Jouzou
Warlord
How would you handle two units with equal strength and no bonuses to either one? I have a hard time imagining a non-random solution to those kind of encounters.
I think removing the RNG from combat wouldn't be bad for balance in terms of fairness / strategy, but I don't think it would be good for gameplay. (I don't want to spend ages trying to explain why I think it might be bad for gameplay, because it falls under the umbrella of personal preference. The gist is that removing the RNG would remove a lot of the risk vs. reward elements of the game.)
Also, there would certainly be some major balance / strategy differences created by such a change, particularly in the early game. For example, imagine a city with 5 archers defending it; and think about how many attackers you'd need in order to capture that city. If the attackers are just a little bit stronger than the defenders, then you only need 5 attackers and then you are guaranteed to take the city; whereas if the defenders are a little bit stronger, then essentially you'll need 10 attackers - because the first 5 will all be defeated without killing anything. (Of course, if you're confident that there will be no counter-attack or reinforcements, you could still attack with fewer than 10 and it may still be worth while, but the point is that the small strength difference has resulted in a huge difference in the number of attackers you'll need.)
It seems a bit chaotic to me, in the sense that a small difference can lead to a really massive huge difference. Having 10% stronger units from being "aggressive" could potentially be huge - because rather than leading to, say, 20% less loses, it may lead to 100% less loses - because it may put you in a situation where the enemy has no units which can beat you without special bonuses.
Also, there are some units and promotions which are based around 'withdrawal chance', which is intrinsically probabilistic. That would need to be completely redesigned.
How would you handle two units with equal strength and no bonuses to either one? I have a hard time imagining a non-random solution to those kind of encounters.
To add to Karadoc's example 5 axes vs 5 archers example. If the axes are sligthly stronger the defenders best move would be to pull her archers back letting the city be captured and come back later with more/better units.
To do this correctly the defender would have to calculate beforehand the battle strengths of both sides including promotions and level of fortification. That would make Tmit's battle system unsuitable for casual players I would say.
Coming from a wargaming background, for me the biggest fault in Civ (I should make it clear I can't run Civ5) as a whole is the 'fight to the death' aspect. War Weariness reflects one element of morale, but not really at a battlefield level of charges breaking and retreating.
You could have heavy fire cause a unit's morale to break, whereupon it raises a white flag and and can neither attack nor be attacked. You could have 'Courage' promotions that make it less likely for a melee unit to break after a ranged unit shot down their front ranks, and 'Cruelty' promotions that increase damage to foes who break in a fight and enable you to give the order to fire on a white flag. Siege weapons could also break morale.
Getting rid of the 'two units enter, one unit leaves unless someone's on a horse' paradigm would do a lot to sort out some of the issues, I suspect.
Thinking about it, the way this'd have to be run is for ranged units to have their strength reduced, but gain a bunch of first strikes; all lost rounds to have a chance of breaking the loser; and for first strikes to have an elevated chance of breaking the opponent. Also, Flanking and the more agile mounted units should just offset a number of first strikes, not ignore them ALL.
How would you handle two units with equal strength and no bonuses to either one? I have a hard time imagining a non-random solution to those kind of encounters.
To do this correctly the defender would have to calculate beforehand the battle strengths of both sides including promotions and level of fortification. That would make Tmit's battle system unsuitable for casual players I would say.
Getting rid of the 'two units enter, one unit leaves unless someone's on a horse' paradigm would do a lot to sort out some of the issues, I suspect.
The gist is that removing the RNG would remove a lot of the risk vs. reward elements of the game.)
After all, under the current system, if your units are only slightly stronger than the defenders, than the odds are 50/50 so you would have to bring more units to bear than five in the first place.
These sound like interesting ideas, but it seem that simply giving units health would be a better solution.
How does first strike work in a non-RNG system? It seems that if battles are deterministic, then getting an extra first strike if you're still Strength 3 means nothing.
How does first strike work in a non-RNG system? It seems that if battles are deterministic, then getting an extra first strike if you're still Strength 3 means nothing.
(Equally matched foes) both die. That's pretty non-random, and it's not hard to imagine![]()
That's a terrible idea. The best bet of the defenders would be to either A.) Send more units to reinforce the city or B.) Let the archers die, damaging the attacking axes.
If withdrawing without combat from a city is actually a sound idea at that point, the war is probably not going your way in the first place. Not to mention that it seems that the problem could be solved just by sending one extra unit to the city to increase the amount of time the defender has to reinforce the city. It is a non-issue.
Not really. It is possible to take a rough guess at how strong you are compared to your enemy. Casual players don't invade other civilizations if they think they're only at parity (even when factoring in their own skill).
We test ran this mod yesterday among our group and it went very well. I'm thinking that units that are much stronger need to win with more health than currently (it's currently just a strength ratio -----> damage inflicted thing, so a 1 str unit attacking a 10 str unit would hit for 10 hp and bring the target down to 9 str then die.) It's not nearly as static as purported by some on this thread; promotions, variance in fortification bonuses, sudden reinforcements, and being threatened by aggressive AIs should they try to attack are all very real considerations.
