Historical battle simulationWhile there are literally hundreds of games which offer virtual battlefields (often with lavish graphics) on which one can control fights, what I was interested in is something else - a simulation that takes into account some of the actual facts which drove battle outcomes and as a result battle tactics in early history. The time period the software aims to cover is mostly prior to the advant of gunpowder (although there is no fundamental reason this could not be incorporated).Of course, the idea to make a simulation of something as complicated as a battle is bold in the first place - a battle is no straightforward physics process that can be put into math and be computed, and even to extract the factors which determine its outcome is a daunting task. I do not claim to have solved this problem, but I will explain my reasoning for setting up the simulation in a certain way and list my sources in a series of background material articles linked below.
Game vs. simulationHere's a quick rundown of what I see as differences between game and simulation:
DownloadThe source code of the simulation is available under the GNU General Public License 2.0+ - in short, you may use, re-distribute and modify the software freely, but you are required to provide the source code and license any additions/changes also GPL if you re-distribute.The tarball extracts into its own subfolder, the code is inside the src/ folder, the doc/ folder contains a manual, the config/ folder a few sample configuration files. A few tutorials on how to use the software are found below. There is no Linux executable provided.
Download Historical Battle Simulation V0.3 TutorialsDefining unitsInteractive mode Automatic mode Analyzing tactics Commanding formations The Battle of Leuctra Ranged Weapons Part 1: Skirmishing Ranged Weapons Part 2: Softening a line Ranged Weapons Part 3: Screening Cavalry Part 1: Shock attacks Global Events Cavalry Part 2: Reserves Terrain Elevation Terrain Cover The Battle of Crecy Background readingProbabilityWinning a tactical advantage Movement To push or not to push? Damage Part 1 - Kinetic Energy, Something Else? Damage Part 2 - Scaling Timescales Ranged Weapons Ranged Weapon physics Terrain Part 1 - Elevation and Slope And how am I competent to do these things?Let me stress up-front that I am not a historian or military expert of any sort - I am trained as a theoretical physicist, so while I am quite proficient in understanding probabilistic frameworks and designing modeling software, I have to rely on other sources as far as history or battle tactics are concerned.Several relevant activities I know from first-hand experiences - I do archery and riding and I have some basic competence with a blade (both foil in modern sports fencing and longsword in the Liechtenauer tradition), I own Battle of Hastings type battle equipment and know how it feels to walk in that for a day. Since I learned Latin and Classical Greek at school, my picture of the Graeco-Roman period is mainly based on original writings. I read a lot - a (non-exhaustive) list of literature I have used to gain an understanding of the topic of historical warfare is:
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