Thunderbrd
C2C War Dog
I'm about to introduce some major adjustments to the Size Matters option here and I felt I should give it it's proper due. This full explanation will supersede all information in the first Size Matters Player's Guide thread.
After some testing and experience with the option, as well as listening to feedback as shared, I've made every attempt to address all issues noted so far. There's STILL a bit of work to do here but this major platform rewrite addresses some of the flaws in the first version.
What's changed:
Spoiler :
- Primarily, Size Matters now addresses those values that it manipulates on units with a multiplicative process rather than a % modifier.
What this means is that when you increase the unit's overall Size Matters Ranking by gaining an improved combat class in one of the three Size Matters Categories (Size, Group Volume, and Combat Quality) the total current values that Size Matters Modifies (such as Strength, Hit Points etc...) are multiplied by a generic multiplicative value (currently set to 1.5.)
Thus, if you go up a rank in Combat Quality or Merge 3 units into one to get a rank up in Group Volume, your current total Strength, among some other values, is multiplied by 1.5. Therefore, if your unit has a 4 total Strength and rank up one, you'll have a unit with 6 total Strength.
Additional rank-ups will continue this process... that 6 Strength unit ranking up again would become a 9 Strength unit.
If you add a point of Strength with say, a promotion, that point should be calculated into the base and then all multiplicative calculations rerun so that if you're unit started with 3 Strength and was +2 ranks over what he started with and you gave him an extra Strength after those rank increases, the unit would STILL end up as a 9 Strength unit (We just saw how a 4 Strength unit with +2 ranks would become a 9 Strength unit right?)
Anyhow, the beauty of this system, complex as it was to code, is that if you go DOWN a rank, it simply divides out the multiplier. Thus a 9 Strength unit dropping a rank becomes a 6 Strength unit. A 4 Strength unit dropping a rank becomes a 2.66 Strength unit.
Again, rank 5 on each Size Matters category is the balance point where the category rank is neither adding nor subtracting anything from the core unit values.
Other Changes: More unit values are now considered valid for manipulation from Size Matters ranks. The full list is as follows:- Strength: Obviously the core of the system. Strength values now show a full two decimal places rather than 1 so you can get an idea of the true value of the unit as the code understands it. No more 0.0 Pigeons - now you'll be able to see they're actually 0.01 (or whatever they total down to now.)
- Maximum Hit Points: Making the difference matter all the more.
- Asset Value: So you and the AI's point tracking continues to work accurately.
- Power Value: So that your Power comparisons between you and other players is reflecting a more accurate assessment.
- Cargo Capacity: Transports can now split and merge but only when not carrying any units. When they do their cargo hold adjusts appropriately.
- Cargo Volume: Never fully explained previously, all units that don't carry other units are capable of showing you their Cargo Volume which is the amount of Cargo Hold space they take up when they board a carrying unit.
- Bombard Rate: Much of bombardment is determined by strength and I have NOT changed the unit bombard attack structure yet but this was the main value I needed to make manipulable under Size Matters categories so that I could include Siege Units in the pool of valid units to merge and split. (They may now do so.)
- Air Bombard Rate: Previously Air units could not merge or split - they may now and this helped to unlock the ability to do so. I've also adjusted the Air Unit Capacities on plots and cities so that they track the capacity by Cargo Volumes so it works a bit more like carriers now and can vary depending on the sizes of the units occupying those plots/cities. Being able to split/merge air units will provide some very interesting strategic variations I think.
- Work Rate: Final work rate tallies being manipulable with Size Matters categories (ONLY SIZE and GROUP VOLUME though) now makes it possible to merge and split workers. The AI won't bother because it really won't make a difference - the value is manipulated so that when you group 3 workers you lose no work value and when you split 3 workers you lose none - the transition is calculatively seamless. HOWEVER, IF you go to build an improvement that will require the sacrifice of the unit, the unit MUST be at it's NORMAL base SIZE AND GROUP settings - thus you will not be able to split units to avoid sacrificing as much work force as you normally must!
- Revolt Protection: Seemed to me you shouldn't be able to take a unit with revolt protection value (I don't think this applies to REVOLUTION revolts, just city revolts) and split it and have each unit offer the same amount of resistance to revolt in the city. And equally unfair if merged. So I took the time to include this value into those that would recalculate based on the Size Matters overall rank of the unit.
