Rules Edit - extra hitpoints ...

The Last Conformist

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I'm thinking about editing the basic HP of units so that Conscripts have 4, Regulars 6, Veterans 8 and Elites 10. This'd preserve the relative strengths while making combat a bit more predictible and decrease the chance of Spearmen killing Infantry etc. Presumeably I should also double the rates of fire of all bombardment units so that artillery preparation and aerial bombing retains it efficiency (such as it is ...).

So, I thought I'd ask people who've tried this before if a) this slows down gameplay to an annoying degree - will combat last almost twice as long? - and b) it causes any unforseen game balance issues.
 
It won't decrease the chance of spearmen winning vs. infantry, it will decrease the chance of a vet or elite losing to a regular. A regular infantry is more likely to lose against an elite spearman now.
 
I have mine set at 2/3/4/7 respectively, but was thinking 2/4/6/8 or possibly your idea, but 10 is a lot. I already think seven is too much, and the armies with 3 or 4 10 units are going to be almost unstoppable. Anyway, it's fun tweaking the HPs as it makes combat more interesting IMO
 
Originally posted by God
It won't decrease the chance of spearmen winning vs. infantry, it will decrease the chance of a vet or elite losing to a regular. A regular infantry is more likely to lose against an elite spearman now.

God can't be wrong, can He? ;)
Anyway, try the Civulator.
http://207.191.20.18/civ3/lwc-civulator.html

Higher hitpoints does minimize the chances of "unexpected" results. (The more iterations, the more the results will tend to the mean.)
 
So, do you think it's all based on personal preferences to change the HPs? I mean I like long battles and stronger units. Heck, if a Pikemen fought off 20 or 30 Barbs in a SoD he should be strong and a grizzled Vet or Elite. I saw a few Spearmen and Swordsmen in my first game after editing and they were Elite 7s. Horsemen and Knights as well. A few armies were incredibly strong, but one Swordsmen brought them down. So here's my idea:

2/4/6/8 respectively or an idea posted earlier: 4/6/8/10 Which one is overkill?
 
2/4/6/8 will reward experience, 4/6/8/10 will reduce the luck factor between units (spearman vs tank problem), but won't reward experience as much.
 
Don't worry about game time, I use 4/6/8/11 (to give elites that extra punch), and I jsut turn animation off. You do have to watch closely occasionally tio see who wins, but it isn't bad. And I see freaky results so rarely..... Worst one was (in SG) an Army of 4 Modern Armour loosing to a fortified Mech Inf., but that's really rare :D
I also tried 4/12/16/20, but that made combat too predictable.
 
oh, remember to set to bombard up for UUs, too! Nothing more annoying than building a huge fleet of Men-o-War, then realize they can't bombard worth **** :(

and, maybe you should set the bombard higher thaen just double, since now, the units can give up to the doucle amount, but will not always. I used 2,5 times values for modern units and it comes out the same as the original, while 2 times made bombers a little weak!
 
Originally posted by God
It won't decrease the chance of spearmen winning vs. infantry, it will decrease the chance of a vet or elite losing to a regular. A regular infantry is more likely to lose against an elite spearman now.

haha, God is wrong;) . It will. The higher HP the less important luck it is. in the limit, with infinite HP the best unit (I mean, the one with the highest value) always wins. That's way doubling HP is a very popular option among the "Pro-realistic" people.
 
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