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The pitfalls of the current Combat Strength formula.

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4 years ago
Sep 22, 2021, 7:38:52 PM
Crunbum wrote:
shasho wrote:

I don't like the idea of a multiplicative combat strength system, I think the current one is fine principally. Firstly, because a multiplicative system has its own problem that any flat value modifiers vary in worth depending on the base that is being modified (and if you elect not to use flat values, then it pretty much works like the current system). And secondly, because it has major readability problems (currently a difference of 1 CS means the same thing in all cases, vs. having to do mental math to figure out the strength ratio between two units).


I think the current system will work fine if the damage cap scales well beyond -4 CS to the point that all attacks do 1 damage or none at all.

"Currently a difference of 1 CS means the same thing in all cases, vs. having to do mental math to figure out the strength ratio between two units."

That's the gist of the problem - it does not.

Depending on the matchup, 1 point of CS can mean +20% damage dealt and -0% damage taken. It can mean +12% damage dealt and -6% damage taken. It can mean no change at all. A difference of 1 CS (or even as much as 14 CS) can have literally no impact. It is all matchup dependant. Against Chariots, your Archers might take 20% less damage or even more because of having 1 more CS (more if we are talking hits-to-kill), and against some other unit it could be +3% damage dealt with no change to damage taken, or nothing at all.

On the other hand, a ratio-based formula does exactly what you are praising the current one for - it makes each percentage point worth exactly as much in boost, and yes with percentage modifiers. It makes each and every point matter, and always to the same, predictable and intuitive degree. Percentage modifiers in a fully granular ratio based formula are way more intuitive to understand than flat ones stapled on top of wildly differing damage ranges per point of difference based on an absolute difference in a stat that can cap out and never decrease/increase past a certain point.

Oh sorry I didn't specify what I meant - I don't mean to say that a difference of 1 CS marginally is always the same, nor do I think it should be. But the difference between a unit of 34 CS vs 35, or 19 vs 20 etc. always is. So it's always possible at a glance to tell what the relative difference in strength of units is. Moreover, even with a percentage system points will not all be equal (which, again, I don't think is a problem) because a bonus that puts you over the threshold of, on average, killing or injuring a unit one attack earlier (avg. 49 damage vs avg. 50) will always be more valuable. That is what the system, in my view, should be based around - certain relative differences in CS should push a unit's advantage over a critical threshold.


I haven't bothered to come up with all the necessary values, but pretend a relative difference of 5 CS ought to be considered a critical advantage. So here's a mockup of some of the values you could use:


Combat Strength (Defender - Attacker)Damage (Min)Damage (Max)Damage (avg.)Hits to Kill (avg.)
-201001001001
-1580100902
-104258502
-52642343
-21733254
01329215
+21226196
+571916.57
+104161010
+1515334
+20111100

So each "Tier" of relative CS provides a concrete advantage in tempo over the previous. I think balancing unit base power, terrain effects, and other sources of CS around such a system would be healthy and congruent with the current implementation.
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4 years ago
Sep 22, 2021, 7:52:49 PM
Crunbum wrote:

In a ratio-based formula, if you see a unit with 20 CS, and a unit with 30 CS, you know how effective they will be, and how much damage they will do to one another. You can just divide one by the other and multiply by four to instantly know how many hits it will kill the other in, doing so in 1 second in your mind, or multiply the ratio by itself to figure out how many units the stronger one will be worth in an "in your face" scenario with everything retaliating. If you receive a bonus of 10%? See, your unit is that much more powerful.

Now, try doing that with the current formula. Tell me, how many CS 20 Warriors can four CS 25 Swordsmen kill at a time? How much damage will a unit with 30 CS deal to a unit with 20 CS, and how much it will take from it, without glancing at the table? How would that change if the opponent had 25 CS instead? 45 CS? How exactly would it change if they got a +4 modifer from that hill, or a -3 modifier from crossing a river? How much value would you get from three soviet districts, and how much would you get from six? Why wouldn't the latter number be twice as good at the former? I hope I got my point across.

Here is the answers by the way:

Ratio formula (done in my head):

- Each CS 25 Swordsman is worth (25/20) ^ 2 = ~1.6 Warriors, so 4 Swordsmen are worth ~6.4 Warriors.

- A unit with 30 CS will deal 3/2 * 25 = ~37.5 average damage to a unit with 20 CS, and it will take 2/3 * 25 = ~16.7 average damage. If you want to do hits to kill, then its even easier as you can just do 3/2 * 4 = 6 hits for CS 20 to kill CS 30, or 2/3 * 4 = 2.67 hits for CS 30 to kill CS 20.

- If the opponent had 25 CS instead, then its 2.5/2 * 4 = 5 hits to get killed, and 2/2.5 * 4 = just over 3 hits to kill.

