(NEW)Players Guide to the C2C Combat Mod - Size Matters game option VERSION 2.0

Expand unit
If a unit has not reached its highest group volume possible at the time, and the unit is in a city, an "expand" order could be given. The unit is taken from the map and included in the build queue of the city. Once the expand order is fulfilled by the city, the unit returns to the map - exactly one group volume higher, keeping its experience and promotions. Of course, this should be expensive. Perhaps it should require a special building or even the sacrifice of a Great General. If a unit cannot split/merge, this command is unavailable.
I'm thinking this should only be possible if the unit is still at the base quality, otherwise the math to represent the dilution would be over the top complex and it makes sense why elite fighters would refuse to work with rookies that can easily get them killed.

Furthermore, this would be super difficult to program and would require some city screen adjusting. Not to say it's totally out of contention. It's a pretty cool idea.

Large units need space
This is even more involved than the last point, because it would give certain buildings a completely different purpose from their non-SM variant. I don't think experience points is the best way to show a barrack's effect, but this building certainly gives a lot of space for training. First of all I would like to include the Warrior's Hut in this line - for once it being a civic building should not be a problem, as long as it is the first building of the line. These buildings could be a prerequisite for training / merging large units.
So you would require that merging takes place either inside a city or inside a city radius? hmm... I kinda like when I can get a split unit back together in the field and other reasons to merge far from home. It would have to be at least within city radius to have this effect because I organize my merges outside the city. Would naval forces be equally as restricted?

Full control over group volume
If you can merge clans, why not train clans? With an additional button in the city screen, you could preselect a group volume before ordering new units. Of course, some combinations (like Millions of Special Forces) should be discouraged somewhat. The price should be fitting, but be less than three times the smaller size (you could probably reason that this is more efficient than training three units and merging). You should also be able to build small units that way (e.g. if your city is very weak in :hammers:).
Those special combinations you speak of are already considered in the list of units that cannot merge or split. That's why special forces can't, for example.

I've always wanted to make it possible to train a variety of volumes in the city. Having a set of buttons for that on the city page might work perhaps. +/- buttons for merge shifts up for the next (or repeating) unit might be cool. I could do the dll side but I would need some support for the city screen. The tricky part would be working with SM Uncut on this. Units that cannot merge or split would ignore the 'training merge/split offset setting' of course.



OK, there was a lot of discussion today and I had a lot to reply to. Hopefully I didn't miss anything. Sorry if I missed a question or comment that needed a reply.
 
No... you just have to make sure that you're merging with units of the same type, quality, and group volume. Other promotion variations can exist. If they all three have the same promotions when they merge then you have a unit that gets the promos of all 3. Free ones on the primary merge starting unit stay but the rest lose any free promos they've been given (this includes attached leaders). If there are disagreements on promotions, the resulting unit loses those and may retrain. XP is averaged between the three.

Your comment is correct although most of those examples strike me more as Epic or Legendary. A Jedi (light OR dark) may be a good example of Divine. (Imagine every one of your Mounted Infantry are basically endowed with Jedi combat mindset - completely aware and in the moment, actually ahead of the moment in terms of thinking strategically, completely fearless and endowed with a meditative 6th sense that allows them to dodge and deflect attacks with uncanny accuracy, as if God himself was acting through them all. At this point you can see how they can easily take out quite a few tanks when they are all this mentally combat ready AND they are the size of a huge horde.)
So lets say I split unit in three, they fight around and get some promotions.
Unit X gets promotions a, b, c.
Unit Y gets promotions b, c, d.
Unit Z gets promotions c, d, e.
Then I merge it back.
Promotion c is kept.
Promotions a, b (2x), d (2x), e are lost, all xp spent on these promotions is spread back equally to each unit like this: (a + 2b + 2d+ e)/3

Hmmmm so generally higher combat quality of unit means it is more aware of surroundings, reacts faster, has higher precision of attacking/defending moves, and can predict more moves ahead.

Also I had few questions about unit stats being at maximum/minimum values.
Could something, that is Incapable/Solo/Fine defeat anything?
I bet it could defeat something with one of stats being 1 degree higher.

And how destructive would be unit, that is Divine/Countless/Colossal?
That could describe alien units, that exist in last era of game :p

Also unit that is Divine/Solo/Fine or Incapable/Countless/Fine or Incapable/Solo/Colossal must be pretty funny.
Wonder how that would be used.
Or units like this with few levels below maximum or few levels above minimum.

