Changes between Version 1 and Version 2 of XML:_Formation


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Timestamp:
Jul 10, 2009, 10:26:41 PM (15 years ago)
Author:
Erik Johansson
Comment:

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  • XML:_Formation

    v1 v2  
    1 XML: Formation
     1A formation is a collection of specific units that receive special bonuses.[[BR]][[BR]]Note that formations differ from groups (multiple units selected at the same time which can be commanded as one). A formation is a special state applied to a group of compatible units. [[BR]][[BR]]Formations are used for strategic military engagements, have distinct limits on the number and type of units that can enter them, and distinct advantages to doing so. This encourages use of small, tactical formations for specific purposes, more effective than a larger, unruly mob.[[BR]][[BR]]
     2||'''Bonus'''||
    23
    3 A formation is a collection of specific units that receive special bonuses.
     4[[BR]]'''''BRIEF DESCRIPTION ::'''''The attribute that is bonused.[[BR]][[BR]]This defines what attribues may be bonused.[[BR]][[BR]]Typically the following attributes could be affected:[[BR]][[BR]]Move.Speed[[BR]]Health.Hitpoints[[BR]]Health.Regen[[BR]]Armour.Value[[BR]]Vision.LOS[[BR]]Attack.Accuracy[[BR]]Attack.Damage[[BR]]Attack.Speed[[BR]]Attack.Range[[BR]][[BR]]
     5||'''!BonusType'''||
    46
    5 Note that formations differ from groups (multiple units selected at the same time which can be commanded as one). A formation is a special state applied to a group of compatible units.
     7[[BR]]'''''BRIEF DESCRIPTION::'' '''The entity type that is bonused.[[BR]][[BR]]This defines what entities in the formation will receive the bonus. These are defined by the entity's Id properties: '''Id.Type''' or '''Id.Generic'''.[[BR]][[BR]]
     8||'''!BonusValue'''||
    69
    7 Formations are used for strategic military engagements, have distinct limits on the number and type of units that can enter them, and distinct advantages to doing so. This encourages use of small, tactical formations for specific purposes, more effective than a larger, unruly mob.
     10[[BR]]'''''BRIEF DESCRIPTION::'' '''The value of the bonus[[BR]][[BR]]This is the percentage of the bonus. If it is a value of .2 that gives a 20% bonus.[[BR]][[BR]]
     11||'''Penalty'''||
    812
    9 Bonus
     13[[BR]]'''''BRIEF DESCRIPTION ::'''''The attribute that is penalised.[[BR]][[BR]]This defines what attributes may be penalised.[[BR]][[BR]]Typically the following attributes could be affected:[[BR]][[BR]]Move.Speed[[BR]]Health.Hitpoints[[BR]]Health.Regen[[BR]]Armour.Value[[BR]]Vision.LOS[[BR]]Attack.Accuracy[[BR]]Attack.Damage[[BR]]Attack.Speed[[BR]]Attack.Range[[BR]][[BR]]
     14||'''!PenaltyType'''||
    1015
    11 BRIEF DESCRIPTION ::The attribute that is bonused.
     16[[BR]]'''''BRIEF DESCRIPTION::'' '''The entity type that is penalised.[[BR]][[BR]]This defines what entities in the formation will receive the penalty. These are defined by the entities Id properties: '''Id.Type''' or '''Id.Generic'''.[[BR]][[BR]]