- If the opponent had 45 CS instead, then its 4.5/3 * 4 = 1.5 * 4 = 6 hits to kill, and 3/4.5 * 4 = 2/3 * 4 = 2.5 hits to die.

- If you got a +4 CS modifier from a hill (which would always be +25% in a percentage formula), then you would be dealing 25% more damage and taking 1/(1+0.25) = 80%, so 20% less.

- If you got a -3 CS from river crossing (or -20%), then you would be dealing 20% more damage and taking 1/(1+0.2), so 5/6 so 16.7% less.

- From three soviet districts you would get +3, or probably +6% (+2% each) if they were to be balanced to any degree which they can only be in a percentage formula because +1 is the smallest flat increment, and its equal to 2% for up to date CS 50 units. So you would be dealing 6% more damage and talking probably 5% less. From six districts you would be dealing 12% more damage and taking 10% less.

Current formula:

- Each CS 25 Swordsman is worth... looks up table... +5 damage and -4 damage taken.... looks up values... 33.5 damage dealt by swordsman, 15 damage dealt by warrior, so 33.5/15 so.. probably somewhere like 2.2, so 4 of them are probably worth nine warriors or so? Rinse and repeat from every scenario, from simplest to complex. 3 soviet districts to a 30 CS vs 20 CS is 50.5 -> 62.5, or 23.7% more damage, as well as 0% less damage taken because its already 15. 6 Soviet districts, however, is 50.5 -> 100, or 100% more damage, as well as again 0% less damage taken. Can't do the current formula in your head unless you have every entry in damage table memorized.

And in response to the rest of this post: I don't think there should really be "conversion" rates between units. This would mean, using current values, that 2 Crossbowmen are worth about 1 Medium Tank. And that's a problem, because 1,000,000 Crossbowmen should be worth 0 Tanks. You could then modify the base power of units, but then you have the ugly exponential scaling problem if you want a realistic relative strength between tech levels, and that still would not solve the problem that no amount of Crossbows should ever destroy a tank.

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4 years ago
Sep 22, 2021, 7:54:02 PM
shasho wrote:

Oh sorry I didn't specify what I meant - I don't mean to say that a difference of 1 CS marginally is always the same, nor do I think it should be. But the difference between a unit of 34 CS vs 35, or 19 vs 20 etc. always is. So it's always possible at a glance to tell what the relative difference in strength of units is. Moreover, even with a percentage system points will not all be equal (which, again, I don't think is a problem) because a bonus that puts you over the threshold of, on average, killing or injuring a unit one attack earlier (avg. 49 damage vs avg. 50) will always be more valuable. That is what the system, in my view, should be based around - certain relative differences in CS should push a unit's advantage over a critical threshold.


I haven't bothered to come up with all the necessary values, but pretend a relative difference of 5 CS ought to be considered a critical advantage. So here's a mockup of some of the values you could use:


Combat Strength (Defender - Attacker)Damage (Min)Damage (Max)Damage (avg.)Hits to Kill (avg.)
-201001001001
-1580100902
-104258502
-52642343
-21733254
01329215
+21226196
+571916.57
+104161010
+1515334
+20111100

So each "Tier" of relative CS provides a concrete advantage in tempo over the previous. I think balancing unit base power, terrain effects, and other sources of CS around such a system would be healthy and congruent with the current implementation.

The problem is that this difference is not fully granular, and even if you came up with a formula that would make it be so, it is exponential. If you will just look at your values, going from -20 to -15 increases damage dealt to 300% of the previous, yet going for another 5 points up (-15 to -10) increases it to 333%, then -10 to -5 to a mere 165%. The formula should not have non-granular outcomes per point depending on the absolute difference growing larger.

For example if you have a 30 CS unit under the current game formula fighting a 20 CS unit, it will do 50.5 average damage. If it receives a +3 CS boost, it will do 62.5 damage, which is close to 25% more. But if it receives a +6 CS bonus, which is twice the previous, it will do a guaranteed 100 damage, which is a 100% damage increase, or four times the damage boost for merely twice the bonus. This is problematic, because it makes weaker, cheaper to produce units inherently better recipients of flat damage modifiers because they benefit more from them, relatively speaking, because it allows them to reach the first crucial threshold (not get damage reduced to near-nothing) and the second (not get one shot), thus making their costs impossible to balance because if you make them balanced at their base values then they will be overpowered if boosted with CS boni. If you try to make them balanced with CS boni, they will be pointless to produce without them. On the other end, it also makes units that are nearing the vital one shot threshold far better recipients of boosts as well, than those fighting equal enemies.

A ratio formula with percentage modifiers just does not have this issue. But you cannot use percentage modifiers in a formula that uses an absolute - rather than relative - difference in CS to determine damage.