What are their size, volume and quality strength multipliers?
Do unit with middle size+1, middle volume-1 and middle quality has same strength, as unit with dead center stats?

Edit: It appears like all size/volume/quality step up/step down are 1.5x multipliers for strength.
Standard/Battalion/Medium are being dead center values.
Spoiler :

Combat Quality
Incapable - -5
Pathetic - -4
Inferior - -3
Poor - -2
Mediocre - -1
Standard - 0
Superior - +1
Exceptional - +2
Elite - +3
Epic - +4
Divine - +5

Group Volume
Solo (1) - -4
Party (2-6) - -3
Squad (7-20) - -2
Company (21-100) - -1
Battalion (101-600) - 0
Forces (601-2500) - +1
Clan (2600-10000) - +2
Horde (10001-100000) - +3
Multitudes (100k - 1 million) - +4
Millions - +5
Billions - +6
Trillions - +7
Countless - +8

Size
Fine - -4
Diminutive - -3
Tiny - -2
Small - -1
Medium - 0
Large - +1
Huge - +2
Gargantuan - +3
Colossal - +4


Edit:
Just for fun of poking extreme values.
Final Strength = Strength*1.5^(Combat quality modifier + Group Volume Modifier + Size Modifier)
Divine/Countless/Colossal: +17 - Last era alien army
Divine/Countless/Fine: +9 - Hi-tech weaponized stardust
Incapable/Countless/Colossal: +7 - Meteor shower
Divine/Solo/Colossal: +5 - Dreadnought
Incapable/Countless/Fine: -1 Zerglings
Divine/Solo/Fine: -3 - Cyborg Fly
Incapable/Solo/Colossal: -5 - Drunk Giant
Incapable/Solo/Fine: -13 - Fly
 
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This is already the case. The category factor, though, would mean that civilian xp and LE xp would both go towards an LE unit because those combat classes are not in competing categories. (See the link I gave earlier to the combat class charts to see what's in what combat class category.)
Currently LE units get XP for subtypes, such as land and melee. This is why many of my cities build stick training (or however the building is called, for +3 melee xp). I meant that they will no longer get this kind of bonus, while retaining the ones you mentioned.

Maybe every 3 levels or so of that promotion and we start giving another +1 or something and we limit to one additional level per era with tech prequals.
This is also an option, and should be good. Not entirely sure if it will be effective later on, but should help in the long run. There is already a tech limitation on the higher levels of the promotion, so there won't be a need for major changes.

I CAN reduce the impact of a shift from 150% to something less than that but I think it would mess with fundamental underlying balance of production to power too much and possibly some other balance factors. So while it can be done it's not a preferred method of addressing things. It would diminish the role of a rank shift.
I was under the impression that the trained units always start with the same quality. I never actually understood the quality down promotion line either.

Yeah, that would be a problem... I can agree it probably needs to differ more strongly but that would be too much imo. You're using a +50% each step... try +25% onto each step and see if that keeps things a bit more reasonable. After unit reviews there should be a bit more base upkeep on many units so we need to leave some room and we also need to not have to adjust the economy all that greatly between SM and non SM I think or we'll enter into a realm that lies deep in the hidden recesses of Joseph's nightmares. SM or not, I'm having a tough time economically in the early game already.
It seems like a unit's upkeep is about doubled every time it's combined in the suggested form, instead of rising slightly (20%). This does seem to be more in line with the normal version, as you train 3 units and pay for 2 (instead of train 3 and pay for 1.2). At the worst case, it should be 1.5 times of the lower tier, to keep the upkeep per power the same. (I would consider 3 times the normal so merging won't be a tactic to avoid upkeep)

