Attackers choosing Combat promotions

PieceOfMind

Drill IV Defender
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Attackers choosing Combat promotions

Combat promotions are unique because they are the only modifier promotions that always affect the unit who owns them. (Drill promotions also always affect the unit owning them but I don't call them "modifier" promotions). All other modifier promotions such as City Raider and Shock always affect the total defense modifier of the defender.

When defenders have a large number of defensive modifiers (defense bonuses if you prefer), a promotion which subtracts a fixed amount (e.g. 20% for CR1) becomes relatively less useful compared with a 10% increase on the attacker's strength that a combat promotion would provide.

Now I know a lot of you hate the maths so I'll completely avoid it this time other than giving you the end formula. However, you will need to know what the variables in the formula are:

Let C be the number of combat promotions you are considering taking.
Let A be the number of combat promotions you already have.
e.g. if you are deciding between C2 and shock but already have C1, then you are considering the case that C=1 and A=1.

Let TDM be the Total Defense Modifier. Those of you using the latest version of Advanced Combat Odds will have this value readily available (as long as you have it enabled from options) but for everyone else you need to work it out very carefully. To calculate the Total Defense Modifier, you add up all of the bonuses that the defender has including penalties on the attacker (like 50% amphibious penalty), and then you subtract all the bonuses the attacker has excluding combat promotions.

Assuming the total defense modifier is not negative and we exclude the possibility of Combat VI (it has +25% bonus instead of +10%), the following formula will apply. (When the total defense modifier is negative, something which is fairly rare anyway, the choice between combat and another promotion becomes less interesting and is not really relevant to this discussion.)

Let X be the equivalent reduction in the defender's total modifier.

Then,

X = (100+TDM) * C / (10 + A + C)

This might be confusing without the help of an example.

Example

Here I have an Infantry trying to amphibiously attack an injured Rifleman.

Spoiler :
c2orpinch.png

Even though the rifle is already fairly injured, the infantry is still going to have trouble surviving the attack because there are so many defensive bonuses including some City Garrison promotions and 25% for being on a hill.

The attacking infantry has the option of choosing Combat 2 or Pinch. (It could also take Drill 1 but that is for another discussion.)

The screenshot was taken using ACO so the Total Defense Modifier is already shown at the bottom for us. Note that in ACO the "+25% Vs. Gunpowder Units" bonus is actually shown instead as a negative modifier on the defender (but still in green). This makes it a bit easier to see how the total defense modifier is reached.

The attacker already has +10% strength from his Combat 1 promotion but this is shown under the modifiers for the attacker instead. If you are not using ACO, that 10% strength modifier would be in the list with the defense modifiers so you need to be careful to exclude it from the TDM calculation.

So we have:
C = 1. (we are considering taking 1 combat promotion)
A = 1. (we already have one combat promotion)
TDM = 130.

So X = (100 + 130) * 1 / (10 + 1 + 1) = 19.17%

This tells us that if we were to select the Combat 2 promotion for the infantry, it would have the same effect as a promotion which gave -19.17% on the defender. In other words, Combat 2 in this situation is about as good as City Raider 1. Considering this infantry might be trying to reach the Amphibious promotion at 5xp (with Combat 1 and 2), Combat 2 might even be preferable to Pinch. It's up to you to make decisions like that.

For Dummies

If you really want to avoid doing any maths you could instead use a table of some values. Let's try that now...

If we already know A (how many combat promos we have) and C (how many combat promos we are considering taking), we can find the values of the total defense modifier that would make the equivalent reduction in defense modifier exactly the same as some standard value like 20% or 25%. I say 20% or 25% because promotions like City Raider 1, Shock etc. typically have 20% or 25% as their modifiers.

20or25reductions.png


For Really Dumb Dummies :p
(Heavily simplified)

Combat 1 beats City Raider 1 when the total defense modifier is more than 120%.

Combat 2 beats City Raider 2 when the total defense modifier is more than 170%.

Against a gunpowder unit, Combat 2 beats Combat 1 + Pinch when the total defense modifier is more than 200%.

Combat 1+2 beats Combat 1 + City Raider 1 when the total defense modifier is more than 140%. (e.g. Aggressive civs or quechuas)

If you have a request for another simple rule, please mention it!
 
So against a cg3 longbow in a hill city it always pays off to have combat? I'm one of those really dumb dummies but am intrigued by this.

Good post.
 
So against a cg3 longbow in a hill city it always pays off to have combat? I'm one of those really dumb dummies but am intrigued by this.

Now you go back to grinding those scientists, let me handle the warfare. /pat

Great accessible summary about the often inquired about Combat promo mechanics :goodjob:

I also have a new simple rule request... Combat2 versus CR1 (AGG Civs, Quechua) . Or is that the same as C1 v CR1? I seem to recall that it isn't, but I'm not sure and it's too early for me to try to calculate up combat math in a thread by the guy that wrote the book on it :lol:
 
From a Dumb, Dumb Dummie, Dumbo - Whats is best for horses? Flanking 1 + 2 or Combat 1 + 2?