     17||'''!PenaltyValue'''||
    1218
    13 This defines what attribues may be bonused.
     19[[BR]]'''''BRIEF DESCRIPTION::'' '''The value of the penalty.[[BR]][[BR]]This is the percentage of the bonus. If it is a value of .1 that gives a 10% penalty.[[BR]][[BR]]The penalty should always have less effect than the bonus. It's a give and a take situation that must give more than it takes, otherwise nobody will use the formation. We take in order to preserve balance and historical accuracy in military tactics.[[BR]][[BR]]
     20||'''Width'''||
    1421
    15 Typically the following attributes could be affected:
     22[[BR]]'''''BRIEF DESCRIPTION ::'''''The width of the formation.[[BR]][[BR]]Theoretically, we would not need this for attributes of formations, but we will need it for groups that do not use the '''Formation.Order''' attribute.[[BR]][[BR]]
     23||'''Required'''||
    1624
    17 Move.Speed
    18 Health.Hitpoints
    19 Health.Regen
    20 Armour.Value
    21 Vision.LOS
    22 Attack.Accuracy
    23 Attack.Damage
    24 Attack.Speed
    25 Attack.Range
     25[[BR]]'''''BRIEF DESCRIPTION ::'''''The number of units required to make this formation.[[BR]][[BR]]This specifies the minimun number of required units before it drops to the previous formation. See '''Prior''' for more details. [[BR]][[BR]]
     26||'''Next'''||
    2627
    27 BonusType
     28[[BR]]'''''BRIEF DESCRIPTION ::'''''Points to the tag of the next formation after the formation cap is reached.[[BR]][[BR]]In order to perserve the shape of the formations and their filling order, it is necessary to have a progression of formation 'shapes'. This attribute points to the next formation XML file that should be used if the number of entities exceeds the number of entity slots in the current formation.[[BR]][[BR]]
     29||'''Prior'''||
    2830
    29 BRIEF DESCRIPTION:: The entity type that is bonused.
     31[[BR]]'''''BRIEF DESCRIPTION ::'''''Points to the tag of the previous formation if the number of entities in the formation is not met.[[BR]][[BR]]As the number of entities decreases, the formation must change to compensate for the 'gaps'. This points to the previous formation which has the proper configuration for the smaller quantity of entities. If this attribute does not exist, then it it means the formation is disbanded if the requirements are not met.[[BR]][[BR]]
     32||'''Movement'''||
    3033
    31 This defines what entities in the formation will receive the bonus. These are defined by the entity's Id properties: Id.Type or Id.Generic.
     34[[BR]]'''''BRIEF DESCRIPTION ::'''''The group form it takes when they are moving to a waypoint.[[BR]][[BR]]When a formation is ordered to a waypoint, this attribute specifies what formation/group pattern they form when going to that destination. When they arrive at the waypoint, they revert back to their original formation.[[BR]][[BR]]Note: this only affects movement to a waypoint; the formation does not change when ordered to attack. It retains its formation while it advances to attack.[[BR]][[BR]]If this attribute is not specified, it retains its formation even in movement (such as testudo or phalanx).[[BR]][[BR]]
     35||'''Category'''||
    3236
    33 BonusValue
     37[[BR]]'''''BRIEF DESCRIPTION ::'''''The entity allowed at position.[[BR]][[BR]]This corresponds to [http://forums.wildfiregames.com/0ad/index.php?showtopic=1236 Entity.Formation.Category]. This specifies what entity may go in what position. [[BR]][[BR]]Some positions may be filled by multiple entity categories. The precedence of what goes in what position is: lead=>melee=>ranged=>support. [[BR]][[BR]]So if a ranged unit is in a slot that a melee unit can fit in, then it bumps it to another ranged position. If there is no position available the ranged unit gets bumped out of the formation or the formation goes to the '''Next''' formation where an open slot would be available.[[BR]][[BR]]
     38||'''Order'''||
    3439
    35 BRIEF DESCRIPTION:: The value of the bonus
     40[[BR]]'''''BRIEF DESCRIPTION ::'''''Entity position fill order.[[BR]][[BR]]Order defines the fill order of the entities. The engine needs to check if the entity is allowed to partake in the formation, then it checks to see what '''Formation.Category''' it is, then it checks the positions to see if there is an available slot in this following order. If there is, it's added, if there isn't, it's not allowed to be added.[[BR]][[BR]]
     41||'''fl'''||
    3642
    37 This is the percentage of the bonus. If it is a value of .2 that gives a 20% bonus.
     43[[BR]]'''''BRIEF DESCRIPTION ::'''''File, a row of entities.[[BR]][[BR]]fl stands for file. This specifies a row of entities.[[BR]][[BR]]
     44||'''rk'''||
    3845
    39 Penalty
    40 
    41 BRIEF DESCRIPTION ::The attribute that is penalised.
    42 
    43 This defines what attributes may be penalised.
    44 
    45 Typically the following attributes could be affected:
    46 
    47 Move.Speed
    48 Health.Hitpoints
    49 Health.Regen
    50 Armour.Value
    51 Vision.LOS
    52 Attack.Accuracy
    53 Attack.Damage
    54 Attack.Speed
    55 Attack.Range
    56 
    57 PenaltyType
    58 
    59 BRIEF DESCRIPTION:: The entity type that is penalised.
    60 
    61 This defines what entities in the formation will receive the penalty. These are defined by the entities Id properties: Id.Type or Id.Generic.