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4 years ago
Sep 22, 2021, 8:05:28 PM
shasho wrote:

And in response to the rest of this post: I don't think there should really be "conversion" rates between units. This would mean, using current values, that 2 Crossbowmen are worth about 1 Medium Tank. And that's a problem, because 1,000,000 Crossbowmen should be worth 0 Tanks. You could then modify the base power of units, but then you have the ugly exponential scaling problem if you want a realistic relative strength between tech levels, and that still would not solve the problem that no amount of Crossbows should ever destroy a tank.

As far as I recall, crossbowmen are 31 CS units, and Main Battle Tanks are 69 CS units. Furthermore crossbows are far more constrained in range etc. But the point is that 69/31 ^  2 does not two equal, but 5. Xbow takes 31/69 * 4 = 1.8 shots to kill, tank takes 69/31 * 4 = 8.9 shots to kill, therefore if they traded with retaliation,a tank would take 8.9/1.8 xbows to the grave, which is five. However ranged units don't retaliate, so if its just standing there, its closer to 2.5, which is quite close to what it is right now in the game.

Yes, a ratio formula requires units to have stats adjusted up based on a formula for how much better you want them to be, but it allows those adjustments in the first place, and it is quite easy to do. It does not produce artificial floors and cellings like an absolute difference one.

If you want an era worth of difference to mean that a unit one era ahead beats approximately two units of an era behind? Simple enough, just make it so that there is a 50% growth in base combat strength and you'll get there (1.5^2 = 2.25). Do that, and then tanks which are 4 eras ahead of crossbows are worth around 26 crossbows each (1.5^4^2) if they just duked it out, probably more because elite, more industry, more pop cost (that part could use being cut lol).

Your formula does not make Tanks immune to crossbow fire either. If you have 26 crossbows then even if they deal 1 damage per turn each, the tank still dies after four turns. The only difference is - your formula has a cap that can be reached, and then getting any more combat strength becomes useless. A ratio one does not.

So an absolute difference formula would in the end always cap the damage such that eventually you have weaker, more obsolete units be more effective than more advanced ones in certain matchups due to merely being cheaper yet performing comparably or the same. In your formula, a Swordsman (CS 25) and a Warrior (CS 19) would both perform the same against an Industrial Construction team with shovels (CS 48), or Early Modern units like Musketeers. And I very much think a Roman Legion should not do 1-1 damage to reneissance-adjacent armies. Tanks are a convenient example to use to make the damage floor "make sense", but not every high research unit is armored or indeed immune to melee weaponry or arrows.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 8:13:33 PM
Crunbum wrote:

The problem is that this difference is not fully granular, and even if you came up with a formula that would make it be so, it is exponential. If you will just look at your values, going from -20 to -15 increases damage dealt to 300% of the previous, yet going for another 5 points up (-15 to -10) increases it to 333%, then -10 to -5 to a mere 165%. The formula should not have non-granular outcomes per point depending on the absolute difference growing larger.

I mean, yes. It is exponential, but I think that's good. The current system (while the values are somewhat flawed) provides a very narrow band of effectiveness for units with comparable combat strengths, which is the point. Past a certain difference, like 15 or 20 CS, units ought to be utterly ineffective. It shouldn't matter whether an Archer or an Arquebusier is pelting a Helicopter Gunship, it should never do anything besides 1 or 0 damage (depending on whether Amplitude wants 0 damage to be a thing). I think that the absolute difference should matter when assessing the value of a marginal point of CS.


Crunbum wrote:
The problem is that this difference is not fully granular, and even if you came up with a formula that would make it be so, it is exponential. If you will just look at your values, going from -20 to -15 increases damage dealt to 300% of the previous, yet going for another 5 points up (-15 to -10) increases it to 333%, then -10 to -5 to a mere 165%. The formula should not have non-granular outcomes per point depending on the absolute difference growing larger.


For example if you have a 30 CS unit under the current game formula fighting a 20 CS unit, it will do 50.5 average damage. If it receives a +3 CS boost, it will do 62.5 damage, which is close to 25% more. But if it receives a +6 CS bonus, which is twice the previous, it will do a guaranteed 100 damage, which is a 100% damage increase, or four times the damage boost for merely twice the bonus. This is problematic, because it makes weaker, cheaper to produce units inherently better recipients of flat damage modifiers because they benefit more from them, relatively speaking, because it allows them to reach the first crucial threshold (not get damage reduced to near-nothing) and the second (not get one shot), thus making their costs impossible to balance because if you make them balanced at their base values then they will be overpowered if boosted with CS boni. If you try to make them balanced with CS boni, they will be pointless to produce without them. On the other end, it also makes units that are nearing the vital one shot threshold far better recipients of boosts as well, than those fighting equal enemies.

