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Topic:   Modifiers for Attack/Defense Format for Better Printing
ruoxiaohai
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Arston, Flatulance, FRT
Dec 2000
posted January 24, 2001 02:02   Click Here to See the Profile for ruoxiaohai   send a private message to ruoxiaohaiSend a Message to UIN: 9792493
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What is the order that they come? I mean, say I have a Vet. Knight in a city w/ city walls on a hill.
Def 2
Vet=*1.5
City walls=*3
Hill=*2, but what order?
If there's any other bonus I've left out feel free to add it in. Thanks.
Scouse Gits
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It doesn't matter!

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Albert B
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Correct sir. Since multiplication is associative, 2*1.5*3*2 = 1.5*2*2*3 = 3*2*2*1.5, etc. = 18. I'm so sad I didn't get to it first!
DaveV
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In case you're worried about integer roundoff (in which case the order would matter), all the numbers are multiplied by 8, so roundoff is to the nearest 1/8.

Edit: so a vet fortified pike, defending on a forested river against a crusader (2*1.5*1.5*1.5*1.5*1.5), would, I think, defend at a rounded-off 15.125 instead of 15.1875.
[This message has been edited by DaveV (edited January 24, 2001).]

SilverDragon
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I always thought the knight would have a defense of 9 because you dont multiply the bonuses by each other. The basic defense is 2. for vet status, you add 1. for being on a hill, you multiply the basic defense by two, but you don't include the 1 from vet status, so you get +2 from the hills. Then you get +4 from the city walls, so his total is 2+1+2+4, which is 9.

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Sieve Too
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posted January 24, 2001 16:50   Click Here to See the Profile for Sieve TooClick Here to Email Sieve Too  send a private message to Sieve Too
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Dave V has it right. All Attack/Defense bonuses are multiplied together, never added. There have been numerous threads and tests on this very topic.
granite00
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I agree with SilverDragon. According to Sid Meier's Official Strategy Guide (page 270), the bonuses are added.
DaveV
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The guide is wrong. As Sieve Too said, this has been tested lots of times. It's easy enough to check for yourself: just crank up a couple units in cheat mode. Take my example above: the vet pike would only be 2+1+1+1+1+1 = 7 if you add numbers. Try attacking him with three vet crusaders (5+2.5=7.5) on the same turn - I'll bet you a doughnut they all lose.
ruoxiaohai
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posted January 26, 2001 00:30   Click Here to See the Profile for ruoxiaohai   send a private message to ruoxiaohaiSend a Message to UIN: 9792493
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Um....yeah! I knew that multiplication order doesn't count, but I was interested about stuff like pikemen. I guess my example wasn't very good.
And how do easier difficulty levels affect the combat outcomes?
Chainsaw
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I`ve never been able to understand what kind of effect hitpoints and firepower have. How about modern units fighting obsolete ones? Does this affect attack/defense strength or HP/FP?
Marko_Polo
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quote:

Originally posted by DaveV on 01-25-2001 08:29 AM
The guide is wrong. As Sieve Too said, this has been tested lots of times. It's easy enough to check for yourself: just crank up a couple units in cheat mode. Take my example above: the vet pike would only be 2+1+1+1+1+1 = 7 if you add numbers. Try attacking him with three vet crusaders (5+2.5=7.5) on the same turn - I'll bet you a doughnut they all lose.

If I remember right the pikeman has a defend advantage against attackers on horse, so this example isn't very good..

DaveV
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Marko Polo - the pike advantage is a 50% bonus against units with one hitpoint and a movement of two. So one of the +1 or *1.5 modifiers accounts for that.

Chainsaw - there's no intrinsic advantage for modern units versus ancient; catapults can kill musketeers although the musketeers are a more modern unit. Hitpoints determine how hard a unit is to kill; firepower determines how much damage a unit does when it hits. A rough approximation in comparing strengths is to compare attack*hp*fp for the attacker against defense*hp*fp for the defender.

ruoxiaohai
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posted January 27, 2001 01:33   Click Here to See the Profile for ruoxiaohai   send a private message to ruoxiaohaiSend a Message to UIN: 9792493
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Well, if you guys want to be anal, the pikemen ONLY get defensive advantages for unit numbers 16 to 21, I think. Either that or 22, I've never tried pike vs. Calvalry, but that's the way it goes. Also, many scenario designers have found that special unit "places" have advantages. Yeah, so how does difficulty level (chieftan-deity) affect the chances of winning?
SlowThinker
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Subject: hit points and firepower are superfluous

BTW, I think the statement in the subject is valid. Two numbers would suit the purpose.

