The Withdraw Mod [plan]

Yakk

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Mod has been posted.

http://forums.civfanatics.com/showthread.php?p=5222386#post5222386

This thread contains the details and justifications behind the balance choices in the mod. Post #5 contains pretty much what was in the version #1 of the mod.

While working on my harder change [half-tradeable tech] and balance testing the simpler mod [insane barbarians], I thought I'd try an easy mod: change the withdraw chances of units.

The idea of units withdrawing is rather neat. So what if we boosted it up so that it was a more core part of the gameplay?

The motivation of this mod is my observation that Flanking promotions suck rather badly in a huge number of cases. The AI still buys them, so you can't just say "let the buyer beware".

In addition, the AI is rather poor at using stacks in a suicidal manner, even withe BetterAI improvement. By making more units withdraw, it makes the AI nastier -- and it opens up new unit tactics for human players.

First, change Base Withdraw Chances:

Mounted units granted a 0% to 30% withdraw chance. (elephants to cavalry)
Armor granted at 15% to 35% withdraw chance. (tank to modern armor)
Helicopters granted a 35% withdraw chance. (only one of them)
Archers granted a 10% to 25% withdraw chance. (archers to longbowmen)
Gunpowder granted a 10% to 30% widthdraw chance. (musketmen to mechanized)
Siege granted a 25% to 35% withdraw chance. (catapult to artillery)

For some of these units, it represents mobility -- for others, the ability to attack at range and discourage persuit with ranged combat abilities.

Second, changing Promotions:
Flanking grants up to +40% widthdraw. (up from +30%)
Tactics (great general) up to +20% withdraw. (down from +30%)
Drill up to +25% widthdraw (up from +0%)
Barrage up to +15% withdraw (up from +0%)
Guerilla III up to +20% withdraw (down from +30%)

The details:
Flanking (mounted, helicopter)
Flanking I: +20% withdraw chance (Boosted from +10%)
Flanking II: +20% withdraw chance, immune to first strikes.

Drill (archer, armor, gunpowder)
(Added +10%/+10%/+5% withdraw to L 1 2 and 3)
Drill I: +1/2 first strike, +10% widthdraw
Drill II: +1 first strike, +10% widthdraw
Drill III: +2/2 first strike, +5% widthdraw
Drill IV: +2 first strikes, +0% widthdraw

Barrage (armor, artillery)
(Added +10%/+5% withdraw to L 1 and 2)
Barrage I: +20% collateral, +10% withdraw
Barrage II: +30% collateral, +5% withdraw, +10 vs Melee
Barrage III: +50% collateral, +10% vs Gunpowder

Tactics (great general)
(Dropped Withdraw to 20% from 30%, added 2 first strikes)
Tactics: +2 first strikes, +20% widthdraw

Guerilla (Archer, Gunpowder)
(Lowered withdrawl to +20%, boosted hills attack to +50% from +25%, and added 1 first strike)
Guerilla III: +20% widthdraw, +50% hills attack, 1 first strike

So a Great General Cavalry can hit 30% base, 40% flanking, and 20% tactics = 90% withdraw chance.

A Great General Infantry can hit 25% base, 25% drill, 20% tactics, 20% geurilla = 90% withdraw chance

GG Choppers hit 95% (Base 35%, Flank II 40%, Tactics 20%)
GG Armor hit 95% (Base 35%, Drill 25%, Barrage 15%, Tactics 20%)
GG Mech. Inf hit 95% (Base 30%, Drill 25%, Geurilla 20%, Tactics 20%)
GG Artillery hit 95%. (Base 35%, Drill 25%, Barrage 15%, Tactics 20%)
GG Musketmen hit 75% (Base 10%, Drill 25%, Geurilla 20%, Tactics 20%)
GG Longbowmen hit 90%. (Base 25%, Drill 25%, Geurilla 20%, Tactics 20%)
GG Catapults hit 85%. (Base 25%, Drill 25%, Barrage 15%, Tactics 20%)

Mounted/Chopper: +60% with Flank and Tactics. (3 promo)
Range/Gun: +65% with Drill, Geurilla and Tactics. (7 promo)
Armor/Artillery: +60% with Drill, Barrage and Tactics (6 promo)

Design Philsophy:
I believe I carefully built it so that you withdraw chance caps out at 95%. I don't believe there is a promotion path that lets you get better than this, unless it is via a unique unit promotion path.