A ratio formula with percentage modifiers just does not have this issue. But you cannot use percentage modifiers in a formula that uses an absolute - rather than relative - difference in CS to determine damage.

I agree that weaker, cheaper units are a problem currently, but I propose that the problem can be solved by just tweaking data. For example, 1) making upgraded units cheaper than they are currently relative to their antecedents, 2) limiting global sources of Combat Strength to make terrain a greater factor and preventing severely outdated (1.5 - 2 eras or so) units from reaching a meaningful relative combat strength by any means, 3) improving the Research system to ensure that unit upgrades are unlocked by a certain point through the tech tree, and in line with the topic of the thread 4) improve the damage scaling formula.

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4 years ago
Sep 22, 2021, 8:15:20 PM
shasho wrote:

I mean, yes. It is exponential, but I think that's good. The current system (while the values are somewhat flawed) provides a very narrow band of effectiveness for units with comparable combat strengths, which is the point. Past a certain difference, like 15 or 20 CS, units ought to be utterly ineffective. It shouldn't matter whether an Archer or an Arquebusier is pelting a Helicopter Gunship, it should never do anything besides 1 or 0 damage (depending on whether Amplitude wants 0 damage to be a thing). I think that the absolute difference should matter when assessing the value of a marginal point of CS.


I agree that weaker, cheaper units are a problem currently, but I propose that the problem can be solved by just tweaking data. For example, 1) making upgraded units cheaper than they are currently relative to their antecedents, 2) limiting global sources of Combat Strength to make terrain a greater factor and preventing severely outdated (1.5 - 2 eras or so) units from reaching a meaningful relative combat strength by any means, 3) improving the Research system to ensure that unit upgrades are unlocked by a certain point through the tech tree, and in line with the topic of the thread 4) improve the damage scaling formula.

If that is what you are aiming at, then perhaps units should use a ratio formula BUT each unit should come with an Armor Class or Armor Rating value, which would reduce the damage they receive by half if the Combat Strength of the enemy unit is below the unit's Armor Class or by 75% if it is below half of its value. That way you can differentiate tankiness between units of the same era without making their relative strengths to one another too out of whack, which would work just fine from both your so-far stated perspective, and mine, I think?

It would make the formula still simple and intuitive to understand, still granular and still not exponential in most matchups - while allowing melee units to be tankier than ranged ones for example, without artificially inflating their combat strength, which could easily give them a place in combat. Same for tanks, helicopters and whatnot.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 8:18:34 PM

Great thread and excellent work by the OP - thanks for breaking it down so clearly.


Instinctively I agree with a lot of the counterpoints, archers just don't feel that powerful in normal play. But I think the difference is you're not talking about "normal" play, you're outlining an OP strategy that flows from an underlying game mechanic, and to make it work you need to commit to it 100%. 3 archers aren't going to beat a tank but 300 archers are going to beat any number of tanks that an opponent could realistically field, and 300 archers are very achievable.


I think this mainly applies to multiplayer or single-player conquest games. If you're playing the AI and you're mostly peaceful you don't need a huge military to achieve your goals, just a few stacks that you only upgrade when they are needed. In that case having 300 researchers or traders would be more useful than a ton of archers. [I know that's not how food/population works and it's not a straight trade off but you get the idea]. Also if the opponent attacks first you are going to lose potentially as many archers as your opponent has troops which is a cost, that you might not have to pay if you have fewer but better troops. If you're fighting constantly I get that the food to replace archers is probably cheap vs. the industry/gold to build/upgrade better ones, but if it's just a skirmish or fighting greys it's not really going to affect your game much.


A left-field idea that would fix it pretty easily would be to increase tech dependencies so that you can't advance without taking techs like War Summons. I think the game has slightly too many opportunities for beelining as it is so this would be good for gameplay overall. That way you could field your Bronze Age swarm but only with legacy units that you actually built during the Bronze Age, and you wouldn't be able to field overwhelming numbers.


I think the motivation behind minimum damage is a good one (so that technologically-backward empires can't be stomped by single-unit stacks from later eras, it adds a cost to conquest and means you need to bring a reasonable force even if you're far ahead in tech). The issue is advanced empires fielding older units and I think softly "forcing" upgrades is probably a better solution than making older units worse.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 8:25:52 PM
garethj wrote:

Great thread and excellent work by the OP - thanks for breaking it down so clearly.


Instinctively I agree with a lot of the counterpoints, archers just don't feel that powerful in normal play. But I think the difference is you're not talking about "normal" play, you're outlining an OP strategy that flows from an underlying game mechanic, and to make it work you need to commit to it 100%. 3 archers aren't going to beat a tank but 300 archers are going to beat any number of tanks that an opponent could realistically field, and 300 archers are very achievable.


