Originally posted by Commander Bello
I prefer interesting games as well. Do you have played the Napoleon Ages conquest as a Prussian?
There you are surrounded by potential enemies who all have better units than you (French Imperial Guard 8/8/1 vs. Prussian Fusiliers 4/4/1, to give just one example). Nevertheless you can win. Even if you face a two-fronts situation, that is if you have to fight the French and the Russians (having conquered half of Austria) simultaneously. And some Ottomans just attacking your open flank at the south..
And you can do it without the help of the RNG - you just have to analyse the strategic situation and make up your plans accordingly.
I agree with all you write here, but note that your A=4 unit has 14.3% chance of winning against a D=8 unit on plains (all veteran). Not good, but enough for a good player. Now, assume the new combat model, and your A=4 unit's chance of winning drops down to 0.2% This will make a difficult situation hopeless, and I seriously doubt the meaning was such a difference in effective strength.
Sorry, but this is just the argument, which already made me sick in this thread. Here, a single battle is taken into account and not the whole situation. Even, if the 2 attackers would have a 99% chance to win, the counter-attack would blow away the surviving 1 attacker (because you needed 2 attackers, it is clear that one would have died).
So, the 99% don't make you win the war. You still have to have reserves and - even more interesting - have to check, what reserves your opponent might have and how soon he can bring them to the theatre.
Yes, but those challenges are also around with the current combat model. But the current combat model also adds the challenge of uncertainty and having to know where and when to take chances. Those challenges have always been important in warfare - and in computer games.
And this seems to be the most obvious difference between your attitude towards the game, and mine.
I don't look for the nation with the "best" units. I choose one and then I try my very best to make my way. If at a given point of time, my opponents have better units and war cannot be avoided, then I have to develop a strategy which allows me to win anyway.
...and neither do I (although I can understand how my argumentation made you think so). I prefer all-random games to get new challenges each time.
If chances are better for the "better" units, the need for this successful strategy of mine becomes more urgent - it will be crucial.
If this doesn't prove for deeper strategy than I just don't know, what will....
To simply check the nation with the best Ancient Age units in my eyes is some kind of exploit. Maybe, some people have a different opinion. Maybe, these people think that they are really doing a hard job by choosing the "best" nation, possibly playing on a modified map which they know and so on.
According to my view, this is just simple.
I agree with all of this, and that's part of my point. A good game should not even have such simple, "best" solutions. A good game shall give the player several possible strategies to try out. With the new combat model, this balance would be severly skewed towards selecting Perisa or similar nations, or rushing towards iron before anyone else.
I'm not saying I would use this best strategy all the time, because that would surely not be fun, but it would also take away fun, knowing that there is one single, best strategy.
If it would have been a flawed change... Thanks to the complaints of many people, we will not know about it.
Well, even Firaxis has stated so. And there is good reason to hope that such an
editable feature will see the light in the official patch.
As you stated above the ancient age is unbalanced anyway. Nevertheless, people manage to survive, even if the Persians are around.
To be honest, people seem to have been hypnotized by the mathematics but have missed to take into account that it is not just one battle which will be fought.
The fact that some nations are better than others in the ancient age now, is no reason to make a change that multiplies this unbalance.
And I have not missed the fact that there are several battles, quiote opposite, in fact. It is because there are many battles to be fought that I like the fact that each individual battle has a degree of uncertainty, but that I can control the outcome of the war by cleverly choosing where and when to take my chances.