Marc Aurel said:
Hi zyxy - Yes, that is not self explaining. I did it during lunch break today. So it was limited by time. I wanted to indicate that we might stop for more analysis at this important point to make sure we are going the best route from here.
My former assumptions with the 6 chariots and 2 archers were experiences with no egyptian WC but normal ones. I neglected the "Ignoring first strike" capability of the WC what gives archer less defensive superiority.
I assumed the Russian city is on a hill. (so far as I can judge the maps I've seen) so the 25% is the archer - hill bonus and the spearman doesn't get it.
I added 20% for the defenses, but you are right, fortifying gives 25%. The spearman will get this.
Concerning your bigger deal punches. Yes, that is correct. I thought I made a hint to this. I wanted to live with this preliminary assumpotion since in most cases we get something like 50-50.
Thanks for the remark concerning the epic speed modifier of 1.5!
That's it; so far, since I am busy with C3C SGOTM10.
Thanks for the extra explanation!
I think the fact that your experience involved normal chariots is very significant: the 1 extra strength point and "ignore first strike" of the egyptian WC are both very important.
I use the world builder to simulate some attacks of WC's against two archers, fortified in a hill city, all starting at full health, no promotions. This means a 145% defense bonus for the archer, which brings it to strength 7.35. The game claims a 10% win chance for the WC, which seemed about right: I mostly lost the first two WC's. But they managed to damage the archers and usually that changed the odds to more than 50%, sometimes as much as 90% in my favor for the second attack on the same unit, so that 4-5 WC's seem enough to take out a city with 2 archers. I've checked an old save and two archers seems to be the standard defense level for a noncapital AI city at 1400BC.
For the ordinary chariots it was much worse, I think like a 1% win chance on the first round, and often they did not manage to damage the archers at all! WC against spears is also pretty bad, they defend with modifier 100% (vs mounted) + 25% (hill) + 20% (city) + 25% (fortified) = 170% for a total of 4*2.7 = 10.8. Again getting the first damage done is the hardest, and it took me about 8 WC's to kill two spears, losing 5 or 6 WC's.
Btw, I think the reason for this strange phenomenon of having to hurt a unit a bit first is that losing hitpoints has three negative effects on its strength:
1. It is closer to death. Pretty obvious.
2. Its win probability is lower. Essentially, attack/defense value is multiplied by hitpoints.
3. Its punch is smaller. Again "punch strength" is multiplied by hitpoints (not exactly true, it's averaged with the full strength I think, but somewhat true.)
To compare: in civ3, it only had the first effect.
All in all I think WC's are a good bet as long as Cathy has no spears. Meaning we should grab the copper asap to prevent spear production, settle and connect the horses, and strike before Cathy finds some iron somewhere. Btw, I would be happy to just take out the choke, and let her live for a while longer. Maybe we can get her to trade some techs with us again over time. Or is this not possible, diplomatically? In any case, Moscow might be a lot harder to take: higher city defense, and more units (but maybe not on a hill).
EDIT: for tech, I would go either ironworking or masonry after fishing. I am not giving up on the pyramids yet

. Do we need sailing for trade network? Probably IW first is best - it will take some 25 turns I think, probably less with our cottages coming along.
Timeline: worker - settler - settler - rax in capital, takes about 30 turns with some chops? Followed by WC's. We can build those in about 3 turns each, and a few from the second town as well, so war with Russia in 40-50 turns? Or can we build a settler from the second town to speed things up?
dojoboy said:
I believe cats would be beneficial. It makes for a longer offensive, but they go far in reducing city defense and causing collateral damage. In terms of research, this would change things. Is it Construction? We may not have time. In my SP games, I build several cats to use fr bombard. After reducing city defenses, I gladly sacrifice one or two to cause collateral damage.
I agree cats are very good for attacking cities with minimal losses. But indeed researching to construction takes a long time, so I would be against this for the moment.
Niklas said:
@zyxy: Your numbers are accurate, at least according to Arathorn's strategy article. I can see now why the early warfare is so difficult.
Thanks for the link! I think some details have changed with the patches, but it is still great info. I was working on my own formula's, let's see what I get...