And don't even think about telling me it's situational or map dependant ;)
 
So against a cg3 longbow in a hill city it always pays off to have combat? I'm one of those really dumb dummies but am intrigued by this.

Good post.

Well the way I see it, and I have a similar view regarding drill promotions, it can pay off to take the combat promos instead of CR if only because you know those combat promos will be useful outside of attacking cities. I know a lot of top players already know all this but it's worth talking about anyway.

A special case where the combat promotions really pay off is in amphibious warfare. I don't know if people have said this before (I'm sure some top players would have) but using CR troops from boats is usually a bad idea.

Another special case is the oft-loved CR2 or CR3 rifles that were upgraded from older units (typically macemen). If these rifles are being used to fight longbowmen or another unit that has a huge number of defensive bonuses, the value of CR2 or CR3 over straight up combat promos is probably minimal and makes me question whether upgrading those old CR melee is all that useful. IMO only if the upgrading is to gain a large military advantage in short time (the main reason upgrades are advocated by high level players IIRC). I have also seen people advocate upgrading CR3 units to act as "can openers", taking out the strongest defender (like a CG3 protective longbow).

The times when you really don't want your units to be using combat promotions is when you're defending. Of course, unlocking the counter promotions is a reason to have C1 or C2 but beyond that, unless you're on flat ground combat promotions will have little effect on the strength of a defender.

Mounted units however, since they don't get any defensive bonuses, typically benefit nicely from combat promotions even on flat ground. Since they usually have high base strengths for their eras combat promos are often enough to keep them up at decent combat odds. I'm not going to pretend they can stand up to spears or pikes though.

Silu said:
I also have a new simple rule request... Combat2 versus CR1 (AGG Civs, Quechua) . Or is that the same as C1 v CR1? I seem to recall that it isn't, but I'm not sure and it's too early for me to try to calculate up combat math in a thread by the guy that wrote the book on it

C2 vs. C1CR1:

A = 1.
C = 1

X = 20% equivalent reduction in defense modifier. Look at the table at position (1,1)

C2 beats C1CR1 when TDM = 140%.

I'll add that one in.
 
From a Dumb, Dumb Dummie, Dumbo - Whats is best for horses? Flanking 1 + 2 or Combat 1 + 2?

And don't even think about telling me it's situational or map dependant ;)

lol you can't ask a question like that and expect a correct answer to not have "it depends on the situation" in it.

Lots of things come into consideration:

Does the defender have first strikes? (Flanking 2 starts looking good)
Is the defense modifier big? (e.g. more than 100%) (Combat promos start looking good)
Are the odds of survival really low (e.g. less than 30%) (Extra withdrawal chance will boost the survival odds a lot so Flanking promos will look better)
Is the mounted unit likely to need to defend? (Combat promos, though weak on defense, still work better than withdrawal odds which have no effect. FS immunity on a Flanking 2 defender might be worth mentioning but remember a lot of mounted units are already FS immune anyway)
Another one... Are you attempting to flank enemy catapults? (Flanking is almost definitely the preferred promo in this case, especially if the survival odds are low)

I'm sure others could add to that list.

I'm not really the best person to be talking about mounted units because I don't think I use them as effectively as top players, but my rule of thumb would be go with Flanking if fighting at poor odds (basically using them as throw-away units or city attack openings) and use Combat for the roaming mounted units, the ones that pillage the towns and could be expected to defend themselves. Also I'd use combat if odds are already high as I think combat has a greater boost to survival odds than extra withdrawal chances in those cases.
 
Are the odds of survival really low (e.g. less than 30%) (Extra withdrawal chance will boost the survival odds a lot so Flanking promos will look better)

Dear Dr. Ill,

I've found that these very same situations are also the ones where there is a large risk of doing zero damage. I'd rather halve the risk of doing zero damage than double my survival odds! Am I way off the mark here though?
 
Yes well that probably crosses over with the question "Are the defense bonuses high?". In other words. If survival odds are low and the defense modifiers are large both flanking and combat should look fairly attractive.

You are quite right that Flanking promotions (apart from perhaps the FS immunity) do absolutely zilch in regards to expected damage to the defender. If you are worried about doing no damage at all, Combat will give you better chances to do at least some damage.

Still if you're talking about nearly 0 odds of survival, I'd usually go with nearly 30% extra survival odds than a slightly lower chance of doing 0 damage.

Can you give me a specific example of a battle where this'd be a concern?
 
I'm at work so no game to post, but I suppose I run into this situation the most during chariot rushes. Just to throw two decisions out there:

Flanking I vs. Combat I; 20% defense flatland CI archer

Flanking I & II vs. Combat I & II (say this was a CHA chariot that has won its 4th XP while unpromoted since it had only needed to finish off an archer); 40% defense hilltop CGIIDI archer

Hopefully I didn't change too many variables between the examples for them to remain useful...
 
Very much useful info, then again I still find it hard to understand why promo I beats promo II... Then again I went to lawschool so numbers are something I rarely ever see. :)
 
Are these numbers accurate for Rifleman attacking Longbowman?

In other words, does base strength ratio matter?

Base strength ratio does not matter. The info is accurate for rifles vs. longbows.