We spoke much earlier in this thread about forcing units to split. Some of those dynamics could really help to counter some of the kinds of runaway unit success we've seen. If, say, a unit dies after inflicting more than half the health of the opponent unit, then the opponent unit automatically splits, one of it's thirds is considered dead casualties and the other two divide out the remaining health loss between them (after subtracting 1/3d of the max health of the unit from the damage) then we counter the idea that unless the whole unit dies, all the individual beings in the unit die and allow for some of those individuals in the unit to be considered fatalities while the rest are actually really alive and healing. This would help a lot I think. Certainly adds another level of risk to combat. A consolation win (despite being defeated) could be that your opponent unit is left incapable of remerging with the other half because there aren't any other equivalent quality units of the same group size to be had without really working at earning it again, which is a whole new challenge to grow that smaller unit.
Without a way to re-train them, it seems like a major hit to these units, and may cause issues down the road.
If the unit is strong enough not to be harmed, this mechanic is ignored. If it's with a high quality up (compared to other units), it will be near-impossible to get it back in order.
The actual mechanics may be strange, too. If split happens when below 50%, will terrain and artillery cause it? If not, will a single combat against half-dead unit will cause it to split, regardless of damage? It may lead to a lot of confusion why sometimes units are split.
This will also mean that normal units will split into their lesser versions all the time, which are prime target for assassins (I think).
An idea to raise the price of losing a lot of hp- a unit that reaches red (say, 20% or lower) may gain a promotion that reduces its healing rate and combat strength (say, limit it to up to 5%/turn, herbalist included, and give -100% combat strength). That unit will now be either stuck in a city healing for a while.
Such a unit will get an additional option- rank down, resulting in relatively healthy unit without the promotion. This will get the unit back to combat a lot faster, but with the permanent damage of being a group size less.
 
I'm thinking this should only be possible if the unit is still at the base quality, otherwise the math to represent the dilution would be over the top complex and it makes sense why elite fighters would refuse to work with rookies that can easily get them killed.

Furthermore, this would be super difficult to program and would require some city screen adjusting. Not to say it's totally out of contention. It's a pretty cool idea.
Agreed.

So you would require that merging takes place either inside a city or inside a city radius? hmm... I kinda like when I can get a split unit back together in the field and other reasons to merge far from home. It would have to be at least within city radius to have this effect because I organize my merges outside the city. Would naval forces be equally as restricted?
This is more about training than merging, and it isn't related to my third point, so this is about standard size units. The idea is: If you train a squad unit (usually in Prehistory), even a clearing in a forest might be enough, but training an entire batallion there to be a cohesive unit is out of the question. You already get better training ground buildings during the game, but I think their main advantage over earlier buildings is the bigger area they provide. So a batallion-sized unit should perhaps require a dedicated training building, with even bigger buildings (and exercise areas) in further eras. They wouldn't ever be big enough (unless perhaps in Galactic+ Era) to house and train millions, but I don't think there is a human unit with that kind of standard group size, is there?

Those special combinations you speak of are already considered in the list of units that cannot merge or split. That's why special forces can't, for example.

I've always wanted to make it possible to train a variety of volumes in the city. Having a set of buttons for that on the city page might work perhaps. +/- buttons for merge shifts up for the next (or repeating) unit might be cool. I could do the dll side but I would need some support for the city screen. The tricky part would be working with SM Uncut on this. Units that cannot merge or split would ignore the 'training merge/split offset setting' of course.
Unfortunately I'm rather inexperienced in Python (especially with the "special" Python that seems to be required), but I think you would need something like an additional drop-down box for either a text-field or (perhaps better) the group-size icon, after making a choice the unit list would need to be adapted regarding cost, strength and order of units - the last one because the non-merging units remain unchanged and might now be cheaper/more expensive than certain other units.

Then the pedia entry should get a dropdown box like the one in the city screen, unless we want up to thirteen entries per unit there, and even then we would only represent group size - with two dropdown boxes we could show the strength of the units depending on both group size and quality (at least unit size is fixed :whew:) - including their natural vision/invisibility properties.

Can you work with an Excel document (2007)?
Yes, I have Office 365.

if you would like to take a shot at plotting out the IG line there, and plan in the additional units you were hoping for, I'm happy to let you have at it
Yes, I'd really like that.
 
I don't think this is the way to go because it is linear, as pointed out, and such modifications would make it very easy to reach a point where you are getting no xp from anything ever. It would be better to tone down the sources of bonuses. These are additive and then a % modifier total.
I see, then what about changing this:
Code:
if (getExperiencePercent() != 0)
{
    iUnitExperience *= std::max(0, 100 + getExperiencePercent());
    iUnitExperience /= 100;
}
to:
Code:
        int iExperiencePercent = getExperiencePercent();
        if (iExperiencePercent < 0)
        {
            iExperiencePercent = -1 * iExperiencePercent + 100;
            iUnitExperience *= 100 / iExperiencePercent;
        }
        else if (iExperiencePercent > 0)
        {
            iUnitExperience *= 100 + iExperiencePercent;
            iUnitExperience /= 100;
        }
?
I'm surprised that even with +200% that a heavily quality increased and heavily merged unit like those Mounted Infantry, aren't finding themselves capped out at some point earlier. Perhaps it should be adjusted... I just find this chart a bit too strong. I actually like the one for Quality though... maybe it can go the same way for Size (size goes further ranks out).