I think this mainly applies to multiplayer or single-player conquest games. If you're playing the AI and you're mostly peaceful you don't need a huge military to achieve your goals, just a few stacks that you only upgrade when they are needed. In that case having 300 researchers or traders would be more useful than a ton of archers. [I know that's not how food/population works and it's not a straight trade off but you get the idea]. Also if the opponent attacks first you are going to lose potentially as many archers as your opponent has troops which is a cost, that you might not have to pay if you have fewer but better troops. If you're fighting constantly I get that the food to replace archers is probably cheap vs. the industry/gold to build/upgrade better ones, but if it's just a skirmish or fighting greys it's not really going to affect your game much.


A left-field idea that would fix it pretty easily would be to increase tech dependencies so that you can't advance without taking techs like War Summons. I think the game has slightly too many opportunities for beelining as it is so this would be good for gameplay overall. That way you could field your Bronze Age swarm but only with legacy units that you actually built during the Bronze Age, and you wouldn't be able to field overwhelming numbers.

In fact, 3 longbowmen will already beat a tank, especially since they have the same range but are not bound by line of sight rules, and it used to be that 3 ancient era archers would do just that prior to the anachronism penalty change. They can deal 15 damage per hit to it, so round 1 means the tank is already at 55/100 hp, turn 2 one longbow is dead and the tank is at 25/100 hp, and turn three the tank is at 10/100 hp with the last longbow dead - but that is only if the tank can fire every round which it cannot since it is concerned about line of sight. As outlined, said 3 longbows will cost the same amount of pops, half the upkeep and 30 times less industry to make as a tank does. And if you pick soviets then you can make them be on par with actual contemporary units - if you construct just a few weapons districts, then they will only die in 2 hits from tanks and other such units, and as such 2 longbowmen will be able to defeat a tank reliably even if they are shooting back and forth.

Updated my first post with an Armor Class idea mentioned just above, since I think it is a concept worth exploring and could solve several issues, notably with melee units and more armored units like battleships or tanks being just as vulnerable to obsolete weaponry like arrows or melee weapons as contemporary infantry in uniforms is.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 8:34:05 PM

Granular continuous outcomes are not possible, unless a unit at 50 hp does exactly 1/2 the damage of the same unit at 100 hp.  going from a 50-70 range to a 70-90 range does nothing, 2 hits to kill both cases.  Going from 80-100 to pure 100 doubles effectiveness.


The only problems with the current system

1. Complicated table, but that is easier to make simpler (even with cutoff)

2. Minimum damage is too high

3. Non retaliated units doing minimum damage is exploitable


1 & 2 are fixable by tweaking the formula to make it simpler and have a bigger range


3 has to do with the unique problem of Non-LoS units, (a bunch of them can attack from behind a frontline easily)

3 also causes the "going first gets massive advantage" issue.


Having more retaliation fixes a lot of the problems (including the weakness of melee as they are the only attacks that get retaliated against)

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 8:38:25 PM
Crunbum wrote:
garethj wrote:

Great thread and excellent work by the OP - thanks for breaking it down so clearly.


Instinctively I agree with a lot of the counterpoints, archers just don't feel that powerful in normal play. But I think the difference is you're not talking about "normal" play, you're outlining an OP strategy that flows from an underlying game mechanic, and to make it work you need to commit to it 100%. 3 archers aren't going to beat a tank but 300 archers are going to beat any number of tanks that an opponent could realistically field, and 300 archers are very achievable.


I think this mainly applies to multiplayer or single-player conquest games. If you're playing the AI and you're mostly peaceful you don't need a huge military to achieve your goals, just a few stacks that you only upgrade when they are needed. In that case having 300 researchers or traders would be more useful than a ton of archers. [I know that's not how food/population works and it's not a straight trade off but you get the idea]. Also if the opponent attacks first you are going to lose potentially as many archers as your opponent has troops which is a cost, that you might not have to pay if you have fewer but better troops. If you're fighting constantly I get that the food to replace archers is probably cheap vs. the industry/gold to build/upgrade better ones, but if it's just a skirmish or fighting greys it's not really going to affect your game much.


A left-field idea that would fix it pretty easily would be to increase tech dependencies so that you can't advance without taking techs like War Summons. I think the game has slightly too many opportunities for beelining as it is so this would be good for gameplay overall. That way you could field your Bronze Age swarm but only with legacy units that you actually built during the Bronze Age, and you wouldn't be able to field overwhelming numbers.

