LichKing,
LichKing wrote:You don't consider one aspect. At turn 1 you have around, say 500-1000 gold with total income of 100. 2 gold of upkeep are near to nothing in comparison. If you get HeInf instead of LiInf, at turn 2-3 and on you'll have 25-50% more strength in defense. A crow has a chance against LiInf (wall 5), against HeInf no. You have to pay for this advantage, and 100 gold is not much.
It's a terrible deal. Imagine you repeat this for 10 cities. Player A buys 10 Hv Infantry. Player B buys 9 Lt Infantry. At this time he has 1100 extra gold to spend and buys a Pegasi for his 10th city. Now, which player would you rather be?
Plus you handicap yourself with slower expansion due to 12 moves instead of 14 and the Hv Inf does not help with city capture, only defense which you may *never* need. Paying for things you may not need is not a good idea. You should never buy Hv Inf, only make those you find in cities.
LichKing wrote:For the same reason I think strong units like dragons/devils/archons should cost more.
Agreed. 2000 for the Devil and 2400 for the Dragon and 2200 for the Grand Archon would be about right. You can't make it too expensive or players won't be able to afford one.
LichKing wrote:If you want to do it with the math, you can't say 2x cost=2x strength and 2x upkeep. Upkeep counts little, unless is very high like dwarves and light cavalry. 2x strength means to me at least 4x cost. Moreover, when you want to make stronger stacks, you look for the strongest units possible, since max is 8.
Agreed. The cost formula is *not* linear. Never claimed it was.
LichKing wrote:Compare 8 LiInf attacking 8 HeInf. That 50% means 100% victory.
Agreed. So that justifies the 200 cost because 8 beats 8? Instead Here is an example of what I mean. I would say that if a 10 strength unit costs 100 (Lt Infantry) then 50% of the time that is what the Hv Inf is (offense). So it's costs starts at (100/2) = 50. Now you have to decide what a 3 strength unit is worth (I don't know, but if we use 200 as a cost, the current price of Hv Infantry) then you need 50% of that cost (on defense) which is 100 (200/2)=100 and the total cost is 50+100=150 (about what I think the unit is actually worth). Instead if you think a 3 strength unit is worth 300, then the cost would be 300/2=150 + 50 = 200. So the question is, do you think a 3 strength unit is worth 200 or 300? Those are the things that get worked out in the formula.
LichKing wrote:If you want to do it mathematically, you should have a battle calculator, consider the average winning chances on all kinds of terrain, when attacking and when defending, behind walls (considering a 1 turn unit gets 4 times the wall bonus a 4 turns unit gets), and all this repeated for each unit against all kinds of units (anti-air is situational), and how would you calculate swarm?
I have such a calculator. Wrote one ages ago. They are easy to write. Wrote one way back in the DLR days too for the same reason.
LichKing wrote:And movement points? And the ability to fly? And all special abilities (negate, cancel terrain, move bonus, etc)? And stack bonus?
These are easier than you think to cost. Especially movement points which is fixed (ie unit always has same movement points). Stuff like terrain can be estimated (for example there is open, forest, hills, swamp, snow, desert. 6 terrains. You get the % of each terrain on maps to determine how valuable each bonus is. So if on the maps we find that there is 2X as much open as forest then an open bonus is roughly 2x as valuable).
LichKing wrote:It's senseless, all this would be arbitrary, not mathematical. Even if you did that, and it would take ages, it would still be wrong.
It's not senseless. One of the nice things about having DLR as a base of reference for Warbarons is that DLR has been around in *serious* hardcore multi-player since 1996. There has been 16 years of gaming experience and hundreds of thousands of multiplayer games played. A lot of time was invested in those first 5 years modeling everything in the game to get is balanced well. You can *easily* tell when you get something wrong because:
A) Virtually no one uses the unit
B) Virtually everyone uses the unit
If you don't get either of those situations over several thousand games you know you got it right. That's how the models developed.
LichKing wrote:It all depends on particular situations, and with mathematic you couldn't solve exactly the problem, as one should pretend from math.
As I said, you can solve it or come very close to solving it. The goal is to model the costs of everything. Then it's up to the players in a particular game, map, situation to do the best they can with each skill, bonus etc. So on maps with lots of Hills, Dwarves and Giants are things you buy/build because that situation demands it.
LichKing wrote:You really want to get near the ideal cost? then you should ask (maybe good) players what they would pay for each unit, after they have sufficient confidence. I don't have it yet, for example, but I can tell you that I always plunder spiders and would plunder Griffins on sight (never saw one, lately), and I love Minotaurs instead.
That's obviously how you estimate costs for various bonus's by starting with the players and asking what they think each bonus/skill is worth. Then you put those in a table and see if they hold true for all units of the same type (turn to produce). At the same time you create a 'base unit' for 1 turn, 2 turn, 3 turn, 4 turn, 5 turn. By base I mean lets use the Lt Infantry as the Base 1 turn unit (10 strength, no bonus, 14 moves, cost 100). So 10 strength, 14 moves costs 100. From there you can build all the other 1 turn units. So maybe each extra move >14 costs 20 gold (linear) or maybe each extra move costs successively more 10, 20, 30, 40 gold (scaling). It doesn't take long to get the costs right.
Incidentally I also plunder spiders/gryffons on sight too. Stack bonus's are about the only valuable thing I want on units that take 3+ turns or expensive 2 turn units. Inflating stacks of Lt Infantry with cheap bonus's (Crusader, Pegasi, Dragon, Medusa, Devil) is the best thing you can do other than inflating blessed crows with the same.
KGB