And then if we do this, we shouldn't need to cut down the leadership and so on promos. I'm kinda liking a small decrease in XP for blitz but 50% is too much... maybe 20%?
Sure, what about a 30% increment for both quality and group volume?
<iExperiencePercent> for group size -
- from:
80 ▬ 60 ▬ 40 ▬ 20 ▬ 0 ▬ -20 ▬ -40 ▬ -60 ▬ -80 ▬ -100 ▬ -120 ▬ -140 ▬ -160
- to:
120 ▬ 90 ▬ 60 ▬ 30 ▬ 0 ▬ -30 ▬ -60 ▬ -90 ▬ -120 ▬ -150 ▬ -180 ▬ -210 ▬ -240

Yeah, that would be a problem... I can agree it probably needs to differ more strongly but that would be too much imo. You're using a +50% each step... try +25% onto each step and see if that keeps things a bit more reasonable. After unit reviews there should be a bit more base upkeep on many units so we need to leave some room and we also need to not have to adjust the economy all that greatly between SM and non SM I think or we'll enter into a realm that lies deep in the hidden recesses of Joseph's nightmares. SM or not, I'm having a tough time economically in the early game already.
So you would rather have it like this:
0 ▬ 25 ▬ 50 ▬ 100 ▬ 200 ▬ 400 ▬ 800 ▬ 1600 ▬ 3200 ▬ 6400 ▬ 12800 ▬ 25600 ▬ 51200

:gold: 1 ▬ 1.25 ▬ 1.50 ▬ 2 ▬ 3 ▬ 5 ▬ 9 ▬ 17 ▬ 33 ▬ 65 ▬ 129 ▬ 257 ▬ 513 :gold:

?
 
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Edit: It appears like all size/volume/quality step up/step down are 1.5x multipliers for strength.
Standard/Battalion/Medium are being dead center values.
Looks like you get it and could thus answer the rest of your own questions in that post. At a point it's almost impossible to imagine the highest end because that would probably have to cover more than the width of a plot and on the low end, we have something so insignificant it's not really worth calling a unit.

Currently LE units get XP for subtypes, such as land and melee. This is why many of my cities build stick training (or however the building is called, for +3 melee xp). I meant that they will no longer get this kind of bonus, while retaining the ones you mentioned.
They'd continue to get land and melee as well because Land isn't a combat class and melee is in a category of primary combat classes that don't conflict with other combat class labels most of them have. Now, Archery is in the same category so if we had a Melee and Archery combat class on a LE unit, then we'd only get the best of the two bonuses from those sources.

This is also an option, and should be good. Not entirely sure if it will be effective later on, but should help in the long run. There is already a tech limitation on the higher levels of the promotion, so there won't be a need for major changes.
How about +1/+1/+1/+2/+2/+3/+4/+5/+7/+10/+15/+20 each one opening up with a new era?

I was under the impression that the trained units always start with the same quality. I never actually understood the quality down promotion line either.
Nope. A Brute has a much higher quality than a Swordsman because of the raw savagery that man had to possess in the Prehistoric to survive. Man was also not as populated and thus the median group volume was much lower. As the unit upgrades, its base quality and volume can change and the system adapts. The quality downs aren't something you'd see in the game often but maybe a disease might be able to cause this? Or a poison that befuddles the mind? (another good counter method for the super horde that hasn't been completed yet.)

It seems like a unit's upkeep is about doubled every time it's combined in the suggested form, instead of rising slightly (20%). This does seem to be more in line with the normal version, as you train 3 units and pay for 2 (instead of train 3 and pay for 1.2). At the worst case, it should be 1.5 times of the lower tier, to keep the upkeep per power the same. (I would consider 3 times the normal so merging won't be a tactic to avoid upkeep)
I want it to be a tactic to avoid upkeep. Larger units are more efficiently organized - some support functions take some basic overhead to initialize the support services for each unit and as a larger unit. I just worry about actual upkeep impact getting too severe. SM demands more units be trained and it might eventually be necessary to create an alternative production speed modifier for units on SM games as it is. I don't want this becoming something that tooooooo overburdens the gold balance of the game. I would be willing to let us play with the numbers and the number theory but try to take a gentle approach rather than a dramatic one and see how even a more gentle approach pans out first.