They both die. That's pretty non-random, and it's not hard to imagine.
Every unit in the game has 100 hit points, and that's from Firaxis, not the mod. We're making use of it though.
For first strikes, we made it reduce the damage a winning unit takes (another risk/reward thing, since it doesn't help you if you lose). Currently a unit that wins and has a first strike takes (damage/FS+1). Obviously, having a 1 first strike advantage is a big deal as it reduces the damage you take by 1/2. You get diminishing returns after that, but still pretty significant. This system places first strikes more along the lines of "armor", but obsolete often called them that anyway. Functionally, this is a way to make first strikes still both effective and a tradeoff from combat promotions in deterministic battles.
Morale sounds fun, but that would indeed be quite a leap in terms of the work put in to get the game right. We're still doing things like removing missionary fail chances, making reactor meltdowns and desert fairy magic stop happening, and making sure the BASE combat system is acceptable.
On a side note, we still had a few people get rolled by the AI yesterday, so it's not like deterministic combat is greatly easier.
Erm, actually it's very hard for me to imagine total MAD for every instance of equally matched foes. It's even harder for me to imagine that in a situation of one side having slightly better troops of equal number, the other side's casualties will be total and not a single unit on the other will have no survivors - which, of course, will mean each unit has at least +1xp. Assuming a well organised line of retreat to keep the veterans alive, isn't that just asking for snowballing?
Is there a preview of who'll win and how much HP they'll have? Because if every member of your entire stack has 51% against the best defender and your stack outnumbers the defenders, you can guarantee the death of the entire enemy stack and happily stack attack.
Now, under RNG, you'd have to be desperate or a habitual quicksaver to risk a massive 51% stack attack. Under determinism, the only thing deterring you is the level of uncertainty that your own stack will survive the next few turns of enraged harrying.
The fact that a lone survivor of a Century (1% unit health remaining) can effectively train every replacement (regained unit health) immediately to their exact same veteran level is one issue with the combat system as is; making the player able to completely do away with the risk of losing a powerful unit is a big concern for me.
Stand on a hill next to a city with a stack of heavily drilled Longbows and good medical support. Couple of Crossbows and Pikemen, give a Maceman Charge as well. Have a single Maceman Warlord with CRIII, Tactics and Leadership smack a defender; who cares if your chance is 51%, you definitely won't die, you'll definitely farm at least 2xp, and your healing is well assured. Your man's getting stronger and stronger, you're spawning more and more GG's, and he's never going to die on his incredibly risky charges. You'd never risk a Warlord on 51% under RNG. Under determinism, as long as your stack can't be budged, he can survive Kamikaze and laugh about it, force-feeding the enemy War Weariness as he goes.
So rather losing the city you would prefer to lose the city and 5 archers? You probably assume their are reinforcements close by which could retaliate on the damaged axes. But that's may not be the case at all (quite common occurance). If there aren't any additional troops (close by!) you sacrifice 5 archers and for a few turns of healing. Healing is free and the axes will gain a promotion in the battle likely as not.
That the war is going badly is completely beside the point. Moreover, losing a fringe city early on is hardly a big loss. In many cases you can whip some troops and take it back anyway. Sending one extra unit means losing the city and 6 units while killing 1.
That's the point. A rough guess is insufficient. Due to the huge jump at strength parity you will need to know exactly whether you are stronger or weaker at least.
Yes a casual player can calculate the modified strength of both sides. however, they would much rather not be bothered with such a tiresome task. That's what it means to be casual. Many players will not even know about the the weird ways Civ4 battle modifiers are tallied up. Regarding the hidden rules: Again that's completely beside the point. However, I suspect they wouldn't worry about it unless it's something important (battle, city management).
Please think your points through before answering. Of course the mod could show who wins taking which amount of damage. But if you are being attacked this will not help you in the least. If you take your defending archer and click on the approaching axe you will get the information how bad your odds are should you attack it in the field. The value of this information is of course zilch when defending hence my example.
Buying 5 turns or so (and giving the enemy promotions) by sacrifing 5 archers is usually not worth it in the early game.
You have ample time to produce more troops while the attacker crawls through your territory at the pace of 1 plot per turn. But I admit there may be cases when it is feasable. However, in my second example (axes vs shock axes) you will almost alway be better off by running away and coming back with 6 axes later (for the sake of argument, of course chariots would be even better).
Lastly, regarding the precison of the odds. Often, one side (the defender) will have clearly superior combat strength. But there are enough cases when it's close and then you need to know exactly if your units are stronger or weaker. Otherwise there is no way you can make informed strategic decisions.