    62 
    63 PenaltyValue
    64 
    65 BRIEF DESCRIPTION:: The value of the penalty.
    66 
    67 This is the percentage of the bonus. If it is a value of .1 that gives a 10% penalty.
    68 
    69 The penalty should always have less effect than the bonus. It's a give and a take situation that must give more than it takes, otherwise nobody will use the formation. We take in order to preserve balance and historical accuracy in military tactics.
    70 
    71 Width
    72 
    73 BRIEF DESCRIPTION ::The width of the formation.
    74 
    75 Theoretically, we would not need this for attributes of formations, but we will need it for groups that do not use the Formation.Order attribute.
    76 
    77 Required
    78 
    79 BRIEF DESCRIPTION ::The number of units required to make this formation.
    80 
    81 This specifies the minimun number of required units before it drops to the previous formation. See Prior for more details.
    82 
    83 Next
    84 
    85 BRIEF DESCRIPTION ::Points to the tag of the next formation after the formation cap is reached.
    86 
    87 In order to perserve the shape of the formations and their filling order, it is necessary to have a progression of formation 'shapes'. This attribute points to the next formation XML file that should be used if the number of entities exceeds the number of entity slots in the current formation.
    88 
    89 Prior
    90 
    91 BRIEF DESCRIPTION ::Points to the tag of the previous formation if the number of entities in the formation is not met.
    92 
    93 As the number of entities decreases, the formation must change to compensate for the 'gaps'. This points to the previous formation which has the proper configuration for the smaller quantity of entities. If this attribute does not exist, then it it means the formation is disbanded if the requirements are not met.
    94 
    95 Movement
    96 
    97 BRIEF DESCRIPTION ::The group form it takes when they are moving to a waypoint.
    98 
    99 When a formation is ordered to a waypoint, this attribute specifies what formation/group pattern they form when going to that destination. When they arrive at the waypoint, they revert back to their original formation.
    100 
    101 Note: this only affects movement to a waypoint; the formation does not change when ordered to attack. It retains its formation while it advances to attack.
    102 
    103 If this attribute is not specified, it retains its formation even in movement (such as testudo or phalanx).
    104 
    105 Category
    106 
    107 BRIEF DESCRIPTION ::The entity allowed at position.
    108 
    109 This corresponds to Entity.Formation.Category. This specifies what entity may go in what position.
    110 
    111 Some positions may be filled by multiple entity categories. The precedence of what goes in what position is: lead=>melee=>ranged=>support.
    112 
    113 So if a ranged unit is in a slot that a melee unit can fit in, then it bumps it to another ranged position. If there is no position available the ranged unit gets bumped out of the formation or the formation goes to the Next formation where an open slot would be available.
    114 
    115 Order
    116 
    117 BRIEF DESCRIPTION ::Entity position fill order.
    118 
    119 Order defines the fill order of the entities. The engine needs to check if the entity is allowed to partake in the formation, then it checks to see what Formation.Category it is, then it checks the positions to see if there is an available slot in this following order. If there is, it's added, if there isn't, it's not allowed to be added.
    120 
    121 fl
    122 
    123 BRIEF DESCRIPTION ::File, a row of entities.
    124 
    125 fl stands for file. This specifies a row of entities.
    126 
    127 rk
    128 
    129 BRIEF DESCRIPTION ::Rank, a position (cell) in a file (row).
    130 
    131 rk stands for rank. This specifies a slot in a row of entities.