In fact, 3 longbowmen will already beat a tank, especially since they have the same range but are not bound by line of sight rules, and it used to be that 3 ancient era archers would do just that prior to the anachronism penalty change. They can deal 15 damage per hit to it, so round 1 means the tank is already at 55/100 hp, turn 2 one longbow is dead and the tank is at 25/100 hp, and turn three the tank is at 10/100 hp with the last longbow dead - but that is only if the tank can fire every round which it cannot since it is concerned about line of sight. As outlined, said 3 longbows will cost the same amount of pops, half the upkeep and 30 times less industry to make as a tank does. And if you pick soviets then you can make them be on par with actual contemporary units - if you construct just a few weapons districts, then they will only die in 2 hits from tanks and other such units, and as such 2 longbowmen will be able to defeat a tank reliably even if they are shooting back and forth.

Updated my first post with an Armor Class idea mentioned just above, since I think it is a concept worth exploring and could solve several issues, notably with melee units and more armored units like battleships or tanks being just as vulnerable to obsolete weaponry like arrows or melee weapons as contemporary infantry in uniforms is.

From a gameplay point of view I don't think there's anything wrong with 3 longbows beating a tank, as long as the empire with longbows is genuinely in the Medieval Era. If this was changed too much it could easily go too far the other way - where suddenly tech is king and a single tank could conquer entire continents. Beating the 3 longbows is simple for the empire with tanks, but they do have to bring some reasonable number of tanks. The real issue is that an empire that can build tanks should not have the option to build any new longbows.

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4 years ago
Sep 22, 2021, 8:42:24 PM
Crunbum wrote:

If that is what you are aiming at, then perhaps units should use a ratio formula BUT each unit should come with an Armor Class or Armor Rating value, which would reduce the damage they receive by half if the Combat Strength of the enemy unit is below the unit's Armor Class or by 75% if it is below half of its value. That way you can differentiate tankiness between units of the same era without making their relative strengths to one another too out of whack, which would work just fine from both your so-far stated perspective, and mine, I think?

It would make the formula still simple and intuitive to understand, still granular and still not exponential in most matchups - while allowing melee units to be tankier than ranged ones for example, without artificially inflating their combat strength, which could easily give them a place in combat. Same for tanks, helicopters and whatnot.

I'm all for Armor Class, this is starting to sound like DnD lol. Actually that would be interesting, some of my favorite damage systems are the classic RTS ones. Damage = Attack - Armor. It's simple but allows for many nuances between big-hitter units and ones that are weaker but attack quickly or can be massed easily.


If I could do whatever I wanted with the game, I'd probably like a system with a lot more unit counters, special damage rules, etc. But as a rule, I usually try to propose solutions that are as close as possible to the base game, unless the base system is totally unworkable or it's just a really good idea. I actually like your system a lot - it's elegant in its simplicity, and I think it would have been great in Endless Legend or Endless Space (I particularly didn't like how attack/defense worked in Endless Legend). But for this game they chose a system very close to Civ, because hey, if it ain't (entirely) broke...


As for this game, I just don't see the utility in such a large overhaul because it's historical fiction. As I see it, the current damage system is supposed to account for the fact that different empires shouldn't be so far ahead or behind each other in tech, hence why there are only a narrow range of values accounted for in combat strength difference. Getting a stronger unit before another player is supposed to be something of a timing attack, but it shouldn't take the defender too long to adapt to the new technology supposing they can hold out with their defenses. The problem is that the game does not actually provide safeguards for the fact that you can indeed mass horribly outdated units far past their obsolescence, and they actually work. If it were up to me, as @garethj said, I would make way more tech dependencies, and make 0 rolls on damage inevitable past a certain deficit in strength, among other things. The availability of outdated units is probably a bigger problem than their effectiveness.

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4 years ago
Sep 22, 2021, 8:50:38 PM
Krikkitone wrote:

Granular continuous outcomes are not possible, unless a unit at 50 hp does exactly 1/2 the damage of the same unit at 100 hp.  going from a 50-70 range to a 70-90 range does nothing, 2 hits to kill both cases.  Going from 80-100 to pure 100 doubles effectiveness.

That is only the case if such a high damage range is the norm between units. It should not be, at least not without a truly significant difference in CS. The smoother the curve and lower the base damage, the more distant this issue is (because if units at say a 200% CS ratio like contemporary infantry vs crossbows are dealing 50 damage per round then the problem is not as dire as if musketeers with a 150% CS ratio were already oneshotting the crossbowmen with 100-100 damage).

The less extreme you make the damage cap, the less of an issue it is. And the greater the variance in damage per hit, the lesser an issue this becomes as well, since, for example, if a unit can do 40-60 damage per hit, you do not know if it will kiil something in 3 hits or 2 hits and so any CS difference is still impactful - but if the same unit deals 50-50 damage instead, which is the same average (extreme case scenario), you DO know that it will take 2 hits to kill another unit, and so any further CS buffs will not be impactful in the matchup until it can one shot it, instead.

