatrikLundell

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #10 on: September 05, 2020, 07:27:18 am »

Fortresses don't act on their own: they're part of the civ, which will act according to the fact that there's a war with the gobbos. Dorfs aren't big conquerors, though.

Fortress populations are the hist figs most likely to come as migrants to new fortresses (including all the stressed out dorfs...). The only one that doesn't leave is the expedition leader, and the logic for civ controlled fortress growth is completely different from the player one. If you retired immediately they'd probably leave gradually, either as migrants to your fortress or go to some other civ site, rather than staying in that crummy place that isn't even a hole in the ground.
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janamdo

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #11 on: September 05, 2020, 08:17:03 am »

Ok, so if the game is not designed for world conquest and missions are bugged, then how about an alternative?
For me is one goal to keep the fortress alive and getting the fortress as old as possible
Develop a rich dwarven community into the fortress
Or sound this silly for other experienced players ? 
I am curious what the other goals for players are in DF
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Leonidas

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #12 on: September 05, 2020, 11:06:39 am »

Ok, so if the game is not designed for world conquest and missions are bugged, then how about an alternative? What if I made new fortress, conquer a site, retire it if the save file becomes corrupted, go to adventurer mode, sabotage goblin site, start new embark and repeat?

You can definitely do that. The game encourages it. Most of the migrants to your second fort will be skilled dwarves from your first fort. So the second and subsequent forts get up and running very quickly.

If you play adventure mode between forts, you can haul resources from your old fort to your new fort. Pack animals help with this, though it's unwise to move more than about 500 items at a time. If the adventurer dumps items on a site and then you start a fort there, then the items will stay where you left them.

You can also start your second fort, retire it, and then have the adventurer drop the items into the retired fort. If you do it this way, drop the items into a container such as a pedestal. Items dropped loose on the ground by adventurers are scattered all over on unretirement. And it's better to bring raw resources rather than manufactured items. Armor and weapons dropped by adventurers into retired forts have some flags set that make them unusable unless you work them over with a script.

If you don't want to play out the whole peasant-to-demigod story in adventure mode, you can retire a young fort, create a new adventurer, retire the adventurer at the fort, and then unretire the fort. Now the adventurer is a dwarf in your fort, and you can leave him on permanent military training. Once your fort is old and bugged, you can launch that adventurer as a legendary super-soldier with the best possible gear.

If you want to try this approach, read my retirement guide, especially the part about changing graphics modes. And always, always back up your saves before retiring.

Do retired fortresses campaign on their own?

After I retired it, my first fort became the civ capital, and I believe that the civ took over some elf sites. Maybe it was the civ attacking rather than the fort, as Patrik says. I dunno. It also might have been relevant that the retired fort was deep in enemy territory, so there were plenty of enemy sites near the capital to attack.

Partially related: what would happen if I retired a fortress immediately after embark? Would it maintain its population? Could I just carpet the region with fortresses spawns, hoping one or two is successful? What happens if you visit such fortress in adventurer mode? Do a dwarves just awkwardly stand around wagon? (I did not have a chance to experiment with adventurer mode yet)

You can definitely start a fortress and then retire it without developing it. If you visit those retired forts as an adventurer they're just like any other site. The dwarves don't seem to do much. They wander around a bit. I have seen those sites lose population by falling through the ice at thaw. I assume that an enemy civ could attack and conquer them. But mostly they just stay as you left them.

Some ways to use these tiny forts:

1. If your world includes a river that's too large to cross on the world travel screen, you can plant a fort on the river and play it long enough to build a bridge over the river or dig a tunnel under it.

2. You can use a tiny fort as a beverage station. Embark with lots of booze, then retire. Your adventurer can fill his waterskins with the booze, and it won't freeze.

3. Embark with horses or whatever other mount you might want. If your adventurer needs a mount, you know where he can find one.

4. Build a pool with a safe water level and march your adventurers and companions around in it to train their swimming. You can't operate pumps as an adventurer, but you can operate levers to add or drain water.
« Last Edit: September 05, 2020, 05:53:18 pm by Leonidas »
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MVladO

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #13 on: September 05, 2020, 06:31:48 pm »

Thank you all so much,  this is very helpful!
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Schmaven

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Re: What rule of thumb do you use to decide army size for successful conquest?
« Reply #14 on: September 07, 2020, 05:35:48 am »

Based on watching some of Kruggsmash's videos, it seems like you can indeed take over the world with an army of less than 100 dwarves.  In 'Scorchfountain Ep.11: Pyroclastic Flow' he sends out a lot of missions and clears several sites using just a few squads, even splitting his forces up on multiple simultaneous missions.  Later in the series, he appears to have just about totally conquered the world.  At 24:46, he shows a view of the civilization screen already mostly conquered.  And in 'Scorchfountain Ep.9: Tumbling Towers' starting around 25:20 you can see a video montage of many successful raids. 

I'm curious how one would know when an equipment corruption bug occurred in order to go back to a previous save before that happened.  It seems like the crash it causes happens well after the bug?
« Last Edit: September 07, 2020, 05:55:49 am by Schmaven »
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