Great. I'd always assumed strength mattered, a bit weird to find that it didn't. We should do some testing then to make sure that ground-based AA are good vs aircraft, but not overwhelming.
I've done some basic testing to make sure I'm getting results within expectations. Relative strength and damage/round calculations work very similar to any other combat, except it does also use the relative ratio of the units interception rates (or 20% if it's zero such as bombers) when calculating damage. Both air-to-air and air-to-ground use that same calculation, but if the defender is ground (which includes suspensor craft) the attacker's damage is halved, so the intercepting unit still has a significant defense advantage.
This also reminds me, I altered the way plot interception % works. In vanilla BTS, it's the highest current interception rate of any unit that can intercept at that plot. So if you've got three Rocket Troopers, it's 30% since they all have 30% interception (without promotions at least).
Afforess created a modcomp that changed this, which was included in RevDCM, and is therefore in DuneWars, which was a nice improvement, but goes a little overboard. What it does in the previous example is changes the odds where it's like you have to pass the interception test for each valid interceptor unit for the plot. So, in the previous example, instead of 30% interception rate, it's (1 - (.7^3) = 65.7% interception rate. For 5 Rocket Troopers it goes to 83.2%.
In practice, this makes AI stacks with very many AA defenders almost un-assaultable with air units, which was part of the reason I wanted the air unit to at least be able to deal some damage to the interceptor.
I've changed the math so that additional interceptor units still add to the interception rate, but not at an exponential rate as he did it. I won't explain the math, just give an example, using the same situation as before. The three rocket troopers end up with a 42% interception chance, five rocket troopers would return a 52% interception chance. I also want to add text to the plot help telling the player what the interception chance is in that plot, but haven't gotten to it yet.
Oh, I wouldn't try to actually tie it to the Imperial Religion. I was just meaning that there is a way in which we could imagine that civic might reduce unit maintenance. The effects of a civic should fit with its name.
Me neither, like I said, it'd be horribly un-symmetric with all the other Civics. I just said it'd be cool, not necessarily good
That seems like too many things for a single civic?
I would prefer to make the military upkeep the main benefit, followed by draft. No real need for happiness too, I'm guessing.
And now to contradict myself... what if it gives 1 happiness in cities with imperial instead
I tend to use homeworld transport for that. But yes, I can see the use. Having a big army show up on your doorstep happens a lot more in Dune Wars than in vanilla.
Me too, as long as I've got the extra troops available from the homeworld, and the cash of course. Another interesting use is pulling up extra troops to garrison cities during an invasion, I find it can be difficult to amass an invasion
and enough garrsions to sustain the assault.
As a side note, another AI project I want to do is tie the AI decision to bring in reinforcements to city danger. There is already a city AI function called AI_panic() that changes the city to producing defenders and hurries them if possible when under imminent danger, I'd like to tie it in right there.
Ok, this seems reasonable. I was also finding the AI bonuses in the midgame quite significant, but that was in part because I struggled to keep science very high because of high military costs.
Yeah, it also goes back to the previous discussions on AI versus human ability to amass units given respective empire and economy size. I like the balance early on, but the inflation help later on (which is much less necessary now for them to keep up) was really skewing it too much against the human.
A real issue here is even though the AI does need extra units, the power rating is an important diplomacy and warplan indicator and is human blind, so if the human is too disadvantaged in keeping up in the arms race, he gets dog-piled more. Before at the monarch/emperor level, the human had fewer units but was consistently at higher techs, so had a higher power rating based on the more advanced units. That's less the case now, so keeping a sufficient power rating requires more parity of unit levels than before, and the AI can compete better at closer unit levels with more advanced units.