- Strength: Obviously the core of the system. Strength values now show a full two decimal places rather than 1 so you can get an idea of the true value of the unit as the code understands it. No more 0.0 Pigeons - now you'll be able to see they're actually 0.01 (or whatever they total down to now.)
- The Transportation system has been fully repaired (at least my tests confirm this as far as they have possibly been capable of so far.) No more units falling into the ocean. You may not have known this but previously, the AI was still utilizing the tracking mechanisms of a NON-Size Matters game to track holding capacity and how many units it held. Now, even the AI will be operating on the same playing field.
Note: I may need to somehow create a basic era adjustment on this somehow... early units are not as large as later units and thus early boats can carry a lot more than they should really be able to. Particularly since now I directly translate the Cargo Capacity from the original base Cargo Capacity values rather than the new (and now hollow) SMCargoCapacity tag. Anyhow... something I'll continue to think of how to best address - in the meantime, enjoy the early large holding capacities of boats - helps with those first island hopping cities anyhow.
Keep in mind that the math on volumes works more on a 1:1 ratio, thus 3 merged units are now worth a volume equal to the same amount those 3 units would've been when not merged. And Combat Quality has been isolated from these equations as well. Thus only SIZE and GROUP Volume will manipulate the Cargo Volume and Cargo Capacity of a unit.
- There were some actions I had to make to enable more units akin to the limitation on workers noted above.
I have enabled the merging and splitting of Tamed animal units (among other things) by enforcing a similar rule onto all units that if the unit can be sacrificed to create a particular building, then the unit MUST be at it's base defined Size Matters categories (as defined on the base unit info itself.) AKA, don't merge/split or add quality to these units if you intend to use them for sacrifice.
Pretty sure Tamed animals were the most affected by that adjustment and I found it important to enable them to split/merge because SOME of them are really good for battle but being unable to merge or split makes them too limited for field use.
And then there's a loose thread that keeps Criminals, Law Enforcement and Healer units from splitting/merging still - property modifiers. At the moment there is no effective solution I can determine to enable the property modifiers to adjust by Size Matters categories because they aren't tracked as an object of the unit itself so much as an object of the unit's base definition, combat classes and promotions it has. Don't worry if you don't get what I'm saying here - just take away from this that until I can somehow CORRECTLY get the sum total of all of the unit's sources of Property Modifiers to compile onto the UNIT before then becoming a source of adjustment in the game itself, I cannot manipulate these values with Size Matters and this keeps the aforementioned categories stuck and unable to merge or split.
This may be ok though since they still fulfill their roles just about perfectly as they are. They aren't really supposed to be large armies in size anyhow and have very special roles to play in the game that may intrude more on the army style units if they can merge. Not being able to merge or split may be a strength of the system for these units actually.
- The AI has been given some rudimentary AI to accommodate for Size Matters in a fairly reasonable manner. It's not perfect, nor advanced in any way but it should enable them to compete and at times surprise players and it should not impede current AI structures as it is designed to blend into the game.
Kudos is the prize for the first player who figures out (without looking at the code) how the AI determines when it will merge and split! Might wanna get on that too because I intend further, less generic, evaluations to advance the AI uses of Merges and Splits soon. But the basic underlying generic application here should make the game much more playable on this option.
- The generic multipliers are manipulable by any player with a modicum of mod skills. It's just a set of 2 Global Variables in GlobalDefines.xml:
Code:<!-- Size Matters Most begin --> <Define> <DefineName>SIZE_MATTERS_MOST_MULTIPLIER</DefineName> <iDefineIntVal>150</iDefineIntVal> </Define> <Define> <DefineName>SIZE_MATTERS_MOST_VOLUMETRIC_MULTIPLIER</DefineName> <iDefineIntVal>300</iDefineIntVal> </Define> <!-- Size Matters Most end -->
- All units that may split may now split as far as Solo (1) since the divisive method keeps these values from ever going negative (though when appropriate they MAY be able to go to 0 if .001 is divided again.)
- You may continue to join units until the maximum group category is obtained. Ultimately this means Countless group size BUT there is a limit based on the era at the moment that starts with Battalion in Prehistoric and gains a +1 to the limit with each era achieved. This may eventually be developed out further to make more specified limitations based on the unit combats perhaps. (This adjustment was made much earlier than this version but it's new to the original description of the option so I'm mentioning it again.)
- Modified XP gains for Group Size in the same way as they have been already for Quality ranks.