Whenever this point comes up though, it's important to mention that units with lower base strengths typically have larger situational bonuses (e.g. archers, spears) while units with high base strengths typically have few if any situational bonuses (e.g. knights, praetorians). This is why I often claim combat promos are better on high base strength units. It is because they will often be fighting the units that do have large bonuses. As an example, C1 is probably a decent promotion for a knight attacking a spearman, but C1 by itself is a weak promotion for a spear defending against a knigt (even if it is still the best promotion it has available!)
 
Very much useful info, then again I still find it hard to understand why promo I beats promo II... Then again I went to lawschool so numbers are something I rarely ever see. :)

Well, I also find it hard to understand why promo 1 beats promo 2, but I'm more interested in knowing the price of said units with whichever prmotions in order to find the profit I can make with a promoted/unpromoted unit :p
 
Well, I also find it hard to understand why promo 1 beats promo 2, but I'm more interested in knowing the price of said units with whichever prmotions in order to find the profit I can make with a promoted/unpromoted unit :p

The concept is elementary-middle school fractions/ratios.

You're driving 10 miles an hour, and your friend is driving double your speed. If you start driving faster 11 miles an hour, how much faster does your friend have to drive than before to stay double your speed?

Or in math

A/( 2 x B) = A/( 2.2 x B ) x 1.1 / 1 <---combat 1 vs 2.2x defensive multiplier
= A / B x 1 / 2.2 x 1 / (10 / 11)
= A / ( 2 x B ) <---- 2.2x defensive multiplier - 20%
 
It has probably been explained many times before, and there probably is a very logical solution, but I'll ask anyways.

I always thought that it would be more intuitive if bonus were all added to the same fighter as opposed to being substracted to the defender.

Now I understand it is the same thing 4/2=2 is as trues as 4=2*2. Why is the first one more accurate for civ 4 though is my main question ?!

Edit :
The concept is elementary-middle school fractions/ratios.

You're driving 10 miles an hour, and your friend is driving double your speed. If you start driving faster 11 miles an hour, how much faster does your friend have to drive than before to stay double your speed?

Or in math

A/( 2 x B) = A/( 2.2 x B ) x 1.1 / 1 <---combat 1 vs 2.2x defensive multiplier
= A / B x 1 / 2.2 x 1 / (10 / 11)
= A / ( 2 x B ) <---- 2.2x defensive multiplier - 20%

Me going 10% faster doesn't mean my friend is going 10% slower. You might manage to make mathematical sens anyways, but I find it counter-intuitive
 
It has probably been explained many times before, and there probably is a very logical solution, but I'll ask anyways.

I always thought that it would be more intuitive if bonus were all added to the same fighter as opposed to being substracted to the defender.

Now I understand it is the same thing 4/2=2 is as trues as 4=2*2. Why is the first one more accurate for civ 4 though is my main question ?!

Edit :


Me going 10% faster doesn't mean my friend is going 10% slower. You might manage to make mathematical sens anyways, but I find it counter-intuitive

It's about right. That's what the second part corrects: If your friend is going 110% faster and slows down to 100%, it's the same as your going 10% faster. As in dividing by 10/11 is the same as multiplying by 11/10.
 
For Really Dumb Dummies
(Heavily simplified)

Combat 1 beats City Raider 1 when the total defense modifier is more than 120%.

Combat 2 beats City Raider 2 when the total defense modifier is more than 170%.

Against a gunpowder unit, Combat 2 beats Combat 1 + Pinch when the total defense modifier is more than 200%.

Combat 1+2 beats Combat 1 + City Raider 1 when the total defense modifier is more than 140%. (e.g. Aggressive civs or quechuas)

If you have a request for another simple rule, please mention it!

So, for really really thick folk like me, it really is OK to mindlessly promote up the Combar Modifier line if in doubt (and I usually am) since there is a chance it may be a better play than CR etc, and I get the bonus on defence too ??

Cool :D
 
On some units that could be a good idea. However, you should almost always have stack defenders prioritise the counter promotions. If you have enough units in a stack such that you can afford to specialise some as city raiders then by all means you should send some of them up the CR line. If you have a smaller stack and need some of them to defend or reach a C1 or C2 counter promo (e.g. Shock, Formation etc.) go with Combat.

I'm pointing out the obvious here but Combat promotions are very good as generalist attacker promotions. As generalist defender promotions they are not so good.
 
Dear Dr. Ill,

I've found that these very same situations are also the ones where there is a large risk of doing zero damage. I'd rather halve the risk of doing zero damage than double my survival odds! Am I way off the mark here though?

You're not off the mark, but it's not to say flanking isn't still worth considering.

I've had units with >50% combat odds deal no damage on occasion. I've seen units with <1% combat odds deal 50+ HP of damage fairly regularly. Promoting with combat will increase the unit's chance to do damage, but it's hard to evaluate how much it'll count for, and more importantly, if it'll be more important than the decreased chance of survival compared to flanking-promoted cavalry. When I use cavalry stacks, I'll have at least one flanking promoted unit so I can compare the odds of combat promoted units versus flanking ones.
 
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