    132 
    133 Example:
    134 
    135 CODE
    136 
    137 <formation Tag="Form Box 2"
    138    bonus="stat.armour"
    139    bonustype="unitmelee"
    140    bonusval=".2"
    141    penalty="move.rate"
    142    penaltytype="unitmech,unitnonmech"
    143    penaltyval=".1"
    144    width="5"
    145    required="10"
    146    next="Form Box 3"
    147    prior="Form Box 1"
    148    movement="Group Line"
    149 
    150    <fl category="melee">
    151      <rk order="1"></rk>
    152      <rk order="10"></rk>
    153      <rk order="2"></rk>
    154      <rk order="11"></rk>
    155      <rk order="3"></rk>
    156    </fl>
    157    <fl category="melee">
    158      <rk order="12"></rk>
    159      <rk category="melee, ranged" order="18"></rk>
    160      <rk category="melee, ranged" order="22"></rk>
    161      <rk category="melee, ranged" order="19"></rk>
    162      <rk order="13"></rk>
    163    </fl>
    164    <fl category="melee">
    165      <rk order="4"></rk>
    166      <rk category="melee, ranged" order="23"></rk>
    167      <rk category="support, lead, ranged" order="5"></rk>
    168      <rk category="melee, ranged" order="24"></rk>
    169      <rk order="6"></rk>
    170    </fl>
    171    <fl category="melee">
    172      <rk order="14"></rk>
    173      <rk category="melee, ranged" order="20"></rk>
    174      <rk category="melee, ranged" order="25"></rk>
    175      <rk category="melee, ranged" order="21"></rk>
    176      <rk order="15"></rk>
    177    </fl>
    178    <fl category="melee">
    179      <rk order="7"></rk>
    180      <rk order="16"></rk>
    181      <rk order="8"></rk>
    182      <rk order="17"></rk>
    183      <rk order="9"></rk>
    184    </fl>
    185 ></formation
    186 
    187 
    188 QUOTE
    189 FORMATIONS
    190 
    191 Historian Article: Basic Formations and Movements
    192 
    193 1. FORMATION CHARACTERISTICS
    194 
    195 SPEED
    196 * Formations can only move at the speed (MR) of the slowest unit within them.
    197 
    198 MOVEMENT INTERRUPTION
    199 * Moving formations, commanded over distance to go from point-to-point, are incapable of attack while moving (unless it's a special unit trait - Parthian cavalry archers, elephants, chariots).
    200 
    201 IDLE ORIENTATION
    202 * Idle formations will orientate themselves with the vector from their prior waypoint
    203 
    204 ATTACK
    205 * The formation's Attack command targets an area, and not a specific unit.  The units in a formation will then advance (if needed and if allowed by their AI stance) and attack according to their optimal RPS dynamics vs. their enemies in that area. 
    206 
    207 CONTROL
    208 * Most Formations can be constituted without being placed under control group numbers (Ctrl+...num).
    209 * Units can be added to formation by using a GUI 'join' command.
    210 
    211 FORMATION POSITIONS
    212 * Melee - Foot Hackers.
    213 * Protected - Units that should be protected - Healers, Female Citizens, etc.
    214 * Ranged - Ranged Units.
    215 * Lead - Hero units (and later in Part II, morale units)
    216 
    217 2. FORMATION TYPES
    218 
    219 Graphical Representation
    220 
    221 BOX
    222 
    223 Minimum Number Required: 9
    224 Available to Classes: UnitMechanical, UnitMilitary, UnitSupport, Hero
    225 Bonus: Melee Armour.
    226 Debonus: Movement Rate.
    227 Special: N/A.
    228 Explanation: The Box Formation is typically used to surround units within it that are weaker, more vulnerable, or of high value to the player.  A formation with a defensive posture, that is good to use as a 'last stand'.
    229 
    230 CLOSED COLUMN
    231 
    232 Minimum Number Required: 9
    233 Available to Classes: UnitMilitary, UnitSupport, Hero
    234 Bonus: Movement Rate.
    235 Debonus: Melee Armour.
    236 Special: Width of 3 max
    237 Explanation:
    238 - Basic formation for rapid unit distance movement.
    239 - The stongest units assemble to the front of the column.
