- Joined
- Mar 14, 2011
- Messages
- 4,131
I've made some improvements since then.
1.) Military/Army/Navy/whatever techs start at 1 instead of 0. It just makes things easier and doesn't really change anything other than that M1=1, M2=2. Instead of M0=1, M1=2, and so on.
2.) I changed the casualty system. The previous casualty system still resulted in a pretty high number of disproportionate causalities.
Nation A has 8 armies and 4 air wings and is at M2.
Nation B has 5 armies and 6 air wings and is at M3.
Let's assume the air battle was already competed.
-First we determine the victor. Here we do a 1-45 roll. I rolled a 17 so Nation A wins. Why? Because 8+4=12. 12x2=24. 1-24 would be a victory for A while 25-45 would be a victory for B.
-Next, casualties. Nation A has M2 and Nation B has M3. Nation A won and controls 40% of the battle's military tech. Because of this, they deal 40% casualties against their enemy. (2 armies but always a minimum of one).
Nation B inflicts anywhere from 1% to 60% in casualties depending on RNG. In this case, I rolled a 26% (destroys 2 armies).
Effects of the New System?
The old system made it difficult (impossible I think) for the loser to deal a heavy blow against the attacker because the casualty system was based completely on the winner's casualty roll. If the winner rolled a 4, then the loser could not hope to deal more than 4 casualties (and had a 80% chance of dealing less than that when you count 0). The new system gives the winner the advantage still but the loser can now hope to do more than just break even casualty wise.
Need to keep this bumped, frankly it helps a lot.