Lets try an example. Imagine a Pop 12 Castled CityIf we did only walls and castle, I'd probably make the thresholds correspond to the yellow/green/red hp bar for city ie lose walls at 33% DMG, lose castle at 66%. Is there some reason I'm overlooking this couldn't work?
It wouldn't work out to the building hp value exactly but it's still a valid trigger for their loss.
Base HP = 300 + Population * 10 = 420 HP
Walls = +125
Castle = no HP change
Total HP: 535
Ok so lets just use 33% and 66% hp lost for the example. Or 66% and 33% Hp remaining
So 66% of HP = 353 (shown as 353 / 420 hp on the city). Alright you do this 67 damage, and the walls are destroyed. Which means the total hp drops to 295. My hp is now 244 / 295 So 33% of this hp = 97. So then after another 147 damage the castle would get destroyed.
Summary:
- 67 damage to destroy the walls
- 147 more damage to destroy the castle (214 damage total)
Example 2:
Pop 25 City with Arsenal
HP = 300 + 25 * 10 + 125 (Walls) + 300 (Arsenal) = 975 hp
66% of HP = 644. At 644/975 walls would drop (new HP = 644/850). 331 damage dealt
33% of 850 = 281. Castle will drop out 281/850, having taken another 363 damage
Summary:
- 331 damage to destroy Walls.
- 363 more damage to destroy Castle (694 damage total)
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