So the question becomes, is the siege unit's life more valuable than the damage I need done?
Also stated as ...
"Is the additional damage done worth the Siege unit's life?" (-- which is essentially at the crux of my newfound dislike of Barrage.)
a single CR3 Trebuchet's lvl1 collateral damage increases the chances of a CR3 Maceman surviving by +29.6% while a B3 Trebuchet's collateral damage increases the chances of a CR3 Maceman surving by +31.9% (only +2.3% better).
But they won't take out the pikes first. The stack will use the C2 knight to defend which is stronger than a c1 shock knight...the odds are against you.It's actually even more complicated than that. In an actual stack-to-stack fight, you have to figure out which unit or units are liable to produce the greatest amount of damage to the offending stack in general and then build shock units to take out that unit's counter unit.
In CivCopse's presumptive stack, Knights are the best general all-purpose attackers because Shock promotions of Knights (with a few Formation Knights or Ballista Elephants) will at once take out the Pikemen and also dismember the stack on the whole.
Again I ask what did you use to take out the x-bows? Knights? the pikes killed them. Shock knights? the c2 knights killed them. Cover maces? the c2 knights killed themConversely, a Maceman defensive stack would work better against a stack with a greater amount of Pikemen (take out Crossbows first)
Who killed the maces? Knights? Pikes killed them. Shock knights? The c2 knights killed them.and a Pikeman stack is devastating against a stack with high numbers of mounted units (taking out Macemen first).
Mounteds, are, of course, the best units for weakening attack stacks because they have the flanking ability, after which you can present fortified units in various guises for the attack stack to vainly throw itself against.
But they won't take out the pikes first. The stack will use the C2 knight to defend which is stronger than a c1 shock knight...the odds are against you.
What unit do you magically possess that circumvents the whole rock/paper/scissors combat formula and allows you to pick who defends against you?
Again I ask what did you use to take out the x-bows? Knights? the pikes killed them. Shock knights? the c2 knights killed them. Cover maces? the c2 knights killed them.
If you give them flanking promotions you have to give up all your specialized counters. They do not have an automatic retreat chance, The flanking ability they start with is for damaging siege units in a stack. That's it.
If you attack a well balanced stack the initial attackers are going to suffer some pretty heavy losses. If you have to lose units, let them be the cheapest ones you have. ones that are near obsolete.
You're talking about softening up stacks using the most expensive units available at the time. You're lucky the attacker doesn't have ivory. I'd love to see what you do against a stack with War elephants.
You're talking UU's which shouldn't be used in an analasys of generic catapults.CivCorpse:
Well, Ballista Elephants, for one, but I'm quite sure you knew about that. There's nothing magical about a Ballista Elephant, though.
No, against a Shock knight, the C2knight will defend. Try it in WB. I just did. If you choose Flanking promotions the Pikeman will defend and then the knight dies or retreats. Which requires even more units and you're risking high cost units as opposed to cats which are past their prime.Generally speaking, in a stack of that composition and promotion, the Pikemen will defend against Knights first. You can ameliorate the damage with Shock or multiple Combat promotions, or you might choose to go flanking instead. It depends on the terrain.
A Knight doesn't have to win to render the Pikeman useless for stack defense. He just has to damage the Pikeman enough so that it's got bad odds against another Knight.
I am discussing stacks. You're then one that keeps trying to use specific counters for specific units when the comupter will pick the best defender rather than allow Shock units to attack Pikes or Pikes to attack mounted when the stack has a better defender.It's a little hard to explain, especially if you persist in thinking about individual units rather than stacks.
A. You're talking UU's again in some cases.The Horse Archer, the Numidian Cavalry, Camel Archer, and Cavalry, I believe, have inherent retreat odds. Knights don't, IIRC, and I'm not sure about Cuirassers.
A. You're discussing UU's againA Landsknecht with the Shock promotion ought to do quite well against that general composition stack, although to comprise a specific plan for dismantling it, I would have to know the specific quantities of the units and what their promotions are - details you can easily research on the map, of course.
Are mixed stacks necessary?
I think they may serve only to unnecessarily complicate the test.
Regardless of what the composition of a defending stack is, the goal of any attack is to weaken the [top] defender(s) to give your redlining units better Combat Odds.
In some cases, this might be weakening Formation Pikes so your Knights can move in. In others, Shock XBows so your Macemen can move in.
So whether the Siege units are softening up for a Knight with 10% Combat Odds or a Maceman with 10% Combat Odds, the goal is still the same even though the attacking/defending units may vary.