Without a way to re-train them, it seems like a major hit to these units, and may cause issues down the road.
That's really the point. To make it much harder to reach huge merged and extremely trained groups. If you think about it, the flaw in our current system is that we're not factoring in the dilution rookie trainee replacements would be bringing to the units they join. You hardly ever see such extreme combat mastered warriors in large groups in the real world BECAUSE so many of their comrades have perished on the road to them becoming the biggest badasses imaginable. Thus in the game you'd start seeing high high quality units struggling to find others as skilled to merge with to get their volumes up. This will help a lot to keep the super unit from happening often and would provide an ability for less built up civs to have some hope in facing such a unit when they do (try to at least do enough damage to get it to split!)

The actual mechanics may be strange, too. If split happens when below 50%, will terrain and artillery cause it? If not, will a single combat against half-dead unit will cause it to split, regardless of damage? It may lead to a lot of confusion why sometimes units are split.
Anywhere damage is dealt it would be possible for the unit, afterwards, to be at less than 50% health, at which point it would be split unless it is a unit that cannot be. Combat wouldn't be the ONLY way, and yes, other attacks like distance attacks could cause it as well. (Very important to maintain air superiority right?)

This will also mean that normal units will split into their lesser versions all the time, which are prime target for assassins (I think).
Yes, this would give the smaller, merge/split restricted criminals and strike teams and canines a more effective mopping up role that they were intended to have to begin with.

An idea to raise the price of losing a lot of hp- a unit that reaches red (say, 20% or lower) may gain a promotion that reduces its healing rate and combat strength (say, limit it to up to 5%/turn, herbalist included, and give -100% combat strength). That unit will now be either stuck in a city healing for a while.
The planned Critical Hits system might be a better reflection for this or at least it would be a major overlap. We also already decrease healing speed for higher group volumes to somewhat reflect the same thing I feel this would be an effort to reflect. Nevertheless, after some other balance steps taken I'd still be open to this.

Such a unit will get an additional option- rank down, resulting in relatively healthy unit without the promotion. This will get the unit back to combat a lot faster, but with the permanent damage of being a group size less.
Interesting... it gives the impression that the unit sorta leaves behind those too damaged to come back quickly, pretty much forcing the others into retirement and taking on replacement recruits (assuming the rank down is a quality step down), which actually does happen a lot in modern armies. I'm not against this but at the same time I'd like to see how the halvsies rule would play out. This might be a great way to allow a similar style effect for units that can't split.

This is more about training than merging, and it isn't related to my third point, so this is about standard size units. The idea is: If you train a squad unit (usually in Prehistory), even a clearing in a forest might be enough, but training an entire batallion there to be a cohesive unit is out of the question. You already get better training ground buildings during the game, but I think their main advantage over earlier buildings is the bigger area they provide. So a batallion-sized unit should perhaps require a dedicated training building, with even bigger buildings (and exercise areas) in further eras. They wouldn't ever be big enough (unless perhaps in Galactic+ Era) to house and train millions, but I don't think there is a human unit with that kind of standard group size, is there?
It sounds like you are talking about an element of the third suggestion you made, creating a limitation factor on how large a group size shift your city could choose to train. If that's what you're gunning for I think it's a good idea and would be easily done with a new building tag once the other system is in development as well. Would blend right in, provided we had the building review nicely established for such barracks building lines such that nearly every era (or perhaps every other era) had its own step up in that chain.

Unfortunately I'm rather inexperienced in Python (especially with the "special" Python that seems to be required), but I think you would need something like an additional drop-down box for either a text-field or (perhaps better) the group-size icon, after making a choice the unit list would need to be adapted regarding cost, strength and order of units - the last one because the non-merging units remain unchanged and might now be cheaper/more expensive than certain other units.

Then the pedia entry should get a dropdown box like the one in the city screen, unless we want up to thirteen entries per unit there, and even then we would only represent group size - with two dropdown boxes we could show the strength of the units depending on both group size and quality (at least unit size is fixed :whew:) - including their natural vision/invisibility properties.
I'm thinking of a simple up arrow/down arrow system with the volume shift # in the middle, so you'd see a +1 or whatever between the up and down arrows under the label 'volume adjustment' or something. Then when you hover over the unit info, it gives the unit as if the group volume was that many shifts different from the normal (0). This would cut down on valuable screen real estate a lot. @Toffer90 : Do you think if we did this that this would be something we could find room for on the city screen somehow?