Still on the To Do list:
Spoiler :
- More advancements in AI. Currently Intended:
- Effective utilization of Splitting for early scouting efforts
- During defense of a city, evaluating the attacking army counts and strengths and considering if merging or splitting would be an appropriate response to the current invading force.
- When attacking a city or about to, evaluating the units defending the city and formulating a more measured approach to splitting/merging units in the army so as to most effectively address the city's defenses.
- Get the AI to recognize the need to adapt to the enemy's merged units when possible (or necessary) and react by training more of a given type of unit and getting it out to the stack to merge into those units of the same type existing there.
- Possibly implement for some Leader personalities the strategy reported earlier about splitting up spear units to coat the wilderness with effective animal slayers.
- Deeper evaluation on the value of Quality Up promos.
- Animal Merge/Split AI and motivation to get to or avoid each other to do so. Basing on more advanced Animal AI categories.
- Possibly more - at the moment only the first of these is something I plan to do right away. This will stand as a place for me to make and keep an AI to-do list for this option.
- Effective utilization of Splitting for early scouting efforts
- Limiting Quality promos to only being assignable when the unit only had enough XP to get to the current next level. It's kinda frustrating not knowing if I should take them yet or not and the answer is definitely a no if the unit can still immediately get another promo after the current selection is made. These promos are awesome for city defenders you aren't going to have getting a lot more XP anytime soon but not if you take them right out of the training gate and eradicate all that free xp they were just assigned. (In part this is one of the things I want the AI to consider with these but also the likelihood of that unit going on to soon promote again - such as if the unit only needs 2 more xp etc...)
- Work more seamlessly with captives! Currently if your opponent splits up one unit into three you can get three captives rather than 1. Something really needs to be done there - perhaps just adjusting the captive's group volume based on the offset of the captured unit and some display to let you know if the unit must be merged (or split) to be able to perform its usual missions.
- Adapt captured workers and Siege Units once captured by the volumetric offset of the worker captured.
- Animals probably need a more serious review of strength yet. With the enhancement of the effect of a Category shift some animals are simply too weak - but at least this means they aren't TOO threatening to those Explorers that still start off at -1 category shift from their base game definitions.
- Animal and Barb Spawns (Neanders at least) should have the possibility of having preset group size offsets applied at spawning based on new tags given to the spawn xml file. As they are, you merge a few units and the threat from these are pretty much easily addressed (not that this is a bad thing to reward players for this but I think it would be more interesting if you would often encounter differing group sizes of these units in the field. Would certainly make wilderness travel a bit more harrowing.)
- STILL need to put in a number of promotions and a few supporting tags for them to support this option properly. I'm not waiting any more for now to add new tags so I should be getting on this part of the project very soon.
- Adjust the simplistic patch fix limit to maximum merged group size based on the era. Develop out further to make more specified limitations based on the unit combats AND era perhaps. Not all unit types are appropriate to ever go beyond a particular point.
- Watch for Combat Calculation overloads and figure out when they would begin to happen and how to best address it when it does. I've got a few methods I intend to put in place to prevent this but I haven't implemented them yet so I can find out when it starts being a problem first.
- Keep observing responses in the thread for more to put on the todo list. (THANK YOU to all who've provided feedback so far - hopefully these changes address the vase majority of the expressed opinions in response to v1.0
From the Beginning (for the newcomer and those wanting more basic info):
Size Matters now makes the Combat Quality, Group Volume and Individual Entity Size of a given unit bear weight and meaning. Each of these comprise the Size Matters Categories of Combat Classes.
Under this option, it is valuable to consider the 'Strength' of the unit to be the general evaluation of the combat lethality of a unit when that unit has an average size, group volume, and combat quality.
Under this option, units don't always START with average values but MOST units will enter the game balancing out to an average between the three. The underlying definitions given to units when the option is NOT on still hold meaning here as they are the core base upon which the Ranks of the Size Matters Categories of the unit then adjust.
For each improved step up any of those three Category scales, a unit will have all of its values that apply to Size Matters Modification be multiplied by 1.5. For each step a unit is reduced in any of those three Category scales, the unit will have all of its values that apply to Size Matters Modification be divided by 1.5.
There are some values that receive a x3 or /3 response instead of 1.5 - these are applied to those factors where the size and/or group volume is all that would be considered.
So for a unit that has a single step better than average Combat Quality while being of average size and average group volume, that unit will have +50% more strength and hp.
This required, of course, for a method that enabled strength values to be decimalized. Therefore under this option, you'll find all unit strengths are set to consider and be expressed with two digits of decimal values.
