Well, integers do use less memory than floats, so there's that.
(Waiting for someone that actually knows programming to slap me around...)
*slap* nope, integers are more exact and will need less processing power (but that's rather negligible).
they take 'effectively' the same processing power, except in extreme sub-cases, but we aren't seeing those here.
How do you know that ?
*facepalm* okay, I'm an idiot, didn't notice that there are no negatives here, sorry .
The way I always saw it was that damage would be in the same proportion, just with more diversity in how combat can go.
Off the top of my head, two units with equal strength attacking each other did 4-6 damage. In this new system, I assume it'd be more like 40-60 damage.
The best thing about it is that with the 10 HP version, there's only 3 different values that come out of combat. In the 100 HP version, there's 20 different values or so. Much more variation, and that'll mean that each point of strength will help, however subtly.
Which changes you expect not to like?
For me it's espionage, it's always felt arbitrary and boring to me.
Same, espionage, but moreso because I've never felt it's been implimented well and doesn't really fit the scope of the game. It really doesn't add much except hassle.
I hope they make it optional right off the bat so I can disable it immediately.
Which changes you expect not to like?
For me it's espionage, it's always felt arbitrary and boring to me.
Same, espionage, but moreso because I've never felt it's been implimented well and doesn't really fit the scope of the game. It really doesn't add much except hassle.
I hope they make it optional right off the bat so I can disable it immediately.
I like the menu driven mechanism, it feels more managerial.
If espionage is integral to city state influence, I suppose you can turn off CS and just not use it. I still think having it used for city states is a genius move if they can get it to work properly.