A,D,H,F are attack, defense, hit points and firepower.
In fact, you need to know A*F*H and D*F*H. You may imagine that
A*F*H replaces A and
D*F*H replaces D and
H, F are set to 1.

H/F lowers accidental behaviour of units only (H lowers it and F raises it).

It is my opinion only, I never discussed it, there may be some mistake in my thoughts.
[This message has been edited by SlowThinker (edited January 29, 2001).]

DaveV
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ruoxiaohai - barb attack factors are altered based on difficulty level, from 25% at chieftan to 150% at deity. I also have read that city defenders receive a 100% bonus at chieftan level.

SlowThinker - I'm not sure I understand what you're saying. FP does make a difference for defenders, and HP for attackers. I agree that raising FP increases randomness, and raising HP decreases it.

Sieve Too
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posted January 29, 2001 10:39   Click Here to See the Profile for Sieve TooClick Here to Email Sieve Too  send a private message to Sieve Too
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quote:

Originally posted by ruoxiaohai on 01-27-2001 01:33 AM
Well, if you guys want to be anal, the pikemen ONLY get defensive advantages for unit numbers 16 to 21, I think.

Not too sure of this. If you leave both the Pikeman and, say, Knight in their respective slots, but increase their HP, the Pikeman loses the 50% defense multiplier.

quote:

Also, many scenario designers have found that special unit "places" have advantages.

There are a number of these: Only a unit with the settling role in the Engineer slot works at double speed. Only a unit with the diplomacy role in the Spy slot, has the Spy's extra abilities. Same thing for Freight. Only the Partisan slot gives the extra attack strength vs 0 attack defenders. Only the Fanatics slot is a unit that can only be built under Fundamentalism. There's more.

SlowThinker
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quote:

Originally posted by DaveV on 01-29-2001 10:06 AM
SlowThinker - I'm not sure I understand what you're saying. FP does make a difference for defenders, and HP for attackers.

I am sorry, there was a mistake in my last post. Look there again, I made a correction now (it is bold).

I will present an example:
Artillery fights with Mech. Inf.

1. Civ2 offers four constants (a,d,h,f) for every unit:
Artillery (10a,1d, 2h,2f)
Mech. Inf. (6a,6d, 3h,1f)

2. You may translate theses four constants into two constants only (you may suppose h=1 and f=1 then):
Artillery (40a,4d)
40=10a*2h*2f; 4=1d*2h*2f
Mech. Inf. (18a,18d)

Suppose Mech. Inf. attacks Artillery : you can provide the standard deduction: Mech. Inf. will win 18 of 22 (=18a+4d) "internal" battles. It means that average outcome is: Artillery is dead, Mech. Inf. has 81,8% (18/22) hit points remaining.

DaveV
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SlowThinker - I used to think exactly the same thing, but I've been convinced by others' testing (and my own) that there are differences between the various numbers. The combat odds are based on each side rolling an n-sided die, which results in a bonus to the stronger unit. So, to reconsider your example:

With the default numbers: the odds of mech. infantry winning each round are 11/12 (6 + 5 bonus vs. 1). Mech infantry needs to win 20 rounds, so will probably take 2 hits = 4 hitpoints.

With "unified" numbers: the odds of mech. infantry winning a round are 8/9 ( 18 + 14 bonus vs. 4). Mech infantry needs to win 10 rounds, so will probably take 1 hit = 1 hitpoint.

SlowThinker
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I am not sure if I have understood:

Mech. Inf. has 0,1,2...6 on his die (7 sides).
Artillery has 0,1 on his die (2 sides).

Is it OK?
(I thought there is just one 7-sided die, 6 sides own Mech. Inf., 1 side Artil.)

