Myne Unit making mathworks Ausf II

Is this useful?


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Argetnyx

Emperor
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Aug 10, 2008
Messages
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Abbreviations
kg=weight in kg
G=gun bore in mm
mph=speed in mph
fA=frontal armor thickness in mm
kph=speed in kph
aA=average armor thickness in mm
T=number of turrets
lb=weight in lb
km=range in km
M=cervice ceiling in m (meters, not miles)
hp=engine horsepower
th=engine thrust (for rockets or jets)
Gt=total number of guns​

Go=total offensive gun bores (pointing forwards or in Scräge Musik position)
Gd=total defensive gun bores (position not specified as offensive)
E=number of engines
B=bomb load in kg
Land Vehicles
cost=kg/1000+(G/20)+60

movement=mph/10
Attack=G/10+fA/10+kph/10

Attack Artillery=G/20+fA/10

Defense=mph/10+aA/10+G/10+((T-360)/300)

Wheeled=Width<2 m (unless tracked)&wheels<=4

Aircraft
cost=lb/1000+(hp+th)/100+Gt+60

Range=km/200

Attack=(M/1000+kph/10+Go)/10

Defense=((M/1000+kph/10+Gd+Go/2)/10)-(E-1)

Bombard=G/20+B/200

Damage=Bombard/4

NOTE: any advice or requsets for unit specifications are welcome​
 
I personnally don't think it's very useful for several reasons:

1- The training and tactics is often more important than the specifications.
Look Campaign of France 1940. French tanks like the B1Bis was superior to the German, and using your formula it would be much stronger. However, the tactics was poor, and the French armor division was severly beaten by the German panserdivision.

2- This reflect only the hardware, not the size of a unit. What is stronger? a group of 12 Panzer III, or a group of 2 Tiger?

3- It's a bit to complicated and requires finding a lot of information that are not always easy to find.

4- It doesn't preserve balance of gameplay.
 
ANSWERS:

1- Thats what hit point modifiers are for.

2- These calculations assume that they are in the same military structure, so the units are assumed to be the same size. To answer your question, the group of 12 Panzer IIIs.

3- There is only a limited amount of civ3 unit animations, and the ones that are around are usually well documented

4- how so?
 
Hit point modifiers would be better used to differentiate units of different size in organization. I realize that people like to try to pigeonhole everything into neat mathematical equations, however that does not always work.

Of course it is up to the individual scenario / mod designer to make the determination if they want to follow stringent rules that may not accurately reflect history. The example that Steph pointed out is only one of many that can be found throughout history.

Also I did 2 aircraft to see how they matched up

F2A 189.5 shields Attack 96.4
F4U 325.7 shields Attack 48.6
Both aircraft took the same amount of time to manufacture and the F4U would make mincemeat of a Wildcat.
 
As I said, its not tatally refined yet. These are not meant to be strict rules on how things should be, they are just guide lines.

How did you get 325 shields? I made it so that it would not turn out that high.
 
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