Furthermore, if terrain and situational modifiers (such as dug-in, being wounded and so on) can significantly change the Combat Strength of an unit, then in a formula based on a ratio the case where clever use of terrain does afford your units the possibility of dispatching enemies with fewer hits than normal or lets them tank more hits before dying becomes quite common, therefore while true granularity may never be achieved without damage overflow (which is a bad idea), you can come close enough through calibrating overall damage dealt levels (the lower the less of an issue this is because you need truly huge differences in CS for the twoshot vs oneshot issue to start mattering), making situational and terrain bonuses more impactful and increasing the variance in the damage range.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 8:52:13 PM
shasho wrote:
 The availability of outdated units is probably a bigger problem than their effectiveness.

I would agree with that, the Osmosis system they have is far too minimal, unless you have taken a science culture or control 50% of the planet, you should be getting well over 50% of your techs through Osmosis.  Basically researching techs should be for suckers/star chasers/people who want a short term edge.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 9:05:00 PM
Crunbum wrote:

Furthermore, if terrain and situational modifiers (such as dug-in, being wounded and so on) can significantly change the Combat Strength of an unit, then in a formula based on a ratio the case where clever use of terrain does afford your units the possibility of dispatching enemies with fewer hits than normal or lets them tank more hits before dying becomes quite common...

Ah that reminds me, a much wider-scoped balance change I would make (if it were up to me) would be to increase the strength impact of units being wounded or maimed (and probably lower the thresholds to something like 50 or 60% and 25 or 30% health, respectively), lower damage slightly across the board, and allow for in-battle retreats. I would much prefer it if battles resulted in strategic victories of forcing the enemy to retreat and spend time or money healing, gaining ground, getting to sack that outpost/district, etc. than the entire obliteration of the enemy force 100% of the time. 4X games almost universally have this problem, since, being turn-based, the attacker gets to focus fire on one unit and snowball the battle a-la Lanchester's laws.

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4 years ago
Sep 23, 2021, 12:49:33 PM
shasho wrote:
Ah that reminds me, a much wider-scoped balance change I would make (if it were up to me) would be to increase the strength impact of units being wounded or maimed (and probably lower the thresholds to something like 50 or 60% and 25 or 30% health, respectively), lower damage slightly across the board, and allow for in-battle retreats. I would much prefer it if battles resulted in strategic victories of forcing the enemy to retreat and spend time or money healing, gaining ground, getting to sack that outpost/district, etc. than the entire obliteration of the enemy force 100% of the time. 4X games almost universally have this problem, since, being turn-based, the attacker gets to focus fire on one unit and snowball the battle a-la Lanchester's laws.

Not sure that having armies be able to constantly retreat instead of being destroyed PLUS the ability to pay to heal will favor aggressive play in multiplayer. It's already a gamble to attack someone knowing that they'll start pumping out units every turn right nex to your armies, if you have to actually beat their forces twice in a row while being injured and they can heal instantly every turn.

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4 years ago
Sep 23, 2021, 1:26:11 PM

Yes, I can't believe they added an extra parameter based on era to faff with in the damage formula, when there is the extremely glaring problem of a formula capping at -4 in a game where high ground gives +4 and one era difference is around +10.
Sorry to sound heated but it is so... stupid! I can't believe it passed a code review, could the developer not be bothered to hardcode more than 4 values?
Let's create a nice modern 4x (went back to civ 6 and the core mechanics feel so much smoother in humankind), lots of complex geography and fortifications to make the map feel alive, and then invalidate everything because a legion is going to take the same damage from an archer on open ground, on high ground with fortifications, and only 5 damage of difference on average when attacking an archer with the same strength on equal ground.
And the solution would be so easy too, no need to reinvent the wheel: civ 6 formula mostly works, and I don't think it is copyrighted, Then it can be improved and tested, but just this would be so much better and easier to implement than arbitrary extra parameters in a broken formula.

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4 years ago
Sep 23, 2021, 2:19:44 PM
Erindel wrote:

Not sure that having armies be able to constantly retreat instead of being destroyed PLUS the ability to pay to heal will favor aggressive play in multiplayer. It's already a gamble to attack someone knowing that they'll start pumping out units every turn right nex to your armies, if you have to actually beat their forces twice in a row while being injured and they can heal instantly every turn.