You'll immediately notice that not all units will always average out even from their base settings. I'll leave it to y'all to see if you can figure out what the patterns I determined for those few deviations are but animals in particular can show a wide variation as their group volumes, combat qualities and sizes were considered more for realism than an initial attempt at game accuracy, assuming that the animal strength values they had been initially assigned carried the presumption that all units represented only one individual.
A short list of those that start off 1 rank less (-1 total rank offset) include Recon, Hunters (with the exception of the Master Hunters), Canines, Felines, and Criminals. These units aren't brute force units so much as opportunists and combat avoidants to an extent. They should still have their uses (and if you play with Fight or Flight on as well you'll see they're applications are much more useful despite their strength reductions here.)
Now... these * 1.5 or / 1.5 adjustments to Strength and MaxHP are not the only adjustments these category level shifts can bring. Each category has its own special dynamics when a unit has a higher or lower level.
Let me pause here and express the three categories and the combat classes associated with their levels (in all cases, average is 5 - THIS MEANS THAT GENERALLY UNITS WITH RANK 5 IN ALL CATEGORIES WILL BE UNALTERED FROM THEIR CORE GAME DEFINITIONS):
Combat Quality
Incapable - 0
Pathetic - 1
Inferior - 2
Poor - 3
Mediocre - 4
Standard - 5
Superior - 6
Exceptional - 7
Elite - 8
Epic - 9
Divine - 10
Group Volume
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
Size
Fine - 1
Diminutive - 2
Tiny - 3
Small - 4
Medium - 5
Large - 6
Huge - 7
Gargantuan - 8
Colossal - 9
And more detail for each category:
Combat Quality
Combat Quality is the innate instinctual familiarity with combat the unit possesses. It encompasses the savagery, perseverance, and combat mindedness of the unit. It can be natural or learned. Thus a Pigeon has a terrible Combat Quality while a Tiger has a rather incredible one. Among human troops, usually specialized or culture specific units carry a higher quality while the standard troop type units like Infantry have a rather average level.
A unit can increase its Combat Quality via promotions. These promotions become available when the unit attains a level that qualifies for them. The higher the current Combat Quality of the unit, the higher the level it will need to qualify to take a promotion that gives it an increase.
Obviously, a 50% jump in Combat Strength and Max Hit Points is perhaps one of the strongest promotions a unit can ever take.
But it comes with some cons that make the decision to upgrade in this manner rather interesting.
First of all, any time a promotion that increases the combat quality is taken, the unit will lose ALL current XP, resetting down to 0 (thus it will take quite a while for the unit to earn its way back up to the next level since it must now earn all the xp it takes to get there!) This happens irregardless of the Infinite XP option.
Second, for every level shift greater or less than average, the unit earns more or less xp. Thus, the lower the combat quality, the easier the unit learns. The greater the combat quality, the slower it gains experience. Thus it makes the unit take EVEN LONGER to get to the next level.
Therefore a shift up in quality doesn't mean the unit won't ever improve again but it will mean it's going to take a long time for it to do so. Additionally, you must realize that a unit will be able to level a lot farther and take a LOT of promotions that it will otherwise lose the opportunity to have had by taking this quality step up.
Whether a unit will truly be more powerful this way will certainly be up for debate and player preference. Some players may prefer to simply gain more levels and promotions and maybe later down the road take a step up in quality for their units. Others will prefer to up the combat quality on all units as soon as possible. Both should be fairly valid choices.
Additionally, the greater the combat quality of the unit, the more expensive the unit is to maintain (they demand higher wages than the standard troop) and the more expensive the unit is to upgrade (they tend to have more equipment and thorough training to keep up with their standards).
Increases in Combat Quality will also soon (sorry... still pending!) bring about access to increasingly valuable base combat strength upgrade promotions. Some fame promotions that give exceedingly skilled units national fame and prestige that makes them more effective at making local city populaces more happy than most units will also be developed for higher end Combat Quality access. (Promotion lines supporting this option are among the few things I haven't gotten to quite yet.)
Currently there aren't any ways for combat qualities to be reduced but perhaps some diseases or poisons may (though that WILL be noteworthily complex to develop.)
In summary, the more 'elite' the unit, the higher the combat quality itself.
Group Volume
This represents the number of entities in the unit of that type. The volume of those numbers are shown in parentheses or are self explanatory. Thus, a small strike team will be a Party size Group while a full Infantry will be a Battalion sized group (average).