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The reason I ask is because I'd like to use a "simple" test which I can run manually at high speed.
What usually happens against mixed stacks is that it comes down to finding the attacking unit with the best odds. If the Pike is "too damaged", for instance, and a Maceman becomes the best defender, it might be to the attacking stack's advantage to use an XBow instead. (But doing that manually after every attack would significantly increase the time necessary to conduct a viable amount of tests.)
I also think introducing mixed stacks and more promotions increases the likelihood of watering down the test results -- yielding more inconclusive data.
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So I also pose the counter-question, "Do congeneric stacks yield less valuable data than mixed stacks?"
Because that's how the code does it ... from CvUnit::collateralCombat:
Code:int iCollateralStrength; ... iCollateralStrength = ((((getDomainType() == DOMAIN_AIR) ? airBaseCombatStr() : baseCombatStr()) * collateralDamage()) / 100);
If the developers would drop the silly "/ 100" and reserve that until the end of the formula, then Barrage wouldn't be losing as much damage.
Example: A catapult (with Barrage I and Barrage II) is targeting a longbow with 71 hps in a city on a hill for collateral damage. The catapults adjusted strength is 7.5 (5 * 1.5) and the longbows adjusted strength is 6 the hill defense, the city defense, the hps just dont matter. The catapult does 11 damage to the longbow.
Yargh! This looks advanced and I died in the spreadsheets. I personally never use Barrage and I do not intend to. Now go play civ, silly OTAKU.
No, seriously, I think it's nice you care to do all this experimenting and maths and spreadsheets and everything. I thought of something that might help Barrage a bit, if a condition was something like this:
The defender has only a minimal edge against the nonsiege attackers
This could sway the statistics for Barrage units, since those few extra collateral dmg will be able to push the defender below the attacker - since the difference in odds is most critical near equality. This would work even better if there was too few siege units - since the CR units will have a tendancy of pushing the statistics by reducing several (in your examples 6v6, sometimes all) of the defenders to minimum.
Try:
A city with 0% culture defended by CG I Rifles without fortificaiton.
Use numbers like:
40 attacker rifles (unpromoted)
5-8 attacker cannons (Barrage/CR)
40 defender rifles (CG 1)
this might yield some interesting results. That said, I am sleepy. Go ahead and try it outAnd Siggboy, nice idea about the simulator.
For field battles, has this been tested yet? I get the feeling that combat is better to inflict actual damage when odds are bad (to the top defender), while barrage will win out when you already have winning odds and thus want to do more damage (like cannons vs knights or xbows outside a city or something)
Executive Summary:
- Barrage is a very bad promotion overall, and should not be used for city raiding in particular.
- City Raider is the promotion line of choice for siege weapons that are on the offense (capturing cities).
- Combat is the promotion line of choice for siege weapons that are on the defense.
That's what line 2 of my exec summary claims. You quoted line 3 with your above reply. What gives?There's some pretty good evidence that the best promotion to raid cities with is... city raider.
It's not useless against cities either. Just so weak that increasing your survival figures by going CR instead is always the better choice.But I haven't seen any proof that barrage is useless in the field.
Of course you'd have to care about promoting your siege weapons because you can greatly enhance their survival rate that way. Regarding collateral damage done you wouldn't have to care, since Barrage does not increase it enough.Basic siege is so powerful that you could leave them unpromoted and barely even care about it. If they were more balanced it would be painfully obvious to anyone how worthless barrage is.
No it's not. It doesn't matter if you multiply by 150 and then divide by 100 or instead multiply by 1.5. The C++ code deals with percentage values and therefore they have to divide by 100. Arathorn uses decimal factors in his examples so he doesn't divide by 100.interesting - so this means Arathorn's example in his strategy articel is wrong!?
Well it will probably be a few days longer until I come out with something, because in order for it to become more than a quick hack I need to parse the XML files and use that information so I get correct behavior for all the units.And Siggboy, nice idea about the simulator.
No it's not. It doesn't matter if you multiply by 150 and then divide by 100 or instead multiply by 1.5. The C++ code deals with percentage values and therefore they have to divide by 100. Arathorn uses decimal factors in his examples so he doesn't divide by 100.
Example: A catapult (with Barrage I and Barrage II) is targeting a longbow with 71 hps in a city on a hill for collateral damage. The catapult’s adjusted strength is 7.5 (5 * 1.5) and the longbow’s adjusted strength is 6 – the hill defense, the city defense, the hps just don’t matter.
The catapult does 11 damage to the longbow.