Hitting high withdraw chances is very easy with mounted units -- in fact, I'd expect most GG mounted units to buy the flanking and tactics path after this change.

Other types of units require a massive number of promotions to have a high withdraw chance. They can get it as high, but it takes dedication and ultra-elite units.

Drill was granted withdraw chance, because part of a well Drilled force is the idea of a fighting withdraw. Barrage was granted withdraw chance because I needed another promotion for Armor/Artillery to gain additional withdraw chance to balance against Geurilla III for gunpowerer and archery units.

I might toss in an extra -city attack penalty on mounted units to reflect the significant upgrade the high-withdraw chance has on their performance.

Thoughts on the change? Did I miss any UU promotion paths that would allow a greater than 95% withdraw chance?

Getting 95% withdraw requires having a GG in the unit. I find building GG units whose job is to attack with poor odds to be a bad idea -- so I'm pretty fine with allowing people to make GG's whose specialty is "I strike and withdraw".

Note that the addition of Withdraw abilities on Archers and Gunpowder boosts them on city attack compared to the melee units. You still need insanely high end units to get a reliable withdraw chance. (L 6 longbowmen can have 3 to 6 first strikes, a 70% withdraw chance, +50% hills attack +75% hills defence, and no boost to combat strength at all).

Edit:
Bah, Naval can get Flanking II and Drill III, for a total of +65% withdraw.

That means subs have to start out with as little as 30% withdraw (capping out at 95% withdraw), and zero-base withdraw boats can hit 65%.

That is too low for subs -- I might grant subs Drill I and II free of charge, giving them a 50% starting withdraw chance and +1.5 first strikes, and lowering their strength to 21 (from 24). That works. Or I could grant them Flanking I free (same 50% starting withdraw chance)...

Battleships can hit 80% withdraw (Barrage II), which makes some sense -- Battleships have huge range, and you only get to fight them if you can outrun them and engage them.

Can a boat have a GG attached? If so, that would mess things up.
 
I think it sounds like a solid plan.

I looked but didn't see what you were planning on doing about leftover movement points. If you attack and withdraw and still have movement points left I think you should lose them. Sure you're alive and a sitting duck, but maybe another unit can cover for you. Seems like a fair trade. This will make assassins or marksmen very valuable in hitting retreating units.
 
Naw, I'm all for attackers getting to attack-and-withdraw.

If you advance next to a cavalry in the open, the cavalry can attack and back up. But the cavalry cannot advance and attack and then backup.

It does make cavalry really good at attacking invading stacks, and it makes "pillaging" cavalry important. If you advance into enemy territory with roads under you, the enemy can move pretty damn far, attack you, then withdraw out of range.

On the other hand, if you smash the roads out from under you, harrassing cavalry have to use up 1/2 of their movement to attack you. This leaves them with 3 units of road movement: short enough that unless they strike over hills, your cavalry could strike at them while you are advancing.

On railroads, things get nasty... Your advancing column will be constantly harrassed by tanks and infantry.

Lastly, there is a python coding cost to making units lose their MP when they retreat. As it stands, the original proposal can be done completely in XML.

Note that without a Great General, the highest you can get your land-based withdrawl chance is 75%, and that is only in the modern era or using UUs. So if you are doing suicide-harrassment attacks, you will lose 1/4 to 1/3 of your harrassment units doing it.

Hmm. I may also have to tone down the collateral damage caused by seige engines given these changes.
 
Damnit: I missed some promotion lists. So I need to rebalance. Plus I want to rework the naval, with the information that you can have a GG boat.

Unit type and promotion tracks availiable:
Armor: Drill, Flanking, Barrage
Chopper: Drill, Flanking
Horse: Flanking
Artillery: Drill, Barrage
Archer/Gun: Drill, Geurilla
Naval: Drill, Flanking (Barrage on Battleship)

I want Drill to be the retreat-ability of guns and archers.
I want Flanking to be the retreat-ability of horses.
Choppers and Armor have both, so they need to have a low base chance.
I like the idea of Barrage adding some withdraw chance.

Proposal (withdraw bonus from max ranks):
Flanking: +30%
Drill: +25%
Barrage: +10%
Geurilla: +20%
GG: +20%

I want the GG to be required to hit exactly 95% withdraw: so our goal is 75% total pre-GG.

Subs will be an exception: they can hit 95% without a GG.