Immediately upon entering a game with this option you'll see the biggest adjustment this option brings being available on your units. (Well... most of them - many unitcombats are denied this special ability.)
There are two new actions units can take under the size matters option. They may be Split into 3 smaller groups (each losing a Size category level) OR 3 units of the same type with the same quality and group size may come together to Merge into one larger group (the one unit gaining the next larger size category.)
Thus if you take 3 Company sized Stone Throwers and Merge them all together, you'll get one Battalion sized Stone Thrower unit.
When splitting units, the level and most promotions will be translated directly across to the 3 resulting units. Level and XP will average when 3 units are joined and whatever promos they ALL share will be automatically retained by the resulting unit. FREE promotions will only be retained in a merged unit IF the unit initiating a merge has them. They will be maintained by all 3 units in a split. You CAN be gimpy with this and use the process of merging and splitting to propagate free promotions, but the AI will not be concerning itself with this and you're obviously limited to only the original unit's total free promos. You MAY want to turn OFF battlefield promotions under this option if you don't want the dark temptation to spread these technically 'free' promos this way.
It does not COST movement or take the full turn to Merge OR Split. However, units may not merge or split if they are injured or have moved in that turn. It costs nothing to merge or split.
You may continue to split units until you can't split them any further - No unit may be split past the Solo (1) group size.
You may continue to join units until the maximum group category is obtained. Ultimately this means Countless group size BUT there is a limit based on the era at the moment that starts with Battalion in Prehistoric and gains a +1 to the limit with each era achieved. This may eventually be developed out further to make more specified limitations based on the unit combats perhaps.
Obviously the immediate impact of a merge or split is to get 2 additional units with all 3 being 50% weaker or to get 1 unit out of three, that new unit being 50% stronger.
Consider the further balance points for smaller or greater group sizes however.
First, the lower the Group Volume, the less it costs to upkeep and to upgrade the unit (by 20%(unchanged to adapt to the new method but may become a future project) so when you do the math, greater group sized units actually cost less than the three units of a lower size but not by much.)
Second, Smaller group size units heal faster while greater group sized units take longer to heal - this can be the biggest detractor to the huge group size gatherings you might be initially inclined to want. Keep in mind, once injured the unit may not split until fully healed. (This has been changed to be less drastic than the original version but not on this particular update and the method doesn't translate as well into the multiplicative mechanism so will not be further adjusted.)
With each less group size category, the unit earns +20% Experience and -20% for each additional group size. More risk -> greater rewards.
Terrain attack and defense and city attack and defense promo lines will be designed for varying size categories as well - indicating abilities for units to take advantage of open ground upon which they may swarm the enemy, or to take advantage of territory that allows for bottlenecks to enable them to take on a lot greater size force on even footing.
Most importantly, what strategies you'll want to utilize with splitting and merging will really depend on what situation you're in. The AI for this is currently very basic but it may well give you some nasty surprises. But there's more work to do there and more suggestions for how YOU have found splitting or merging to be best utilized are more than welcome!
You'll notice the mathematics involved in this do not split/merge units with perfectly measured ratio modifications for a three-way split or merge. This is to compensate for the differing combat and support conditions that larger or smaller units must face. This ratio offset tends to favor splitting over merging except that the way the odds and flow of combat work, larger units will be (on the face of it) far more valuable in terms of combat effectiveness. Combat Strength is already inherrently an exponential scale - each point gained meaning far more than the last.
The last version was limited to only a 20% modifier to Strength and HP and other modified values to keep from going negative but the new method now allows for a much stronger modifier. However, I'm still against a x3 modifier for merged units.
If you put that modifier at x3 you'll find you've just made a lot of units useless - like Heroes for example. It's important to remember that we don't want to make merging the only valid strategy. We don't have a structure where differing types of units are able to merge together. We are dealing with how many entities in the unit can actually be applicable in the fight in any given moment. We aren't enabling units to attack more than once. Merged units are much more likely to walk away without casualties but MAY not hit as hard as three fully sacrificed split lemming units. In situations where the merged units have the upper hand they can take on a lot more split units without suffering defeat and walk away with all its strength remaining to fight again another day. But if you don't mind suiciding your troops you can get a bit more power overall from splitting them instead.
Hopefully even the strongest critic can recognize some balance in this moderate approach. However, if you can't get around the part where 3 units are blending to become a unit only as powerful as x1.5 one unit then I've provided you with the global modifier to adjust this ratio (see 'What's different' spoiler above).
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