Hi PeaceofMind,
a lot of work here...nice tool that you have here! I am still digesting the conclusions... I just wanted to point out that the two last ratios should be exchanged
Cheers
Ah of course... fixed. Thanks for noticing.
Hi PeaceofMind,
a lot of work here...nice tool that you have here! I am still digesting the conclusions... I just wanted to point out that the two last ratios should be exchanged
Cheers
When you look at the graphs of your third situation, you need to realise that the great thing about using drill IV units to defend cities is not purely their chance to win the first battle, but mainly the fact that they don't take a lot direct or indirect damage (from collateral damage attacks). So the drill IV units are great when facing an enemy who is going to attack with siege units. You have a slightly smaller chance to win the first fight when compared to the city garrison III units, but the next fights, your defenders will have suffered far less collateral damage. Another effect is that usually siege units will have a lower base strength than the defenders especially when compared with the alternative city attack units and this would have a positive effect for the drill IV units when compared with the alternative city garrison III, guerilla units.
When attacking a city with a large defence bonus, you'd rather face 8 city garrison III, guerilla I units than 8 drill IV units.
The term "fire power" is used in the code. Your d_A and d_D are called "DamageToAttacker" and "DamageToDefender" there and I'd prefer sticking to these terms in further discussions. I had also already presented them in my modified verbose combat help hover text ( 14HP / 28HP ) in the above picture together with the Attacker's odds to win a combat round (42.8%). I was a bit worried when I saw your calculation of the Maceman's DamageToAttacker (your d_D = 27HP -> rounding error?), but your last results seem to be correct.
Now I wonder whether putting the two dimensions together into a 3-D graph would work, with:
x-axis: odds for winning a combat round (reflects R=A/D)
y-axis: ratio of rounds needed to kill/retreat for defender/attacker (reflects fire power and HPs)
z-axis: odds for attacker to win combat (or your other interesting measures)
Promoting the attacker along the Combat line would mean a shift along the x-axis (also y-axis, when crossing jump-points) whereas promoting along the Drill line would mean a shift along the y-axis (since the defender would need to win more combat rounds to avoid getting killed).
But my math skills are too limited, especially when it comes to using the combat rounds info with its discrete nature (first strikes/chances, binomial distribution, bayes rule) to work out the continuous ratio for the y-axis. Would that even be possible/make sense?
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your d_D = 27HP -> rounding error?),
wrongIt's simply that d1-d3 is definitely crappier then c1-c3.
And since I expect to attack with somewhere around 70-80% odds when fighting in the field... probably 90% of the units won't even live to see d4. If I want to add a specific counter promotion too, even for a protective, non cha leader, I need 17xp. For a non protective - 26xp. If I get 2xp/fight and attack at ~80%, what are the chances that my unit will win 7 times in a row(for a protective with racks)?Or let's say 5 times, assuming I spit it with 7xp and I'm protective. It's perfectly useless that d4 is good, if d1-d3 are subpar and mathematically the unit won't live to d4 too often...
I have to say Drill soley because of a Japan game where drill 5 samurais saved the game for the time. Combat 6 just would not have worked there. But I voted equal because that it is situational.
Another interesting experiment. Imagine a city with knocked down defenses and 2 rifles defending. A stack of 3 cannons and 3 rifles comes in. Cannons have CR2, rifles have C1+pinch. Attacker first attacks with all 3 cannons, than moves rifles in. Which promo-set on defenders gives higher chance to hold the city CG3D1 on both or D4 on both or one D4 and one CG3D1?
Another interesting experiment. Imagine a city with knocked down defenses and 2 rifles defending. A stack of 3 cannons and 3 rifles comes in. Cannons have CR2, rifles have C1+pinch. Attacker first attacks with all 3 cannons, than moves rifles in. Which promo-set on defenders gives higher chance to hold the city CG3D1 on both or D4 on both or one D4 and one CG3D1?
i doubt he means one should give CG to attacking rifles.