DaveV
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As I understand it, the Mech. Infantry has a 48-sided die (0,1,...,47), while the artillery has an 8-sided die (0,1,...,7).

Here is a link to a thread detailing some calculations and experiments: ../../forums/Archives/Archive-000008/HTML/20000504-1-000624.html

Scouse Gits
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... and in the event of a draw the defender wins - thus a zero defence unit such as a barb king or diplo can (very) occasionally defeat an attacker.

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SlowThinker
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Combat system I have read that thread quickly.

I hope I have understood it:
On defender's die
Nr. of attacker's wins
Nr. of defender's wins
0
47
1
1
46
2
2
45
3
...
 ...  
6 41 7
7 40 8
Total:
(40+47)*8/2
(1+8)*8/2

Generally:
Suppose m=max(a,d), n=min(a,d). Then wins are distributed among both units following way:  
Attacker's wins (AW) Defender's wins (DW) Total number of attacks
a>=d m-n/2-1/16 n/2+1/16 m
a<=d n/2-1/16 m-n/2+1/16 m

 
In our example:  Artillery wins 1/2+1/16, Mech. Inf. wins 5 1/2-1/16.

(Edited: DaveV multiply these numbers by two: it looks more functional:
Artillery wins 1+1/8, Mech. Inf. wins 11-1/8;
11=6+5, 5 is the "bonus" for the stronger unit)

quote:

Originally posted by DaveV on 01-29-2001 12:33 PM
With the default numbers: the odds of mech. infantry winning each round are 11/12 (6 + 5 bonus vs. 1). 

DaveV disregards sixteenths: Mech. Inf. wins 1 (or 1/2), Artillery wins 11 (or 5 1/2).

We can multiply theses numbers  (AW and DW) by both relevant firepower and hit points and obtain two numbers representing the ratio how to divide wins among both units.

Using other words, we always use all the product f*h.  Single f and h factors are not interesting (they affect accidental behaviour of units only).
 
In our example: 
Artillery wins (1/2+1/16)*4=2.25, Mech. Inf. wins (5 1/2-1/16.)*3=16.31
average outcome: Mech. Inf. holds 86% of hit points (0.86=1-2.25/16.31), Artillery is dying

Am I right?
[This message has been edited by SlowThinker (edited January 30, 2001).]
[This message has been edited by SlowThinker (edited April 10, 2001).]

SlowThinker
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Sorry, my last post is indigested. I am rebuilding it now.
SlowThinker
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I have rebuilt the post now.
DaveV
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quote:

Originally posted by SlowThinker on 01-29-2001 07:03 PM
DaveV disregards sixteenths: Mech. Inf. wins 1 (or 1/2), Artillery wins 11 (or 5 1/2).

Yes, sorry, this was an approximation that overstates the attacker's strength. It provides a rough estimate of relative strengths without having to compute fractions. I use this formula in games so I don't continually have to resort to my calculator.

quote:

Originally posted by SlowThinker on 01-29-2001 07:03 PM
Am I right?

I think so!

SlowThinker
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This bad explanation lies somewhere on Apolyton:
quote:

"FIRE!" Making War in Civilization II by Marc Fisher
The actual equation used to resolve each combat round is:
__a__
(a+d)
where: a = attacker's attack rating
d = defender's defense rating

The result is a fractional number (percentage). A random number is
generated, and if the result is less than the percentage, the defender
loses hit points equal to the attacker's firepower rating. The reverse
happens if the random number is higher - the defender's firepower rating
is subtracted from the attacker's hit point rating


I trusted to that...
[This message has been edited by SlowThinker (edited January 30, 2001).]
DaveV
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Oops, after further thought I have to disagree with your "expected result" calculation. The question is, how much damage do we expect the mech infantry to sustain while destroying the artillery? I think the answer is a straight ratio of the combat strengths:

mech infantry damage/artillery damage = 16.31/2.25

artillery damage = 100%; mech infantry damage = 2.25 / 16.31 = 14%; so I expect the mech infantry to survive with 86% of hitpoints. A small difference, I know...

SlowThinker
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Of course, it was my mistake. A big difference in a general case.
I corrected it, somebody may consider that post useful.

