Combat in CivII: What Scenario Designers Need to Know

Leon Marrick

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This essay takes the traditional explanation of CivII combat, demolishes it, and supplies a couple of rules of thumb that every scenario designer should know by heart. Along the way, the true effects of veteran status, terrain, improved positions, and of hitpoints and firepower are laid out in some detail.

(rough draft)


Base Combat Odds

The starting point of combat is the comparison between attack and defence strength. The CivII manual is very confident about this subject. If an Elephant (strength 4) attacks a Phalanx (strength 2), and no modifiers apply to either side, the Elephant will hit its opponent about 4 times in 6, and get hit about 2 times in 6.

If the rest of this discussion is to make any sense to you, you need to throw this claim out the window.

In actual fact, when an Elephant (strength 4) attacks a phalanx (strength 2), it loses about 3 times in 11, and the phalanx 8 times in 11. In other words, the elephant loses not 50 HPs, but about 34 for every 100 HPs the phalanx does. If, however, a unit of strength 2 were to attack one of strength 4, it inflicts not 50, nor even 34, but only about 28 damage for every 100 HPs it loses! Strong attacks are favored. Weak attacks are severely penalized.

Experiments over a range of combat odds give enough data to clearly show the difference between theoretical and actual values.

(chart goes here. see attached image at end of post)

* Note that all values from testing are approximate. See the "methodology" section for more details.


Adjustments to Combat Odds

The basic rule for adjustments to combat odds is that the effects of veteran status, terrain, and improved positions are multiplied one after another. Fractions are retained. For example: Warriors have a base defence of 1. Unit is veteran, which gives it a strength of 1.5. Unit is on hill terrain; hills have a defence value of 4 * 50% = 200%, which means that they double defence. Unit now has a strength of 3. Unit is also behind city walls, and city walls triple defence against most attackers. Final defensive strength is 9.

Things to remember:
- Rivers add 50% to the base terrain value: forests + river = 100% defence bonus.
- Units that ignore city walls also ignore fortresses. No unit ignores fortified positions. A unit cannot get a bonus for both being fortified and for being protected by fortresses or city walls.
- Air units do not ignore terrain effects, whether attacking or defending. They do ignore City Walls and fortresses.
- Naval units do not ignore terrain effects.


Consequences of the rules governing combat odds:
- Veteran units are not just 50% more effective than ordinary troops, but often 100% more.
- Dug-in units can be up to twice as effective as units in the open.
- Units defending along rivers can be up to twice as effective as units in open terrain.
- Units in mountain squares or behind city walls kick butt.


Hitpoints and firepower

Hitpoints and firepower are more important than most scenario designers realize. A unit with 20 hitpoints is twice as effective as one with 10. A unit with a firepower of 2 is twice as effective as one with 1. If this essay convinces authors of scenarios to stop supposing that infantry with 10 or 20 hitpoints and one firepower belong on the same battlefield as mechanized unit with 20 hitpoints, 2 or 3 firepower, and better combat factors, then - and only then - will we see realistic simulations of warfare.

Things to remember:
- Units with the submarine/hidden ability always defend with one firepower. This is something you'll need to remember if you give it to most naval units in order to prevent shore bombardments.
- Shore bombardments reduce the firepower of attacker and defender to 1. Hitpoints become the key to success.

Suggestions:
- Units that you think should be tough to destroy should have high hitpoints. This isn't the same as the unit being hard to hurt (evasive or well-protected), it's how hard the unit is to actually destroy. Normal infantry, for example, tend to come in large numbers; this gives them staying power.
- Units that do a lot of destroying should get higher FP values. Artillery and unguided missiles may not be particularly accurate, but they can be devastating.
- Units with 10 HPs and 2 FP are not quite as effective as those with 20 HPs and 1 FP. They do just as much damage on average, but a few unlucky combat rolls can get them killed.
- Incremental advances in unit technology are best handled by adjustments to attack and defence strengths. Adjustments to hitpoints and firepower should often reflect quantum leaps in technology, unit mass and organization, or ways of destroying one's foes.


Conclusions

At this point, having covered odds, modifiers, and HPs/FP, we are able to replace the old method of calculating combat results.