Yes, I have Office 365.
Cool... pm me your email address and I'll attach it to you on an email. Should be the fastest means to transfer. The cloud stuff would be the best way for us to work on things BUT it's kinda slow to process as you go with it and is thus a bit of a hindrance as well. Plus, this much info tends to stress google.
I see, then what about changing this:
I like it enough to have already just adjusted the code. You're learning how to get me to do things the way you mathematically want them done. I often resist certain suggestions simply cuz I would struggle to create the math for the effect suggested. By laying it out like that, it's all too easy to implement that good idea. This allows for some more extreme modifications without a complete bind up.

Sure, what about a 30% increment for both quality and group volume?
<iExperiencePercent> for group size -
- from:
80 ▬ 60 ▬ 40 ▬ 20 ▬ 0 ▬ -20 ▬ -40 ▬ -60 ▬ -80 ▬ -100 ▬ -120 ▬ -140 ▬ -160
- to:
120 ▬ 90 ▬ 60 ▬ 30 ▬ 0 ▬ -30 ▬ -60 ▬ -90 ▬ -120 ▬ -150 ▬ -180 ▬ -210 ▬ -240
Yes. With your suggested code adjustment this would work very nicely imo. Do you think these might be good numbers for the upkeep modifier? Maybe shifted down one rank across the board so we don't get into less than -100% numbers? I don't think the previous method would translate well for unit upkeep due to the way it tallies things up at a player level rather than a by-unit level.

0 ▬ 25 ▬ 50 ▬ 100 ▬ 200 ▬ 400 ▬ 800 ▬ 1600 ▬ 3200 ▬ 6400 ▬ 12800 ▬ 25600 ▬ 51200

:gold: 1 ▬ 1.25 ▬ 1.50 ▬ 2 ▬ 3 ▬ 5 ▬ 9 ▬ 17 ▬ 33 ▬ 65 ▬ 129 ▬ 257 ▬ 513 :gold:

?
hmm... I'm not really sure. Maybe you had it right the first time and I'm just finding it shockingly expensive at the outer ranges due to the multiplicitive effect. Your math is sound on that and maybe that's the way to go. You understand my reservations on allowing units to become this expensive to maintain though right?
 
Well you missed this question:
So lets say I split unit in three, they fight around and get some promotions.
Unit X gets promotions a, b, c.
Unit Y gets promotions b, c, d.
Unit Z gets promotions c, d, e.
Then I merge it back.
Promotion c is kept.
Promotions a, b (2x), d (2x), e are lost, all xp spent on these promotions is spread back equally to each unit like this: (a + 2b + 2d+ e)/3
Basically if three units gain same promotion, then it stays after merge, and any promotions, that don't exist on all three units are refunded?
 
Well you missed this question:
So lets say I split unit in three, they fight around and get some promotions.
Unit X gets promotions a, b, c.
Unit Y gets promotions b, c, d.
Unit Z gets promotions c, d, e.
Then I merge it back.
Promotion c is kept.
Promotions a, b (2x), d (2x), e are lost, all xp spent on these promotions is spread back equally to each unit like this: (a + 2b + 2d+ e)/3
Basically if three units gain same promotion, then it stays after merge, and any promotions, that don't exist on all three units are refunded?
You pretty much have it correct. The math you gave is a little funny but Promotion c would be retained and the unit would probably get 2 retrain selections unless you had a unit, say unit Z, that only has one promotion (c) because it's a lot less experienced and after averaging experience, the new unit loses a level in the end, then only one retrain takes place. (This screws up the whole thing about taking a quality up and losing all exp so that's one reason differing quality units can't merge.)
 
How about +1/+1/+1/+2/+2/+3/+4/+5/+7/+10/+15/+20 each one opening up with a new era?
My issue was more with how many levels it takes to reach the later parts (hard to imagine the actual level and base strength of units at each era). I think it's a good start, and if needed we could adjust the numbers.

A Brute has a much higher quality than a Swordsman because of the raw savagery that man had to possess in the Prehistoric to survive. Man was also not as populated and thus the median group volume was much lower. As the unit upgrades, its base quality and volume can change and the system adapts.
I was under the impression that each unit had a sticker with base power, and a few tags that imply bonuses. Does the tags (quality amongst them) imply the base power instead?