Note:
If we disregard sixteenths, then weaker unit makes 1/(2*m/n-1) of damage.
For large ratio m/n, weaker unit looses a half of his power ("-1" in the expression looses his significance).

SlowThinker
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I have a presentiment that attacker has a 50% chance to get vet status, defender has a 100% chance.

Is it OK?

Scouse Gits
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SlowThinker - I concur tests I have made would tend to suggest that the attacker will win vet status (without Sun Tzu) 50% of the time - I do not have any stats for the defender

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Thoth
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quote:

Originally posted by Scouse Gits on 01-30-2001 06:37 PM
SlowThinker - I concur tests I have made would tend to suggest that the attacker will win vet status (without Sun Tzu) 50% of the time - I do not have any stats for the defender



I don't have any stats, but it seems to be 50% for the defender as well.

SlowThinker
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My idea about 100% for a defender originated when I tested to attack dips/spies by warriors.
Now, I have found my record of older tests: only 3 vets after 20 successful defences.
It may depend on power of a unit...
kobayashi
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As I understand, the Hitpoints and Firepower stats were added in Civ2 so that there would be a random element rather than a straight win for attacker or defender.

If you had a unit of A3,H1,F1 and attacked a unit of D3,H1,F1, its different from attacking a unit that is D1,H3,F1. Its also different from attacking a D1,H1,F3 unit.

In the first case, you might win or lose but the surviving unit will be half dead.

In the second case, if the defender survives, it will be almost dead

In the third case, if the defender survives, it will be only slightly damaged.

A second thing to take note is that HPs and FPs become important with modification that takes when air, helicopter and naval units fight land units or when city improvements like city walls are involved. Some modifications reduce the hit points while others multiply the attack factor without modifying the hit points. This give more depth in the design of interaction between units.

To understand the use of hit points and firepower, you need to take them to their extremes. In a game where all units have FP=10 and HP=1

You can have single blow deaths
The probability that a weak unit kills a strong unit becomes significant
Ships performing shore bombardment or defending cities are not disadvantaged - their firepower is reduced from one to one!

In a game where all units have FP=1 and HP=10

The weaker unit is sure to die
The stronger unit is sure to get damaged
Ships performing shore bombardment or defending in cities have fire power reduced to one (i.e. 10 times)

In the case of air units attacking ships in port, the planes have firepower doubled so the effect is not so pronounced as the ship example but there is still an effect.


East Street Trader
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Pretty much trying to hang on to some of the discussion here by its coat-tails (and failing to do so).

But I'll throw in a comment on vet status. I seem to have noticed that a unit gets to be made up more often when the outcome of a particular combat was a close run thing. And (just maybe - memory loss makes me doubtful) it may be that this is more of a factor for the successful defender than for the attacker. If there's anything in this, I'm not altogether sure whether the state of health of the unit at the outset matters - but I think it does.

Or, put another way, a unit that emerges badly damaged but alive is likely to get made up.

So a hardy phalanx which repells a chariot on open ground, dropping into the red while doing so, would become a vet. The same phalanx, fortified on a mountain, that sees off the chariot without breaking sweat probably won't.

SlowThinker
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East Street Trader,
You may be right...Good idea

kobayashi,
I don't agree. If I have understood the combat system well, then (accordingly to my post "posted January 29, 2001 19:03")

a)A3,H1,F1 attacks D3,H1,F1,
attacker wins (3-1/8)*1*1 times
defender wins (3+1/8)*1*1 times
(Note: I have doubled numbers in my table: Total number of attacks = 2m)
If we disregard eights then wins are divided in a ratio 3 to 3, i. e. 1 to 1

b)A3,H1,F1 attacks D1,H3,F1,
attacker wins (3+2-1/8)*1*1 times
defender wins (1+1/8)*3*1 times
wins are divided in a ratio 5 to 3

c)A3,H1,F1 attacks D3,H1,F3,
attacker wins (3+2-1/8)*1*1 times
defender wins (1+1/8)*1*3 times
wins are divided in a ratio 5 to 3

quote:

Some modifications reduce the hit points while others multiply the attack factor without modifying the hit points.