Determining Combat Results: Marrick's Rules of Thumb

A. If the modified combat odds are between 1 to 2 and 2 to 1 (neither unit has a clear advantage) then: 1) take the modified combat factor. 2) multiply it by itself*. 3) Multiply by the unit's hitpoints. 4) Multiply by the unit's firepower. 5) perform steps 1-4 for the other unit, and compare the two values.

B. If the modified combat odds are 1 to 2 or less, or 2 to 1 or greater (attacker or defender has a clear advantage) then: 1) take the modified combat factor. 2) if it is higher than that of the opposing unit, multiply it by 2*. 3) Multiply by the unit's hitpoints. 4) Multiply by the unit's firepower. 5) perform steps 1-4 for the other unit, and compare the two values.

* Special case: Multiply by 1.5 instead if attacking at about 2 to 1 odds.


Methodology: How the testing was done

The manual claims that combats are resolved in rounds; each round, the loser loses a number of hitpoints equal to the firepower of the winner. This appears to be correct. Therefore, by setting units to have 100 HPs (10x normal), and 1 firepower, one can readily get large enough sample sizes to support analysis. Most of the time, I gathered data on 20 combats at a time (sets of >2000 internal rolls). In some cases - when the data suggested unusual conclusions, I needed a solid baseline to support a series of tests, the difference between two sets of figures was not large, or when I tested units with more than 1 firepower - I did not feel safe drawing conclusions until I had data from 40 or even 80 combats.

Most testing was done using CivII Fantastic Worlds. I also performed some spot checks in MGE and TOT, but did not see any clear difference in combat results.

Most testing was done at King level. I also performed a number of tests on Prince and Deity mode, but again did not see any clear difference in combat results. I ignored Chieftain mode. No testing was done with barbarian units.

Land battles were fought in sets of 10 attacking Warriors and 10 defending Phalanxes, with combat strengths and terrain adjustments as determined in rules.txt. A good way of checking on a number of the claims I make in one test is to make a city on mountains, give it city walls, pack it full of veteran Warriors, and try to take it with veteran Riflemen. Warriors rule!

If you believe portions of this essay may be incorrect, I encourage you to send me the results of your own testing. Please: 1) have a large enough sample size and 2) tell me exactly how to copy your tests.


And a last word

There are a number of curious results and seeming inconsistencies that are not covered in this essay. To take but one example: attacks at odds of 30 to 60 do not yield exactly the same results as attacks at 1 to 2. If any reader of this work is ever in a position to let me take a look at the actual CivII combat code, I would be forever grateful.
 

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Another superb document for my CIV library!

Nice one, Leon!
 
Leon, if an air unit attacks an air unit, does the defending air unit's terrain matter? (How bizarre!)

This info deserves a more "central" location.
 
Originally posted by ptorek
Leon, if an air unit attacks an air unit, does the defending air unit's terrain matter? (How bizarre!)

Terrain indeed matters for defending air units. It's a great way to keep your helicopters alive and toughen up your fighters and bombers. In scenarios that make attack and defence strengths of fighters nearly equal, you can really abuse this feature. Also, fortresses make one air unit die at a time.

All this is also true for naval units.


This info deserves a more "central" location.

When this essay gets polished some more (which is why I posted it, after all), I'll see if thunderfall is interested in putting it in the scenario guides section.
 
All this and more is in a central location! Read the CivII War Acadamy paper about Combat:

Complete CivII Combat Guide

Leon Marrick, if you see something you've clarified that I've overlooked, please let me know! I also keep an active thread going at Apolyton, and occasionally find new information.

As for the question of why 30 vs 60 does not have the same odds as 1 vs 2, it is just a matter of how statistics work out. The larger the range of possible random numbers, the more balanced the outcome is likely to be.
 
Originally posted by Leon Marrick
- Units that ignore city walls also ignore fortresses.

? Are you sure about this? My tests have shown otherwise.
Originally posted by Leon Marrick
- Units with 10 HPs and 2 FP are not quite as effective as those with 20 HPs and 1 FP. They do just as much damage on average, but a few unlucky combat rolls can get them killed.
The reason is that FP does not have as big an impact on combat success as HP. See my formula explanation for details...
Originally posted by Leon Marrick
A. If the modified combat odds are between 1 to 2 and 2 to 1 (neither unit has a clear advantage) then: 1) take the modified combat factor. 2) multiply it by itself*. 3) Multiply by the unit's hitpoints. 4) Multiply by the unit's firepower. 5) perform steps 1-4 for the other unit, and compare the two values.

