On limited combat rounds
Found some time to work on this and I finally got the odds display to work. Also put in quite a bit of effort (in vain) with respect to first strikes. However, I've realized that first strikes cannot coexist at all with limited combat rounds since it is way too powerful. Depending on the number of first strikes, they make take up most or all of the combat rounds and effectively make is impossible for a unit without first strikes to injure a unit with several first strikes.
Now, I do have some positive news though since I've finally realized the definite need for variable (or adaptive) combat rounds and how it should be implemented. Consider two undamaged units of equal strength. When any unit wins, it does 20HP worth of damage to the opponent. We can easily see that the maximum number of combat rounds for evenly matched units is 9 (One unit sustain 5*20HP damge and dies and the other lives with 4*20HP damage).
What should the combat round limit be ?
I've come up with two alternatives:
The self preservation principle (SPP) which states that a unit should only be willing to attack as long as it does not risk dying. From this we can derive that the "base" number of combat rounds for evenly matched full health units will be 4. In this case, initial combat will always end in a draw.
The minimal risk principle (MRP) which states that a unit is willing to risk its own death given that it also has a chance of winning. From this we derive from the example above that the base number of rounds will be 5. The risk of either winning \ dying is about 3% though so rather low (one of the unit would have to either win all 5 rounds or loose all of them)
What about injured units ?
Consider combat between injured units. In this case a fixed number of combat rounds will probably not matter at all since the battle will have concluded before the combat round limit was reached. To rectify this we need to ensure that the combat round limit is effectively lowered. Either of the principles that I've outlined will result in the number of combat rounds being lower "than normal" so that the limit still matters, even for combat between severely injured units. Note that there will still be a significant chance of either of them dying though.
What about differences in combat strength ?
This is where this proposal shines

It will now be possible for several weaker units to "gang up" on stronger units without having to (necessarily) sacrifice the first attacker(s) since the attacking units gets to decide the number of combat rounds. The weaker\more injured an attacker is, the less combat rounds.
Note that a much stronger attacker (combat ratio > 1.5) will have a decent chance of killing the defender outright, albeit a draw will still be the most likely outcome.
What about the combat limit ?
This is currently used to ensure that siege units do not get to kill the defender. To be consistent, I think that we should restate the limit in terms of combat rounds. I also intend to have promotions (i.e. flanking\skirmisher) or unit classes (i.e. light cavalry) engage in fewer combat rounds to represent flank attacks and to ensure a high survival probability (i.e. draw) for these. No more suicide flanking and\or siege!
Some observations from testing:
- Strong attacker will now be much less likely to die when attacking, which should boost units with attached great generals.
- Battles will take additional turns to resolve. It will be important to reserve defenders for the inevitable counter-attack.
- Numerical advantage will matter more in the sense that the side with a numerical advantage can better distribute damage over their units (i.e. combat entropy increases since there are more outcomes than the death of either the attacker or defender)
- Neither the attacker nor the defender is necessarily favored by these changes. For example, besieging cities will most like take at least one extra turn which gives defenders the chance to bring extra defenders unless the attacker had at least twice the number of units at strength parity.
Brief summary:
- First strikes will be removed (I prefer to repurpose them for meaning C4R range but we need to discuss this). In my opinion, FSs were always counter-intuitive and confusing to reason about anyways.
- We need to decide on how much entropy we want and then choose a suitable principle that we can derive the number of combat rounds from. Feel free to propose an alternative principle!
- The attacker effectively decides the number of combat rounds based on the strength of the defender. Think of this as the attacker's "initiative"
- Note that a combat round limit will in itself favor stacking to achieve the damage distribution effect so it must be combined with other measures to make stacking less desirable (combat width, defender set, collateral scaling etc)