I don't understand what do you want to say...

quote:

To understand the use of hit points and firepower, you need to take them to their extremes. In a game where all units have FP=10 and HP=1...
...In a game where all units have FP=1 and HP=10...

In short, a quotient H/F lowers accidental behaviour of units. OK?

{combat system}{combat formula}
{pikemen}{vet status}
{}{SlowThinker}{end2}

------------------------------
This is a post with keywords. See a thread The Great Library: a hierarchical structure" thread.
[This message has been edited by SlowThinker (edited April 15, 2001).]

kobayashi
Chieftain
Singapore
Dec 2000
posted February 08, 2001 22:36   Click Here to See the Profile for kobayashi   send a private message to kobayashi Visit kobayashi's Homepage!
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Well I guess in the simplest terms,

Your calculations are not wrong as far as the statistical average is concerned. In a two system world, either A is killed or B is killed, they odds
are as you state them.

But they simply do not take into account

1. the distribution of events, i.e. the shape of the distribution curve

2. the amount of damage the survivor sustains after the opponet is killed.

If every unit had 1000 hit points, the outcome and damage would be exactly predictable, the stronger unit would always win everytime and be damaged by the same amount.

If every unit had one hit point, by accident, the weaker unit might kill the stronger unit one time in five but in exchange the stronger unit is less likely to be damaged when he does kill the weaker unit.

kobayashi
Chieftain
Singapore
Dec 2000
posted February 08, 2001 23:05   Click Here to See the Profile for kobayashi   send a private message to kobayashi Visit kobayashi's Homepage!
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To further clarify:

if ONE (2A 1H 5F 1H) attacks TWO(1A 1D 5F 1H)
(remember that 1H = 10 hit points)

Every round ONE has a 2/3 chance of landing a blow and TWO has a 1/3 chance of landing a blow.

Lets say ONE wins the first two rounds. In each round TWO loses 5 hit points and after losing 2 rounds, TWO is dead and ONE is undamaged.

TWO only has a 10.9% (33%x33%) of winning the first two rounds but if it does, ONE will be killed.

BUT if ONE (2A 1H 1F 5H) attacks TWO(1A 1D 1F 5H)
(Now they each have 50 hit points)

After ONE wins two rounds, TWO is down to 48 hit points from 50, far from dead. Now you need to win fifty rounds to kill an opponent (as opposed to two above). There is no statistically significant way that TWO can win fifty rounds before ONE so TWO is as good as dead - but ONE is sure to get damaged in the process.


kobayashi
Chieftain
Singapore
Dec 2000
posted February 08, 2001 23:10   Click Here to See the Profile for kobayashi   send a private message to kobayashi Visit kobayashi's Homepage!
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Opps, I missed the last line of your post.

Yes, in short, a quotient H/F lowers accidental behaviour of units.

GP
Emperor
Atlanta, GA
b.02-15-99
posted March 02, 2001 20:04   Click Here to See the Profile for GPClick Here to Email GP  send a private message to GP
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My understanding is that HP/FP have two effects to change the game from Civ1.

1. combat damage is accumulated and units must "heal"
2. The FP/HP tends to make thestronger units more consistent at killing the weaker units. (i.e. removes much of the chance element that a battleship will lose to a phalanx becuase mulitple rounds of combat are simulated.

I have always thought that element 2 is a little bit of a crutch for the human and makes things too easy for the player who races ahead in technology, makes it easier to calculate exactly how many crusaders you need to capture a city, etc.

Marquis de Sodaq
Chieftain
Land o' Lakes
Jul 2000
posted March 06, 2001 13:15   Click Here to See the Profile for Marquis de Sodaq   send a private message to Marquis de Sodaq
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Forget all the formulas and calculations. What it comes down to - explaining a concept behind the algorithm - is that more hit points mean the unit can survive more damage. More fire power means the unit can deal more damaging blows.

For a simple comparison, attack a warrior and a settler with a horseman.

warrior: 1d 1h/1f
settler: 1d 2h/1f

The horseman will have more success against the warrior because it is twice as stong (2a vs. 1d). The settler is just as weak as the warrior, but takes twice as much damage to kill. In other words, the settler is as hard to kill as 2 warriors in succession, all other factors being equal.

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