B. If the modified combat odds are 1 to 2 or less, or 2 to 1 or greater (attacker or defender has a clear advantage) then: 1) take the modified combat factor. 2) if it is higher than that of the opposing unit, multiply it by 2*. 3) Multiply by the unit's hitpoints. 4) Multiply by the unit's firepower. 5) perform steps 1-4 for the other unit, and compare the two values.
This part sounds rather confusing, actually. Shouldn't firepower be a reduction of the opponent's value, not a multiplier of the unit's own value?
Originally posted by Leon Marrick
The manual claims that combats are resolved in rounds; each round, the loser loses a number of hitpoints equal to the firepower of the winner. This appears to be correct.
It is.
Originally posted by Leon Marrick
... by setting units to have 100 HPs (10x normal), and 1 firepower, one can readily get large enough sample sizes to support analysis.
Except when testing the pikeman bonus. ;) Actually, more hitpoints, while it has the effect of broadening the sample size of individual hit points, does not increase the sample size of units. The same 60 of 100 hp victories can mean anything from 6 wins in 6 combats (win 10, lose 6 or 7) to 6 wins in 10 combats (win all or lose all HPs each time). For actual units (which are a certain limited number of HPs), one must test with a heap of units.
Originally posted by Leon Marrick
I did not feel safe drawing conclusions until I had data from 40 or even 80 combats.
I'd recommend far more than that in order to get reliable results.
 
Originally posted by Sodak

? Are you sure about this? My tests have shown otherwise.

Tested this again in MGE. Used warriors with 2a, 10h, 1f attacking phalanxes with 2d, 10h, 1f. Phalanxes were in fortresses but not fortified. If the warriors had the "ignore city walls" flag on, they inflicted about as many loses as they suffered. If they did not, they lost big time.


The reason is that FP does not have as big an impact on combat success as HP. See my formula explanation for details...

Bit of confusion here to clear up: When stating that FP was equal to HP, I was speaking of individual combat rounds. As you correctly point out, this changes when considering entire battles. When stating that "Units with 10 HPs and 2 FP are not quite as effective as those with 20 HPs and 1 FP. They do just as much damage on average, but a few unlucky combat rolls can get them killed.", I supplied the same explanation previously offered in your essay, but did so in (deliberately) non-mathematical terms.




This part sounds rather confusing, actually. Shouldn't firepower be a reduction of the opponent's value, not a multiplier of the unit's own value?

This, I argue, is a matter of viewpoint. For me, there is less confusion in an equation that applies all of a unit's factors on one side of the ledger. In other words, it allows the user to deal with one unit at a time.


Except when testing the pikeman bonus. ;)

An excellent point.


Actually, more hitpoints, while it has the effect of broadening the sample size of individual hit points, does not increase the sample size of units. The same 60 of 100 hp victories can mean anything from 6 wins in 6 combats (win 10, lose 6 or 7) to 6 wins in 10 combats (win all or lose all HPs each time). For actual units (which are a certain limited number of HPs), one must test with a heap of units.

Here again the focus of your essay is on the total results of battle, and of mine on individual combat rounds.

I'd recommend far more than that in order to get reliable results.

If I were trying to determine the ratio of combat wins and losses, you would be absolutely right.
 
Originally posted by Leon Marrick
Tested this again in MGE. Used warriors with 2a, 10h, 1f attacking phalanxes with 2d, 10h, 1f. Phalanxes were in fortresses but not fortified. If the warriors had the "ignore city walls" flag on, they inflicted about as many loses as they suffered. If they did not, they lost big time.
Thanks. I'll run it at home someday soon to see for myself! I don't recall what the odds are for 2 vs 2 (hafta check at home), but I remember that a 1 vs 1 attack can expect 29% success.

Originally posted by Leon Marrick
Here again the focus of your essay is on the total results of battle, and of mine on individual combat rounds.
:cool: I can see how it would be easier to follow an equation with one unit's numbers all on one side of the equation. Just a different preference.

Good effort putting this together! :goodjob:
 
Thanks. I'll run it at home someday soon to see for myself! I don't recall what the odds are for 2 vs 2 (hafta check at home), but I remember that a 1 vs 1 attack can expect 29% success.

47% per round, 39% overall would be my estimate. On average, the defender would lose almost 9 hit points per attacker.
 
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