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Capture

Capture is both a distinct action type and a possible consequence of normal combat. As an action, it is useful for both "bloodless" captures and the collecting of objects from a dungeon floor.

To allow explicit attempts to capture, set acp-to-capture to 1 or more.

Whether the capture attempt is explicit or a consequence of combat, its basic probability of success is derived from the table capture-chance. If the unit being captured is independent, there is a separate table independent-capture-chance; if its value is the default of -1, then the value of capture-chance will be used instead.

For capture attempts that are going to succeed, you can allow the victim a chance to wreck itself first, by setting scuttle-chance.

The main effect of capture is simply to change the side of the unit that was captured. If the unit cannot be on the capturing side, then it will vanish instead. In any case, the occupants will also be captured or vanish, although you give them a chance to escape first via occupant-escape-chance. They will also attempt to scuttle themselves if possible.

You can also require a sacrifice from the capturing unit, via the table hp-to-garrison. This is the number of hp that will be taken from the capturing unit. You can set it to the unit's hp-max to make it disappear entirely. Although this table is inspired by realism, it can also serve a pragmatic purpose, namely to prevent a single unit from capturing an entire country without being affected at all! You should set this table according to the "feel" you want for the game, since it can have a major effect on speed and pacing of the play.

As with normal combat, the experience of both the capturing and captured unit may change. For the capturing unit, this is a gain defined by cxp-per-capture, while the effect on the capturing unit is set by cxp-on-capture-effect, which is a multiplier (defaulting to 100) that may increase or decrease experience. In practice, a decrease is more realistic, representing perhaps the replacement of ship or airplane crews, although a increase might be more appropriate for mercenaries whose response to capture is simply to go to work for the new bosses!


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