We test ran this mod yesterday among our group and it went very well. I'm thinking that units that are much stronger need to win with more health than currently (it's currently just a strength ratio -----> damage inflicted thing, so a 1 str unit attacking a 10 str unit would hit for 10 hp and bring the target down to 9 str then die.) It's not nearly as static as purported by some on this thread; promotions, variance in fortification bonuses, sudden reinforcements, and being threatened by aggressive AIs should they try to attack are all very real considerations.
One argument in favor of leaving the "winning unit takes gobs of damage most of the time" is that it's very difficult to progress in a war even with a tech lead unless you have a lot of units. Take the "5 axe vs 5 archer" example from above. If you attacked with only 5 axes there, you'd wind up with 5 0.4 str axes or something. You'd better defend them with something, because if you don't they're easy pickings, not to mention that if your 5th axe took the city and an enemy archer reclaims it, you might struggle to make any headway at all. I'm still trying to come up with a good Strength:damage ratio; we've decided to leave it for now.
For first strikes, we made it reduce the damage a winning unit takes (another risk/reward thing, since it doesn't help you if you lose). Currently a unit that wins and has a first strike takes (damage/FS+1). Obviously, having a 1 first strike advantage is a big deal as it reduces the damage you take by 1/2. You get diminishing returns after that, but still pretty significant. This system places first strikes more along the lines of "armor", but obsolete often called them that anyway . Functionally, this is a way to make first strikes still both effective and a tradeoff from combat promotions in deterministic battles.
Would it be possible for first strikes to cancel each other out? Using the Axeman v Archer example above, an Axeman with Drill 1 can kill an archer (who has a first strike) without suffering the wrath of the archer's bonus. That way, a Drill 1 Axeman still wins, but suffers normal damage. Since the Risk/Reward is that drill doesn't make the unit any more powerful and, on the defense, having three first strikes versus an attacker with 1 means that the attacker only has normal damage dealt to him still anyway.
The reward to having extra first strikes for a unit means that attackers can suffer up to normal damage. The risk is that the unit isn't stronger, still can be lost, and doesn't deal more than normal damage if its defending and has multiple free strikes. This makes Drill a heavy offensive-oriented promotion with moderate defensive use.
Under determinism, as long as your stack can't be budged, he can survive Kamikaze and laugh about it, force-feeding the enemy War Weariness as he goes.
You sure about that? It seems that the system is fine that way because it would take 10 1 str units to kill a 10 str unit. That system sounds legit.
Would it be possible for first strikes to cancel each other out?
This makes Drill a heavy offensive-oriented promotion with moderate defensive use.
What's wrong with missionary failure chances?
The AI might actually play better using deterministic combat actually if it understands the result of its giant stack attacking another giant stack.
A rough guess is very sufficient. The odds still show I think in the mod, so you can make a rough guess that at 99% odds, the unit will be relatively fine. At 51% odds, it will be limping.
The value of this information is of course zilch when defending hence my example.
Buying 5 turns or so (and giving the enemy promotions) by sacrifing 5 archers is usually not worth it in the early game.
First strikes are suppose to do damage to the target before they get to you. If each archer first strike wounds the incomming axeman by 1 attack strength, then the incomming axeman should rethink charging into oncomming fire. The amount would go up for higher strength units. I machine gunner should take down dozens of riflemen or infantry.
The problem again is that first strike is suppose to hurt a foe Before they get to you. The enemy attacking you usually dies from thousands of arrows striking the formation of melee. The same for machinegunners mowing down infantry or Hwachas damaging units befoe they ever reach it.
First Strike should be something like the collateral system, but for only vs 1 target.
What purpose does it serve, aside from lowering the return on investment for what is often already a poor investment? It's also frustrating and when we try to pass religions between human players, not very fun. I didn't hesitate in getting rid of this one...well...my friend had to do it. It's dll based!
Even if it doesn't, it's no worse than before. How many times in the base game have we seen the AI throw away 30+ units attacking a city, killing maybe 2 units inside while the defending forces still number 20+? Fixing the AI is a whole different can of worms.
Even at high 90's%, the damage is significant. I attacked a damaged medieval troop with a cuirasser and even a random mace would have been able to clean that cuirasser up guaranteed if I left it exposed.
The alternative application of first strikes suggested here, the "do damage before starting the combat proper", is interesting too. You could probably make it balanced either as a damage reducer or as a initiative damage-inducer, depending on numbers chosen. I'll give it some thought too.
I don't really have anything new to add; I just want to quickly point out that the point I was trying to make with the 5-archers example wasn't about how many attackers you'd need, but rather about how relatively minor events can instantly change your odds of winning 5 fights from 100% to 0%. - And I'm not saying it's a bad thing; I'm just saying it's a notable difference to the current system.
You can come up with any wonky pretend scenario you wish, but what's important is what happens in practice, and only a very poor player would just sit there taking abuse from a super CR warlord without giving him some hell to pay. Besides, why is there a stack of units like such there in the first place?
If withdrawing without combat from a city is actually a sound idea at that point, the war is probably not going your way in the first place.