This applies to promotions, terrain, unique units... Usually it's for example "+5 combat strength" instead of "+15% combat strength". Anybody haa idea or explanation why?
Because Civ 6 calculates combats based on difference
a strength 35 unit one shots a str 5 one (difference=30)
This applies to promotions, terrain, unique units... Usually it's for example "+5 combat strength" instead of "+15% combat strength". Anybody haa idea or explanation why?
I would guess that pure numbers are much quicker realized than percentages for most people. (That is, most people do subtraction faster than division.)
Yes, the main benefit of the new system is what you could have a lot of bonuses and they are easy to calculate. Once you'll learn how difference transforms to actual damage, the rest will be pretty easy. Have 20 str Warrior with +4 from oligarchy, +5 against barbs, -3 from loosing health, that's 26. Right in your head, before you actually move in and point at enemy unit to see the odds.
It's less intuitive, but there is only one simple unintuitive fact that needs to be learned. Additionally, percent modifiers in Civ V are also counterintuitive because when the "average person" sees "+100%", they think it is equivalent to "double", but that is not the case.This is true for precise calculations, so I do think the new system will make it easier to to see how different combinations of promotions, terrain, etc. will act in combination. On the other hand, when it comes to seeing how two units stack up against each other, the system is much less intuitive. The average person may not know that 20 is 33% more than 15 while 120 is only 4.3% more than 115, but most would expect the former difference to be far more significant than the latter.
Thing is, with CiV at least, you didn't need to do much of anything to see the odds. Select unit. Mouse over attackable unit anywhere in the world, doesn't even have to be reachable, as long as it's attackable, and you'll see your modified str vs theirs and the expected outcome. It's not like we had to actually do any math, or move units around, or anything to figure this out. Just mouse over stuff.
This is true for precise calculations, so I do think the new system will make it easier to to see how different combinations of promotions, terrain, etc. will act in combination. On the other hand, when it comes to seeing how two units stack up against each other, the system is much less intuitive. The average person may not know that 20 is 33% more than 15 while 120 is only 4.3% more than 115, but most would expect the former difference to be far more significant than the latter.
However if a difference of 30 is a one shot I wonder how easy it will be to stack some +5s on top of an already existing difference of say 10 to 15.
Having only Flat Values also allows for far more options in terms of scaling. An early bonus of +5 will become relatively meaningless over time, while a bonus of +20% will always remain strong.
So what they gain is the ability to add early bonuses that just diminish over time, that just wasn't possible in the old system, meaning that you can have bonuses that specifically increase your efficiency in Era X without translating into a huge bonus for the rest of the game.
i think this time they're aiming at kids and kids dont know what the hell % is