    240 
    241 CLOSED LINE
    242 
    243 Minimum Number Required: 9
    244 Available to Classes: UnitMechanical, UnitMilitary, Hero
    245 FormationCategory Positions
    246 * Melee = front.
    247 * Mobile = front.
    248 * Protected = back.
    249 * Ranged = middle/back.
    250 Bonus: Pierce Attack, Melee Attack.
    251 Debonus: Movement Rate, Pierce Armour.
    252 Special: Depth of 3 max, Closely Packed Together.
    253 Explanation:
    254 - The basic battle line.
    255 - Strongest units form to the front rank; if mixed hacker and ranged, melee to the front.
    256 
    257 OPEN COLUMN
    258 
    259 Bonus: Pierce Armour.
    260 Debonus: Melee Armour.
    261 Special: Width of 3 max, Loose formation.
    262 Explanation:
    263 - Like closed column, but staggered for protection against ranged attack and splash damage
    264 
    265 OPEN LINE
    266 
    267 Bonus: Pierce Armour, Crush Armour.
    268 Debonus: Movement Rate, Melee Armour.
    269 Special: Depth of 3 max, Loose formation.
    270 Explanation:
    271 - Like closed line, but staggered for protection against ranged attack and splash damage
    272 
    273 SKIRMISH
    274 
    275 Minimum Number Required: 9
    276 Available to Classes: UnitRanged
    277 Bonus: Movement Rate, Attack Rate, LOS.
    278 Debonus: Melee Armour.
    279 Special: Evades Enemy, max depth of 2 (terrain permitting).
    280 Explanation:
    281 - Resembles an Open Line
    282 - Limited to ranged units
    283 - Ideally, these guys will run up to within their range of the enemy, fire their weapon, then retreat then continue the cycle.
    284 
    285 FLYING WEDGE
    286 
    287 Minimum Number Required: 9.
    288 Available to Classes: UnitMechanical, UnitMilitary, UnitMedic, Hero
    289 Bonus: Movement Rate, Melee Attack.
    290 Debonus: Pierce Armour.
    291 Special:
    292 - Semi-unique to the 'barbarous' Celts and Iberians.
    293 - Protected go to the back middle.
    294 Explanation:
    295 - A break-through formation, mainly used by hackers.
    296 
    297 TESTUDO
    298 
    299 Minimum Number Required: 9.
    300 Available to Classes: FootSword
    301 Bonus: Armour
    302 Debonus: Movement Rate.
    303 Special:
    304 - Unique To Romans.
    305 Explanation:
    306 - The turtle formation.
    307 - Unable to attack while in this formation.
    308 - Ultra high resistance to attack.
    309 - Cannot enter Flank.