I'm not against this but at the same time I'd like to see how the halvsies rule would play out. This might be a great way to allow a similar style effect for units that can't split.
In a sense both systems might work, and require playtesting. It will be interesting, either way.
In regard to quality and merging and possibly halvsies, an idea/option: Allow high quality to merge with lower ones. The new unit will have the average xp of the 3 units as usual, with the average taking into account the unit's quality up hidden experience. If the new, merged unit would normally be too low level to get the correct quality up, the quality up is lost, the unit goes down a rank. So in general, when merging quality up will be the first promotion being lost. The owner may then get the unit leveled up and pick it again when the unit has the right amount of experience. (I'm assuming we can't merge them due to an enforced rule)
 
I like it enough to have already just adjusted the code. You're learning how to get me to do things the way you mathematically want them done. I often resist certain suggestions simply cuz I would struggle to create the math for the effect suggested. By laying it out like that, it's all too easy to implement that good idea. This allows for some more extreme modifications without a complete bind up.
Hehe, yeah, I've learned that you often over-think a simple suggestion only described with words. So when I am to suggest something that I think is simple, I can just as well show how simple it could be, so you don't go ahead and envision an overly complex solution to the suggestion.
There's been a couple of times when I tried to suggest something quite simple (in my mind) with only words, and your reply makes me wonder what it was I actually suggested in the first place. ^^
Yes. With your suggested code adjustment this would work very nicely imo. Do you think these might be good numbers for the upkeep modifier? Maybe shifted down one rank across the board so we don't get into less than -100% numbers?
No I would not think that would be reasonable numbers for the upkeep modifier.
A countless unit equals 6561 Battalion units so if each battalion unit cost 1 :gold: you will have a unit upkeep of 6561 :gold:; it is then absolutely not reasonable that after merging them together to one countless unit that it will reduce your unit upkeep from 6561 to under 10 :gold:. Bigger groups aren't that much more effective to administrate/organize.
With my suggestion the unit upkeep is reduced from 6561 :gold: to 1025 :gold:. which is already a pretty radical bonus to the merging expenses.
hmm... I'm not really sure. Maybe you had it right the first time and I'm just finding it shockingly expensive at the outer ranges due to the multiplicitive effect. Your math is sound on that and maybe that's the way to go. You understand my reservations on allowing units to become this expensive to maintain though right?
I don't understand your reservation...
It isn't that shockingly expensive when each merge saves you 1/3 of the upkeep like it does in my suggestion. Upkeep of three units of Volume A to B becomes the upkeep of two units of volume A after a merge to B volume.
 
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I was under the impression that each unit had a sticker with base power, and a few tags that imply bonuses. Does the tags (quality amongst them) imply the base power instead?
No. There is a base power rating that the unit has established as it is in the core. The stickers you speak of are the combat classes they have in the 3 SM combat class categories. Base power is then adjusted by the total SM ranks those combat classes add up to with 15 total ranks being the zero point that makes the unit have the same base strength as it would in the core. Each rank adjustment up from there is a 150% more than the last. This math applies to a lot of tags and their effects actually and quality sometimes doesn't factor into the formula, for example when determining how much load space a unit takes up, where only Size and Group Volume will make a difference.

Allow high quality to merge with lower ones. The new unit will have the average xp of the 3 units as usual, with the average taking into account the unit's quality up hidden experience. If the new, merged unit would normally be too low level to get the correct quality up, the quality up is lost, the unit goes down a rank. So in general, when merging quality up will be the first promotion being lost. The owner may then get the unit leveled up and pick it again when the unit has the right amount of experience. (I'm assuming we can't merge them due to an enforced rule)
If we were to do this, then we introduce a can of worms in regards to lost exp to get the quality up. I'm not saying it can't be done but it would upset some players who don't 'get' the rule and the averaging of experience... would take some interesting math to make it fair. I'd think we'd almost have to track how much exp was sacrificed for quality-ups on the unit and then add that into the average of the whole, but then you can't just re-quality up to counter those losses afterwards... it'd be a mess. Maybe fine if you're willing to make that loss of quality a sacrifice. Still a little messy. Not so bad with the proposed change in strength boosts though.

(I'm assuming we can't merge them due to an enforced rule)
Yes. Currently you cannot merge units of varying quality levels.

