Without realism, I won't play. I have no fun with odd inventions
I am not going to run 100.000 combats just for the benefit of proving myself to you - I did enough of those testing army strengths back at the release of C3C.Trip said:The combat calculators use the same # system as the Civ 3 engine.
Unless you go and run your own calculations from Civ 3 and prove they're different.![]()
So you're saying that even in the case that the Spear has the best chance, with 520 wins out of 100,000 tries, you have a massive 0.52% chance, aka about a 1 in 200 shot at a Spear killing a Tank.CyberChrist said:I am not going to run 100.000 combats just for the benefit of proving myself to you - I did enough of those testing army strengths back at the release of C3C.
Anyway, the Calculator(which IS an excellent tool to estimate outcomes btw) doesn't even support your claim that Civ3 already gives close to only 1 loss out of 100.000 attacks in a ATT 24 vs DEF 2 situation. Unless of course you set up the ATK24 unit as Elite and the DEF2 unit as Conscript in which case it estimates 2 losses out of 100.000 attacks. However if you make the DEF2 Elite and the ATK24 Conscript then it estimates 8.421 losses out of 100.000 attacks.
Just for referenece then estimated chances to loose are:
- 1.996 out of 100.000, if both are Conscript
- 520 out of 100.000, if both are Regular
- 141 out of 100.000, if both are Veteran
- 39 out of 100.000, if both are Elite
Even if seemingly low at Elite vs Elite then it is still way to high if you look closer - surviving can mean being alive with as little as 1 HP left which in turn means that next attack increase losses to 35.501 out of 100.000
Increasing HP of units as you go up in ages does help with them surviving/winning against older units, but does absolutely nothing to the chance of avoiding loosing HPs since that is based purely on ATK vs DEF strengths and number of defenders HPs (number of chances it get). This means that the ATK24 unit will loose at least 1 HP in approx 1 out of 5 attacks which is WAY to often IMHO - and that is the real point I have been trying to get across.
Fiddling with much higher ATK and DEF in addition to HPs certainly helps, but surely a better and more realistic solution could be constructed for Civ4, such as ie. making modern units do more damage to older type units pr. succesfull attack.
Before we go on we need to define "realism".
dh_epic said:I think the discussions here have missed the point. Realism is about as inherently good as it is inherently bad. For every example you can cite about reality that is really exciting (war), you can cite an example about reality that would either be too boring (sending your president to the washroom each turn) or too cumbersome (managing your nation's many corporations).
I think the question is what is Civilization's relationship to reality?
- it's inspired by the exciting real events in history
- it's inspired by the exciting POSSIBLE events in history
- it simplifies the passage of time, especially the human life-span
I think the first two will tell you where civ needs to go.
And the third one will prevent you from doing what civ should never do: that is, force you to manage the day to day tedium of an empire, no matter how realistic it may be.
Instead, it should let you focus on the big sweeping choices, the strategies, with multiple paths. (Right now, I'd say there are too few paths, and too much day to day tedium.)
Colonel Kraken said:I don't think any of us want to put realism in the game for realism's sake.
warpstorm said:I don't want this to happen to Civ.
dh_epic said:- have elections every 4 turns
- have olympics every 4 turns
- it doesn't take 2 years to travel across europe
- it doesn't take 400 years to build a granary
- the economy fluctuates a lot within the span of a decade
Dom Pedro II said:Yeah... I have to say, I do think that these are sort of the "duds" of the realism issue.
But what one must remember is that some of the factors of realism is not only addition, but also subtraction.
Some things, which I have said elsewhere as well, that should be subtracted from Civ are:
- Using Settlers to build cities
- Player construction of all building improvements
- Workers
- Remove placing citizens to work certain tiles and converting to Scientists etc.
That would cut down on a lot of excess micromanagement.
Colonel Kraken said:Another one on our team, DH!Well, like I've said elsewhere, this would be my dream --to overhaul the old Civ I formula: build settlers, make cities, build improvements, make money/production, squash enemy, make more money, squash more enemy. Rinse, repeat.
Don't get me wrong! The most exciting part of the game is the expansion, gobbling land, and establishing your bourgeoning empire. But there's got to be more to it than that. Something beyond taking the same old, same old formula and dressing it up nice. Let's see something truly new!
--CK
Dom Pedro II said:I barely win on Prince...But that's because I don't play to master the formula, I play to make a good story out of it, and sometimes that means not pushing the AI as absolutely hard as possible.
Colonel Kraken said:Precisely, precisely, precisely. This is exactly what I do: to make a story out of it. IN FACT, if something bad happens in combat (or any myriad of other unfortunate mishaps --epsecially if I forget to do something) I make up in my mind what could have happened in real life to account for it (e.g. my troops got caught at night in their encampment and became overrun). It might sound stupid, but it's all about the immersion into the game of feeling like you're somehow a part of some kind of cool, historical reality.