    310 - Retains its formation in movement, and very slow
    311 
    312 PHALANX
    313 
    314 Minimum Number Required: 12
    315 Available to Classes: FootSpearman
    316 Bonus: Armour
    317 Debonus: Movement Rate.
    318 Special: Unique To Hellenes.
    319 Explanation:
    320 - The standard phalanx of the Greek/Macedonian era
    321 - Retains its formation in movement, and slow
     46[[BR]]'''''BRIEF DESCRIPTION ::'''''Rank, a position (cell) in a file (row).[[BR]][[BR]]rk stands for rank. This specifies a slot in a row of entities.[[BR]][[BR]]Example:[[BR]][[BR]]CODE[[BR]]<formation Tag="Form Box 2"[[BR]]   bonus="stat.armour"[[BR]]   bonustype="unitmelee"[[BR]]   bonusval=".2"[[BR]]   penalty="move.rate"[[BR]]   penaltytype="unitmech,unitnonmech"[[BR]]   penaltyval=".1"[[BR]]   width="5"[[BR]]   required="10"[[BR]]   next="Form Box 3"[[BR]]   prior="Form Box 1"[[BR]]   movement="Group Line"[[BR]][[BR]]   <fl category="melee">[[BR]]     <rk order="1"></rk>[[BR]]     <rk order="10"></rk>[[BR]]     <rk order="2"></rk>[[BR]]     <rk order="11"></rk>[[BR]]     <rk order="3"></rk>[[BR]]   </fl>[[BR]]   <fl category="melee">[[BR]]     <rk order="12"></rk>[[BR]]     <rk category="melee, ranged" order="18"></rk>[[BR]]     <rk category="melee, ranged" order="22"></rk>[[BR]]     <rk category="melee, ranged" order="19"></rk>[[BR]]     <rk order="13"></rk>[[BR]]   </fl>[[BR]]   <fl category="melee">[[BR]]     <rk order="4"></rk>[[BR]]     <rk category="melee, ranged" order="23"></rk>[[BR]]     <rk category="support, lead, ranged" order="5"></rk>[[BR]]     <rk category="melee, ranged" order="24"></rk>[[BR]]     <rk order="6"></rk>[[BR]]   </fl>[[BR]]   <fl category="melee">[[BR]]     <rk order="14"></rk>[[BR]]     <rk category="melee, ranged" order="20"></rk>[[BR]]     <rk category="melee, ranged" order="25"></rk>[[BR]]     <rk category="melee, ranged" order="21"></rk>[[BR]]     <rk order="15"></rk>[[BR]]   </fl>[[BR]]   <fl category="melee">[[BR]]     <rk order="7"></rk>[[BR]]     <rk order="16"></rk>[[BR]]     <rk order="8"></rk>[[BR]]     <rk order="17"></rk>[[BR]]     <rk order="9"></rk>[[BR]]   </fl>[[BR]]></formation[[BR]][[BR]]QUOTE__'''FORMATIONS'''__[[BR]][[BR]][http://wildfiregames.com/0ad/viewtopic.php?t=95 Historian Article: Basic Formations and Movements][[BR]][[BR]]'''1. FORMATION CHARACTERISTICS'''[[BR]][[BR]]'''SPEED'''[[BR]]* Formations can only move at the speed (MR) of the slowest unit within them.[[BR]][[BR]]'''MOVEMENT INTERRUPTION'''[[BR]]* Moving formations, commanded over distance to go from point-to-point, are incapable of attack while moving (unless it's a special unit trait - Parthian cavalry archers, elephants, chariots).[[BR]][[BR]]'''IDLE ORIENTATION'''[[BR]]* Idle formations will orientate themselves with the vector from their prior waypoint[[BR]][[BR]]'''ATTACK'''[[BR]]* The formation's Attack command targets an area, and not a specific unit.  The units in a formation will then advance (if needed and if allowed by their AI stance) and attack according to their optimal RPS dynamics vs. their enemies in that area.  [[BR]][[BR]]'''CONTROL'''[[BR]]* Most Formations can be constituted without being placed under control group numbers (''Ctrl+...num''). [[BR]]* Units can be added to formation by using a GUI 'join' command.[[BR]][[BR]]'''FORMATION POSITIONS'''[[BR]]* Melee - Foot Hackers.[[BR]]* Protected - Units that should be protected - Healers, Female Citizens, etc.[[BR]]* Ranged - Ranged Units.[[BR]]* Lead - Hero units (and later in Part II, morale units)[[BR]][[BR]]'''2. FORMATION TYPES'''[[BR]][[BR]]'''[http://www.wildfiregames.com/~gamedesign/dd/formation2.htm Graphical Representation]'''[[BR]][[BR]]'''BOX'''[[BR]][[BR]]'''Minimum Number Required:''' 9[[BR]]'''Available to Classes:''' !UnitMechanical, !UnitMilitary, !UnitSupport, Hero[[BR]]'''Bonus:''' Melee Armour.