Balancing additional units
lakatosa <[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <000a01c3aba6$6e6772a0$23fc4d3e@vnet> |
Hi!
I would like to contribute to new unit design with a short formula.
It may help (when it works good) to determine a build costs,
if somebody would like to get balanced attack and defense values
after adding new units to ruleset.
(first approach)
build_cost = 4 * attack + 3 * defense + 8 * move_rate + 4 ;
I have tested it with civ1 and civ2 units (not used sophisticated
statistical methods), and the results:
Not works at all for:
battleship, carrier (underestimated) and cruise missle, nuclear (overestimated)
As i can remember it resulted the following deviance values for bild cost:
+/- 4 shield 50% in
+/- 9 shield 80% in
+/- 14 shield 90% in
The following flags were treated:
IgTer (+1 move_rate), Paratroop (+4 move_rate), Pikemen (+1 defense)
It seems that hitpoints and firepower does not influence build_cost in civ1 and civ2.
As i supect, they have a role at determining science level needed. (I will examine it
later)
Bye,
Zoltan Lakatos