Max bonus from non-GG promotions, and max base withdraw to hit 95% with a GG:
Armor: +65% (max base 10%) in 7 promos
Chopper: +55% (max base 20%) in 5 promos
Horse: +30% (max base 45%) in 2 promos
Artillery: +35% (max base 40%) in 5 promos
Archer/Gun: +45% (max base 30%) in 6 promos
Naval: +55% (max base 20%) in 5 promos
Battleship: +65% (max base 10%) in 7 promos
Subs: +55% (max base 40%) in 5 promos

All right, I can deal with that, especially if I throw in free promotions.
Changes:
Drill (+4/4 first strikes, 25% withdraw)
Drill I: +1 first strike, +10% withdraw
Drill II: +1 first strike, +10% withdraw
Drill III: +4 first strike chances, +5% withdraw
Drill IV: +2 first strikes

Flanking (30% withdraw, +0/2 first strikes, immune to first strikes)
Flanking I: +15% withdraw, +2 first strike chances
Flanking II: +15% withdraw, Immune to First Strikes

Barrage (10% withdraw, +100% collateral)
Barrage I: +20% collateral +5% withdraw
Barrage II: +30% collateral +5% withdraw
Barrage III: +50% collateral

Geurilla (20% withdraw, 1 first strike, +50% hills attack/defence)
Geurilla I: +20% hills defence
Geurilla II: +30% hills defence, double movement in hills
Geurilla III: +50% hills attack, +20% withdraw, +1 first strike

Tactics (2 first strikes, 20% withdraw, needs GG)
Tactics: 2 first strikes, 20% withdraw

Sub: base 50% withdraw (95% without GG, 115% with GG)

Base withdrawl by unit:
Tank: 0% withdraw
Modern Armor: 10% withdraw
Chopper: 20% withdraw, free Drill I and II (total 40%, matching cavalry)
Elephant: 0% withdraw
Mounted: 25% to 40% withdraw (chariot 25%, horse archer 35%, knight 30%, cavalry 40%)
Archer: 10% to 25% withdraw (archer 10%, crossbow 15%, longbow 25%)
Grenadier: 0% withdraw
Gun: 10% to 30% withdraw (musket 10%, rifle 15%, infantry 20%, sam 25%, marine 30%, mechanized 30%)
Battleship: 10% withdraw
Sub: 40% withdraw, free Drill I (total 50%)
Naval: 0% to 20% withdraw (0% galley, 5% trieme/galleon, 15% caravel, 10% frigate/transport/carrier, 5% ironclad, 20% destroyer)
Machine Gun: 0% ;)
Seige: 25% to 40% (Catapult 25%, Trech 30%, Cannon 35%, Artillery 40%)

So going back to the chart:
Armor: +65% (max base 10%) in 7 promos
Modern armor can reach this. Does not get any free promotions to help it along.

Chopper: +55% (max base 20%) in 5 promos
Gets 2 free promotions to help it along -- only 3 promos required

Horse: +30% (max base 45%) in 2 promos
Best standard horse is 40%, so you can only reach 90% retreat chance without a UU.

Seige: +35% (max base 40%) in 5 promos
Artillery can hit this max.

Archer/Gun: +45% (max base 30%) in 6 promos
Longbowmen can hit 90% -- Marines and Mechanized can hit the 95% cap with a GG.

Naval: +55% (max base 20%) in 5 promos
Destroyers can hit this cap.

Battleship: +65% (max base 10%) in 7 promos
Battleships can hit this cap. Go go range!

Subs: +55% (max base 40%) in 5 promos
Subs only need 4 promos (they get free Drill I) to hit the 95% cap without a GG.

...

Note that a L 8 GG modern armor becomes a thing of fear.
95% withdrawl chance, 7 first strikes, 6 first strike attempts, 50% collateral damage (20 strength collateral)...

Then again, the same GG as a L 8 combat monster would have +75% strength and +45% city attack.

A L 6 GG artillery is 95% withdraw, 6 first strikes, 4 first stike attempts, 150% collateral damage (27 strength collateral).

A L 7 GG Mech. Inf is 95% withdraw, 7 first strikes, 4 first strike attempts, +50 hills attack/defence, fast-move-on-hills.

All of those first strikes can be completely nullified with a single flanking II attacker or defender, so they aren't as fearsome as they seem. But it actually generates a viable alternative to the heal-pak and the combat-6 GG options.
 
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