You would have to make a lot of accompanying changes to balance it. I detailed a possible implementation which addresses the healing problem in this thread https://www.games2gether.com/amplitude-studios/humankind/forums/169-game-design-and-ideas/threads/45654-ideas-for-improving-combat?page=1#post-339582 

Updated 4 years ago.
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4 years ago
Sep 23, 2021, 2:46:57 PM
shasho wrote:

You would have to make a lot of accompanying changes to balance it. I detailed a possible implementation which addresses the healing problem in this thread https://www.games2gether.com/amplitude-studios/humankind/forums/169-game-design-and-ideas/threads/45654-ideas-for-improving-combat?page=1#post-339582 

Tbh I think paying to heal is a bit of a weird mechanic currently - we don't recruit units for gold (which we probably should instead of industry to make money worth... something), so why would you get to pay money to instantly heal them?

If you both recruited and upkept troops with money instead of the former taking industry, not only would money gain in relevance with constructing markets becoming a necessity (and currently you only ever need maker's quarters everywhere because it subsitutes science, gold is unnecessary to have and food does not matter due to the formula behind it), but it also starts making sense to heal units for gold - given how we could just recruit new ones with the same currency. Definitely needs to be limited to controlled/allied-territory only, though.

Updated 4 years ago.
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4 years ago
Sep 23, 2021, 6:25:24 PM
Crunbum wrote:

Tbh I think paying to heal is a bit of a weird mechanic currently - we don't recruit units for gold (which we probably should instead of industry to make money worth... something), so why would you get to pay money to instantly heal them?

If you both recruited and upkept troops with money instead of the former taking industry, not only would money gain in relevance with constructing markets becoming a necessity (and currently you only ever need maker's quarters everywhere because it subsitutes science, gold is unnecessary to have and food does not matter due to the formula behind it), but it also starts making sense to heal units for gold - given how we could just recruit new ones with the same currency. Definitely needs to be limited to controlled/allied-territory only, though.

Yeah it is a bit strange to pay to heal. I would forgive it If it were locked behind a tech somewhere down the line, but being able to do it on your Ancient era Scouts the moment you advance from the Neolithic feels weird. It discounts the value of the Temple of Artemis, and... I actually can't even remember if there are other bonuses to unit regeneration, but those too.


I've read your other excellent thread on the resource problem the game has, and I've been meaning to opine on it but I haven't totally gathered my thoughts on how the problems might start to be addressed. I can say upfront that, while I really like your unit recruitment with money idea, I can't see it happening. Amplitude has long committed to the Industry = Units and Buildings paradigm that's been, despite its many issues, the gold standard of 4X games. It would pretty much warrant the removal of Industry from the game, which won't happen because of the aforementioned (and because FMSI doesn't have quite the same prosody). Why would you ever build a Maker's Quarter, thereby increasing district costs, so you can get more Industry to counteract said increased costs, so you can build a different district... that you could have built in the first place. There needs to be some unscaling, repeatable production possibility that warrants an improvement in Industry, which Infrastructures are not. It would take me a while to write up all of my thoughts and gripes with Industry/Production across 4X games, but I understand why it exists and I can't see it's core identity changing for this game.


But Money absolutely needs an identity in the game, which probably won't be achieved until new systems are added to the game in expansions. I'll put a thread out at some point that has an idea for one such system.


For the time being, I would be in favor of drastically increasing Trade costs, especially over land (Krikkitone has a good thread on this https://www.games2gether.com/amplitude-studios/humankind/forums/169-game-design/threads/45134-thoughts-on-water-and-transport-and-trade-districts) so that money has something to do besides substitute for industry. Giving Buyout a flat Industry to Money conversion rate so that it can actually be relied upon would be nice, and maybe make it so that you can't finish constructions with Buyout and have to buy it outright like in Civ so you actually need a lot of principal to use it (meaning, combined with the previous suggestion, unless you have a lot of money you will have to choose between trade and buyout). Maybe lock Buyout behind a tech so it feels more special, I don't know. This would also provide a nice distinction between buying with Pop via Masonry vs. Buyout with Money - Masonry comes earlier and can rush constructions in progress, but hurts your economy and Influence production unlike using cash.


I do have something of a compromise with your idea though, that would still preserve Industry's overall usefulness: Give certain military units a Money cost as well as the Industry and Population cost. You could have some very interesting interplay between units that are Population intensive but cheap elsewhere, Industry intensive but economy-preserving, and ones that build quickly but cost a bunch of gold. And of course, trash units. It could really play a hand in balancing certain units - some might be outright better than their contemporaries, but cost a lot of trade money.

Updated 4 years ago.
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4 years ago
Sep 24, 2021, 5:17:55 AM

I guess units for money is sorta what hiring mercs is all about though... isn't it?

I do agree though that money is too easily ignored. With flat costs for trade, and flat upgrade costs, and unit upkeep not really mattering terribly much (and finding goodie huts with gold all the time), its pretty easy to ignore. But I digress and this is getting offtopic.

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