It also means that in order to significantly change the combat odds from higher strength, you would have massive "strength inflation". A rifleman wouldn't be strength 20 vs a strength 2 warrior anymore, it would have to be much higher.
No you would be removing Strength inflation
If I said my Wealth factor was 2 and Bill gates Wealth factor was 20, then I would be inflating my wealth.
On the other hand if I said mine was 2 and Bill Gates was 20,000,000 then I REMOVED the inflation
It would require Bigger numbers whoopdedoo
I'd far rather have a
"4000 Str" Tank that 2000 times better than a "2 Str" warrior
than a
"28 Str" Tank that 2000 times better than a "2 Str" warrior
Average person will think:
4. The Strength 6 is stronger than Strength 5 so a Strength 6 is better period.
Hardcore person will read civilopedia, Civ 4 combat mechanics is explained there.
Average person will not think about 6/11 or something complicated like that, what is it for?
That was option #1, 6 is bigger so 6 should win
I don't need to do research to determine if New York or Chicago is more productive...
I add a bunch of numbers and multiply by the bonus production
If New York has 20 production and Chichago has 10, then New York will finish the project in 1/2 the time chicago would.
So, there is no problem with game mechanics and we don't need to dumb mechanics down. The problem is in you - you want to know more about combat mechanics but you don't want to do your research.
Mechanics are Dumbed down when there is nothing Smart the player can do with them.
The Civ 2-4 Strength->Combat results Are a Dumbed down system.
They are Dumbed down because they do complex things without player input
Changing 5 and 6 into 73% is Complex but there is no player input (at least in Civ Rev you could retreat)
Imagine if production worked so that New York's "20 production" actually meant that it had 20 tries per turn to get a random possibility of finishing something. And that it would probably finish a project 10x as fast as Chicago which had 10 production.
Would that be a "deeper" game mechanic... No it would be mind numbingly dumbed down...
20 production is better than 10 production duh
but how much more... well let me consult my tables, and ask the in-game calculator how much 20 is better than 10
ok 20 is 8 times better than 10.
If New York is 8 times faster at producing things than Chicago, and Chicago has a production of 10... New York has a production of.....20 WTH??
No, If NY is 8 times as good, NY has a production of 80
Basic rules are simple. It's not that simple to calculate exact results, of course.
Yes it IS simple to calculate exact results, I can tell you Exactly how long it will take to finish the Temple of Artemis with a particular city without looking at in game calculations. (assuming I do nothing to change the situation, ie connect/disconnect marble)
Adding up the Hammers might take a while, but that is counting/adding.
If food/getting/losing marble come into play that might be a complicating factor, but even that is easy to calculate. as seperate situations
I should be able to easily tell what the In game benefit is of moving my Longbow onto the hill.
You may say duh he gets a +50% total bonus to Strength.. but what does that mean, Strength does NOT represent actual combat results in any meaningful way. (it is used tocalculate them, but does not represent them)
Also, while results of combat may be straight forward, a bigger picture isn't straight forward anway so you have a moot point. So what if you completely dumbed down combat and units have only a strength value? If you want to know the exact details, you should calculate if you can spare all that production you'll waste attacking enemy unit. What if he's on the hill? Do your spoils of war compensate for your combat losses? There is no way to have an easy answer to these questions (in general).
There should be
The principle is
Basic parts should be VERY simple a 4th Grader should be able to understand and predict basic parts
Interactions between those simply calculatable/predictable parts can add complexity
so
5 Str v. 10 Str... should be VERY simple
so that way the Strategy of DECIDING
I get a +100% Str by moving to this terrain, or building this building or getting this new more expensive/less flexible unit? is it worthwhile
becomes important
Just like Chicago prod 10 will take 2x as long to build it as NY; prod 20... but
Noone else is near building it and Chicago will get a better benefit (also easy to calculate)
or
NY is closer to the war front and in danger (it also needs to concentrate on military) [NY military production, easy to calculate, NY v. Chicago distance to from both me +enemy easy to calculate, New York defender chances against enemy attackers... also easy to calculate *... assuming you know the enemy attackers]
or
Chicago is in a better location to build this
or
I'm just about to get a food tech that will explode Chicagos population(in an easily calculatable way) leading to an increase in its production (in an easily calculatable way)
allowing it to be built faster (in an easily calculatable way)
* whoops no, Well I have an Archer inthe city giving me a Str of 6... the enemy has one unit of str 4 approaching and another 3 hexes behind it... what is the risk? Let me pull up the calculator on my desktop...
NO. I should be able to look at that and say...
IF the enemy attacks with 1 each turn the chances are X
IF the enemy waits and attacks with both of them the same turn the chances are Y
Parts=Easily calculatable
Player controlled Interactions=easily calculatable
Allows for Strategy.
As for multi round combat.
Can the player DO anything between one round and the next to affect the battle... if not it is just stupid complexity.
"multi round combat" is achieved by attacking with multiple units...
Unit A attacks Unit B=Round 1
Unit C attacks Unit B=Round 2, etc.
That is how it should be.
Who wins, and at how much damage sustained, would be more predictable (is that desireable?).
VERY VERY MUCH (note this should be predictable in a particular circumstance... ie Musket v. Musket in general should not be predictable... but Combat 1 musket on Hill attacking Fortified Musket on plains Should be predictable without anything beyond 4th Grade math)