[[BR]]'''Debonus:''' Movement Rate.[[BR]]'''Special:''' N/A.[[BR]]'''Explanation:''' The Box Formation is typically used to surround units within it that are weaker, more vulnerable, or of high value to the player.  A formation with a defensive posture, that is good to use as a 'last stand'.[[BR]][[BR]]'''CLOSED COLUMN'''[[BR]][[BR]]'''Minimum Number Required:''' 9[[BR]]'''Available to Classes:''' !UnitMilitary, !UnitSupport, Hero[[BR]]'''Bonus:''' Movement Rate.[[BR]]'''Debonus:''' Melee Armour.[[BR]]'''Special:''' Width of 3 max[[BR]]'''Explanation:'''[[BR]]- Basic formation for rapid unit distance movement.[[BR]]- The stongest units assemble to the front of the column.[[BR]][[BR]]'''CLOSED LINE'''[[BR]][[BR]]'''Minimum Number Required:''' 9[[BR]]'''Available to Classes:''' !UnitMechanical, !UnitMilitary, Hero[[BR]]'''!FormationCategory Positions'''[[BR]]* Melee = front.[[BR]]* Mobile = front.[[BR]]* Protected = back.[[BR]]* Ranged = middle/back.[[BR]]'''Bonus:''' Pierce Attack, Melee Attack.[[BR]]'''Debonus:''' Movement Rate, Pierce Armour.[[BR]]'''Special:''' Depth of 3 max, Closely Packed Together.[[BR]]'''Explanation:'''[[BR]]- The basic battle line.[[BR]]- Strongest units form to the front rank; if mixed hacker and ranged, melee to the front.[[BR]][[BR]]'''OPEN COLUMN'''[[BR]][[BR]]'''Bonus:''' Pierce Armour.[[BR]]'''Debonus:''' Melee Armour.[[BR]]'''Special:''' Width of 3 max, Loose formation.[[BR]]'''Explanation:'''[[BR]]- Like closed column, but staggered for protection against ranged attack and splash damage[[BR]][[BR]]'''OPEN LINE'''[[BR]][[BR]]'''Bonus:''' Pierce Armour, Crush Armour.[[BR]]'''Debonus:''' Movement Rate, Melee Armour.[[BR]]'''Special:''' Depth of 3 max, Loose formation.[[BR]]'''Explanation:'''[[BR]]- Like closed line, but staggered for protection against ranged attack and splash damage[[BR]][[BR]]'''SKIRMISH'''[[BR]][[BR]]'''Minimum Number Required:''' 9[[BR]]'''Available to Classes:''' !UnitRanged[[BR]]'''Bonus:''' Movement Rate, Attack Rate, LOS.[[BR]]'''Debonus:''' Melee Armour.[[BR]]'''Special:''' Evades Enemy, max depth of 2 (terrain permitting).[[BR]]'''Explanation:'''[[BR]]- Resembles an Open Line[[BR]]- Limited to ranged units[[BR]]- Ideally, these guys will run up to within their range of the enemy, fire their weapon, then retreat then continue the cycle.[[BR]][[BR]]'''FLYING WEDGE'''[[BR]][[BR]]'''Minimum Number Required:''' 9.[[BR]]'''Available to Classes:''' !UnitMechanical, !UnitMilitary, !UnitMedic, Hero[[BR]]'''Bonus:''' Movement Rate, Melee Attack.[[BR]]'''Debonus:''' Pierce Armour.[[BR]]'''Special:'''[[BR]]- Semi-unique to the 'barbarous' Celts and Iberians.[[BR]]- Protected go to the back middle.[[BR]]'''Explanation:'''[[BR]]- A break-through formation, mainly used by hackers.[[BR]][[BR]]'''TESTUDO'''[[BR]][[BR]]'''Minimum Number Required:''' 9.[[BR]]'''Available to Classes:''' !FootSword[[BR]]'''Bonus:''' Armour[[BR]]'''Debonus:''' Movement Rate.[[BR]]'''Special:'''[[BR]]- Unique To Romans.[[BR]]'''Explanation:'''[[BR]]- The turtle formation.[[BR]]- Unable to attack while in this formation.[[BR]]- Ultra high resistance to attack.[[BR]]- Cannot enter Flank.[[BR]]- Retains its formation in movement, and very slow[[BR]][[BR]]'''PHALANX'''[[BR]][[BR]]'''Minimum Number Required:''' 12[[BR]]'''Available to Classes:''' !FootSpearman[[BR]]'''Bonus:''' Armour[[BR]]'''Debonus:''' Movement Rate.[[BR]]'''Special:''' Unique To Hellenes.[[BR]]'''Explanation:'''[[BR]]- The standard phalanx of the Greek/Macedonian era[[BR]]- Retains its formation in movement, and slow