Hehe, yeah, I've learned that you often over-think a simple suggestion only described with words. So when I am to suggest something that I think is simple, I can just as well show how simple it could be, so you don't go ahead and envision an overly complex solution to the suggestion.
There's been a couple of times when I tried to suggest something quite simple (in my mind) with only words, and your reply makes me wonder what it was I actually suggested in the first place. ^^
Yeah, I know. My math skills aren't that great. I can logic through a lot but have someone describe it just confuses usually. I almost HAVE to see it in code form now to understand the concept usually. Sorry for that deficiency. I really should work on updating my basic math skills. When I went to college it was sufficient where I was at to start getting credit from math classes I was qualified to take. Now I'm about 3 math classes behind where you're expected to be leaving high school with an understanding of and wouldn't even begin earning credits until I'm pretty much past what I already thought was unimaginably difficult. Ugh. This is one of the reasons it takes a team for this sort of thing right? lol It's actually kinda embarrassing.

With my suggestion the unit upkeep is reduced from 6561 :gold: to 1025 :gold:. which is already a pretty radical bonus to the merging expenses.
Ok, that makes sense. Make it so now then if you would. It'll take a little more testing to ensure it doesn't economically collapse SM games, particularly in the early ones, but it makes logical sense. We'll test it and see if it works.
 
Yeah, I know. My math skills aren't that great. I can logic through a lot but have someone describe it just confuses usually. I almost HAVE to see it in code form now to understand the concept usually. Sorry for that deficiency. I really should work on updating my basic math skills. When I went to college it was sufficient where I was at to start getting credit from math classes I was qualified to take. Now I'm about 3 math classes behind where you're expected to be leaving high school with an understanding of and wouldn't even begin earning credits until I'm pretty much past what I already thought was unimaginably difficult. Ugh. This is one of the reasons it takes a team for this sort of thing right? lol It's actually kinda embarrassing.
As you stated recently: We all have our strengths and weaknesses.
Nothing to be embarrassed about, lots of folk doesn't have a brain that is wired for math, and you never get too old to improve yourself in any bailiwick. ^^
Ok, that makes sense. Make it so now then if you would. It'll take a little more testing to ensure it doesn't economically collapse SM games, particularly in the early ones, but it makes logical sense. We'll test it and see if it works.
Feels like a post v38 change, but I'll make some of the experience adjustments discussed above pre v38.
 
and you never get too old to improve yourself in any bailiwick.
Do you still get -7 Crime while in that "bailiwick"? :mischief: Cause you know when you get :old: fighting against the "Windmill" gets harder. ;):lol:
 
You can get same exp gain rate even with several quality ups as long as you have volume bigger than solo - that is split up unit after quality up.
For example:
Standard - Battalion
Superior - Company (3 units)
Exceptional - Squad (9 units)
Elite - Party (27 units)
Epic - Solo (81 units)

But that would get impractical after two quality ups.
Unless you can have all your 27 units kill and get xp when controlled as one group.
Spoiler :

Solo (1) - 1
Party (2-6) - 2
Squad (7-20) - 3
Company (21-100) - 4
Battalion (101-600) - 5
Forces (601-2500) - 6
Clan (2600-10000) - 7
Horde (10001-100000) - 8
Multitudes (100k - 1 million) - 9
Millions - 10
Billions - 11
Trillions - 12
Countless - 13

Incapable - 0
Pathetic - 1
Inferior - 2
Poor - 3
Mediocre - 4
Standard - 5
Superior - 6
Exceptional - 7
Elite - 8
Epic - 9
Divine - 10
 
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Found a problem with Cargo Space on downsized units:
I got Deceres with Size Down(Split Into Solos) + Transport People promotion and it has 34 Cargo Space (and Great Admiral being Solo has Cargo Volume of 100)
Upgrading promotion to Transport People III (+3 Cargo Space) makes total of 37 Cargo Space, which doesn't help.
I see the solution in making 100 Cargo Space as minimal for Solo transports and Transport People III instead of +3 should make +300 Cargo Space (and same for all another transport promotions).
P.S. Using SVN 9913 + C2C Combat Mod - Size Matters + Size Matters Uncut
 
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Great Admiral being Solo has Cargo Volume of 100
That's the problem. It should be 1, not 100. I'll have to take a look at this. I've known that for a while there's something severely wrong with this part of the system.
 
Merged units pay less upkeep.
Merged units count as only 1 towards unit limits (makes a mockery of unit limits if unit is capable of merging eg. two 18-strength and one 12-strength Arsonist is already [9+9+3] over the limit of 20).
Merged units count less towards city culture revolt defence.

I may be new to Size Matters, but can someone please either rationalise these to me, or point me to some such rationalization.
 
I liked this options but massive merging of units by AI civs was very annoying. I would use it if just the split/merge mechanic could be disabled.
 
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