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Old April 17, 2002, 15:29   #1
Inverse Icarus
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Rules for Retreat (Firaxis?)
i'm just curious as to why my calvary sometimes retreat, and other times do not. i understand the REASONING behind it (never dying units), but i was just wondering what elements factor in to a possible retreat.

movement points left?
health left?
movement advantage on enemy? (calvary attacking an infantry rather than a knight)

i'd really like firaxis to answer, but if any of you guys know, i'd be greatful.
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Old April 17, 2002, 15:48   #2
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Rules for Retreat -- the JB assumption:

50% base probability, assuming fast unit vs. 1MP unit. If both units have more than 1MP, there is NO retreat.

If opponent is down to 1HP before you get to 1HP, press the attack and do not retreat.

Each HP advantage increases probability by 50%. Multiplied of course, not added (base 50% + 1HP advantage 50% -> 75%).

That's all there is to it. The probabilities for retreat have never been mentioned by Firaxians and are my own assumptions. The movement point and hit point rules are official (either documentation or Firaxian).

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Old April 20, 2002, 17:30   #3
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New info via the 1.21 patch. See thread
Civ3-General > Patch 1.21f civ3mod.bic changes from 1.17

Combat-
Experience 1.17 1.21 Option Comment
---------------------------------------------------------------
Conscript 0 34 Retreat Bonus *new*
Regular 0 50 Retreat Bonus *new*
Veteran 0 58 Retreat Bonus *new*
Elite 0 66 Retreat Bonus *new*


(I would assume that those are percentages)
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Old April 20, 2002, 18:31   #4
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Quote:
Originally posted by Jaybe

(I would assume that those are percentages)
Yes there are.
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Old April 20, 2002, 22:34   #5
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SO elites now have a 2/3rds base chance of retreat? Woohoo!
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Old April 20, 2002, 22:36   #6
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you can also increase or decrease those percentages in the editor
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