4000 power unit isn't a good design from a usability perspective (28 is actually better even if it isn't a better reflection of an actual power of a unit).
How is that true?
I will admit that say 4324 is less 'usable' than 28, but 4000 is actually more so (simpler number)
28 would be more usable than 4000 IF that 28 accurately represented the odds.
If we were having Display problems, then that might be something... But I'd say that you probably Shouldn't be dealing with more than a 5 digit number (ie 80,000) if the lowest (ie most heavily damaged Scout) was 0.1
so
Civ IV system, only use pen and paper
what is the probable result from
28 v. 24
(yes the 28 will probably win, but how much health/str will it have left)
4000 v. 2000, Accurate Strength System
The result is either, the 2000 wins with minimum Str left
OR
4000 wins with 3000 str left.
didn't even need pen and paper all in my head.
To make it more predictable make it non random. With individual rounds Both sides lose damage equal to the total strength/5... but no more than current Str of the other side.
ie in combat
4000 v. 2000 both of them lose 6000/5=1200 [but no more than the Str of the other side.]
so
2800 (4000max) and 800 (2000 max)
next round they would lose 720
so
2080 and 80
Next round the smaller would die (if they hadn't retreated/stopped combat yet
and the bigger would be left with 2000
Anyway, with your system of fixed losses + 100% Str is always better, no? In Civ 4, things aren't that stupid. Archer on a forested hill is a serious problem to low-tech units, but something like an upgraded elephant or maceman can kill it without trouble -
No, in civ 4 (and civs 1-3 as well) they still have "trouble" in the sense that
1. They CAN die to that archer
2. They almost Always will take damage from that combat (except in the case of Civ 1 where there was no damage)
Mine would only eliminate #1 (A Mace/Elephant wold probably be like 10x as strong as an Archer, say 3x as strong as a fortified Forest Archer.. so it would still defnitely win)
Which seems like a better system as it
1. Truly eliminates Spear v. Tank
2. Allows weaker units to still have impact even if they Don't have massive impact
You say that interactions between simple systems create complexity, and it's true. But there are no interacting systems in combat in Civ.
There are interacting systems... ie
The "Str Bonus System".. partially exploited through tactical positioning
Terrain Bonuses
Position Bonuses (Flanking).. could be in
Unit v. Unit Bonuses
Promotion/Experience Bonuses
The Economic System.. with probable tie ins to the Social System, etc.
Building the units.. ties into unit v. unit + promotion experience
Maintaining units
Repairing the units
Movement System
Getting the units to the front
Als of those interact with combat, because this is Not Panzer General, so you don't need or WANT as much tactical complexity, there are other systems to provide that.